I was responsible for the 2010 version of Game On. We screwed up your price (long story) and will make good on it now. I know. It's late. Like in: Too late. I am sorry. Trust me - it was not done on purpose or out of neglect (well, I guess you can argue about that).
Anyway: Short of it is - I am sorry. And we will make good on it. Expect an email today (if you haven't already received it).
I hope I'm not being a dick by commenting on this but the subthread is getting fairly long with 'me too's. Can you give any kind of explanation as to what's been going wrong?
Also, this is the first I've heard about Game On 2010 so I went to find out more[1] and it looks like all of the links (winners list, game gallery) have been stomped by this year's site. I can still see Google's cached screenshots but no info.
And ninethly: loved Browserquest. Competitors, get your MMO on!
We had a contractor help with organizing the contest. A software vendor had kindly offered to sponsor one of the main parts of the prices. Unfortunately they never actually sent the software packages to us for distribution to the category winners. Meanwhile the contract for the contractor had expired and I essentially just dropped the ball on following up with the winners and offering them a replacement in lieu of the originally planned software package.
Your typical chain of events crap. My bad. We are actively sorting it out now.
The two other people are unrelated to Game On - they are waiting for t-shirts which fell through the cracks somewhere. I don't particular care who blew this - all I care about is that those two people get their shirts. And one of them already emailed me. So - we're sorting it out as well. :)
And on the first Game On - we ran this as a fun experiment out of Mozilla Labs. The 2012 edition is run as a much bigger thing out of the Mozilla Foundation. :)
Edit: Aaaand beaten to the punch by pmoz. Like always ;)
Apologies again. We'll fix it.
What is now high end desktop graphics hardware (gtx 670) will in a few years be common in laptops. The modern gtx 640M, for example (a mainstream graphics chip for a mid range laptop) has performance comparable to a mid-range 9600GT desktop dedicated gpu from 4 years ago, at one third the power consumption, or an 8800GT, a high end card from 6 years ago. So if trends hold, GTX 670 performance will be available in a mainstream laptop profile in 5 years.
Go even further - the Tegra 4 coming out this year will feature up to 64 shader cores on an APU package running at 600mhz, which beats out the Playstation 3's 24 shader units at 550mhz in the RSX handily (other architectural changes, such as the lack of dedicated VRAM for bandwidth and latency, come into play, so comparing the two just on shader cores alone isn't sufficient). But in practical terms, next generation tablets will have graphical capabilities that rival or surpass consoles that are still the market leaders.
So a web game developer, especially a very future-thinking one, might want to try to build a game engine modeled around matching performance of devices 5 years from now on the high end, rather than treating the current status quo as the performance they should expect when web games using webgl really take off. Using a 670 or some comparable high end card to create demos that truly test the bounds of performance in these technologies now iron out the wrinkles 5 years from now when everyone's tablet is boasting similar performance.