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Well, with regard to non-technical concerns, the only reason I can think of to compile your game for a web browser (as opposed to native) would be for convenien
by overgard 10y ago
Well, with regard to non-technical concerns, the only reason I can think of to compile your game for a web browser (as opposed to native) would be for convenience/no-install. The main advantage of the browser being you have access just by navigating there. If you're putting up a pay wall you're kind of killing the convenience/easy-access thing anyway. If you want the traditional model of pay-for-game->get-game the browser doesn't do a lot for you.
You could argue it's easier to target one platform (the browser) rather than multiple platforms, but I would argue that: A) engines like unity can already handle that for you, B) having worked for a company that was using asm.js + webgl for a product, I can tell you that browser is a really annoying platform to target when you're using C++ and OpenGL. It works but it's incredibly hard to debug and browser updates tend to break things randomly and a lot more frequently than you might think. I'd only use that stack if it gave you a competitive business edge.
- jononor 10y agoMaybe go back to 'demos' as in the days they were distributed on (collection) CDs. I remember playing the Diablo II demo over and over... But this time demo (of a single level for instance) is offered in the browser, and when that is over one can "go to next level" (popping up a payment form) or "play demo again". Get people hooked before even asking them to buy.