Mobile programming HTML 5 vs Native: Their experience

In this second part, we will see the choices made by the actors and their experience.

Pocket Island

1) Failure

The Wooga editor made an HTML version of his game Pocket Island (picture on the right), which already existed as native to iOS. He stopped selling HTML version 5 and made it open source on Githube. The reason is that he didn't report much. Users found it slow and preferred to upgrade to their native version if it was on their device.
However, it should be noted that this is an online game on Facebook, so it is necessary to download the application for each use (partially offline, but not completely). A local application in HTML 5 will remove the load time.

2) Success

Unlike what happened for Voog, the achievement of the X-Type game by Phobos Lab, although it faced difficulties in implementation, gives an absolutely amazing result. The game itself resembles what was on the Apple II, like all mobile games in fact (starting with Angry Birds), but the smoothness is optimal and the sound is fully synchronized.

3) Mixed

Facebook chose HTML 5 for its iOS app, allowing the site to be accessed directly on a mobile phone without access to a browser. But the download time was redemptive and users complained about it. Therefore, Facebook decided to create a native application. It still uses HTML, but only for the interface, backend in Objective C and it's very fast. Thus, it is a local HTML 5 application, as described in the JavaScript section of this site.

In conclusion, if the number of users is very large or the application needs all the resources of the system, it seems that it will have to make its own version, but the future may be different: Higher performance devices, faster networks, improved frameworks, should give an advantage to fully portable HTML 5.

First part: HTML 5 vs Native vs Titanium.