With WASM and WebGL being mature technologies, I'm not sure why there aren't more video games published this way. For really big games with lots of assets, having those assets in local storage makes sense. But I wouldn't mind if a game "installer" is just your browser asking "This game wants to use up to 20 GB of local disc space. Is that okay?"
The fact the site died after being posted here might be an indication why :-P.
I’ve always wondered a bit about the ssr side of these things a bit. Something like time crisis where the main video is pre-rendered and streamed but the interactive elements (enemies, explosions) are superimposed in front on the client. Feels like you could make a very low bandwidth experience (around the same cost as a YouTube video plus some assets?).
For what purpose, though? Why saddle yourself with the overhead & restrictions of WASM and the limitations of WebGL (or even WebGPU), just to run in a browser? The typical answer for running in a browser is the fast deployment, but if the user has to sit through a 20GB download anyway, then what's the point? Just to avoid needing an install wizard? And in case you aren't aware, 20GB would actually be a relatively small game. 60GB+ is quite common now (the more recent call of duties tip the scales at 140GB)
Because you'd be missing the market and monetization layer that Steam so conveniently provides.
Tech people underestimate how much gamers care about performance
You see that a lot with all the game streaming platforms like Stadia
There's a whole mainstream culture of custom building PCs to maximize performance/value and YT channels focused on game perf like digital foundry are super popular
Remember that any time the browser gets more free-reign on the PC it will be 0.01% used in good faith and 99.99% either unintentionally misused or maliciously abused to make computers worse for people who don't know how to diagnose these things.
Just look at web notifications. Maybe it's nice that you can get email alerts on your PC without having to install an app, but now every news site and sketchy clickfarm on the planet is trying to send notifications to get grandma back on their website, showing her ads.
Users are so accustomed to popups and cookie banners and what have you, they've been trained to click "sure, accept, whatever, just let me use the website" so permissions prompts may as well not exist.
I do not like the effort to make webapps as capable as desktop apps. Visiting a website and hitting "accept" which could easily be done by accident should not be offering anywhere near the level of trust and permissions to my system as installing an application. The friction of installing an application is not an inconvenience, it's a feature.
Technical reasons I know of:
- Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.
- While WebGL is mature, it's based on openGL es3, which is an ancient api/shading language with limited features. If you were previously targeting vulkan/dx12, now you have to restrict your feature set or find (costly) workarounds to make webgl support happen
- WebGPU could be a better fit, but support is still not ubiquitous (Firefox, Linux or older phones are especially bad)
- SDL_GPU (SDL3) still has no WebGPU backend