Correct me if I'm wrong, but it seems like a massive opportunity for both game engine providers and portals, especially with the arrival of WebGPU on the horizon.
Correct me if I'm wrong, but it seems like a massive opportunity for both game engine providers and portals, especially with the arrival of WebGPU on the horizon.
Then there's examples like Townscraper (https://oskarstalberg.com/Townscaper/) which are graphically nice and already playable on the browser. There are also many games on itch.io of varying quality, but IMO Townscraper is the nicest.
The problem of storage is also quite important, it's hard to push a high quality game on the browser when a lot of people won't stick around for the 10GB+ download needed, not like they would if they're downloading from the Xbox store or something like that. So it's a bit of a cultural issue as well on that front.
It's like sound. People are OK with video games with clicky sounds going through menus with background music playing, but find it very obnoxious if a website does the same. Not a technical problem, but one of culture and how we view the mediums.
Browser games have no idea how long their data is around and how big the cache actually is.
Browser based games will go to GaaS subscription or even "Insert $.25 to Continue" very quickly.
Definitely interesting technically-wise, but considering the implications, no thanks.
WebGPU will help with the 'graphics API feature set from a decade ago' problem but you may have to wait like 2 years extra for it to show up in Safari and ordinary Android phones since Apple delays new features and Android phones don't get updates. Android phones also have horrible video drivers, so it may not work on many handsets ever. Plus you have to rewrite all your shaders in their special snowflake shader language and wait for them to compile on every page load.
Ultimately, Apple doesn't want you shipping browser games because they would rather get 30% of your revenue via the App Store. The Chrome team probably does want you shipping browser games but they're in a difficult situation with the state of the mobile market, they probably need to do painful stuff like implement compressed pointers if they haven't already.
And even the PS3 at least had a proper graphics debugger.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing...
That said, nobody really releases games that way and nobody plays them that way. Not everything needs to be a web app.
And UE5 does not have support for it out of the box at all.
https://github.com/UnrealEngineHTML5/Documentation/issues/10...
What, in your mind, would be the killer advantage?
Anything besides easy distribution?
But it seems to me that, esp. in the case of gaming, it isn't just distribution that win, but the ability to discover, and pay, for games easily in a single place. So App Stores seem to have won the distribution game and have added several other capabilities that are all together make for a more compelling story than easy distribution alone.
If that weren't the case, why aren't we seeing more games distributed this way (web)?