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I don’t know. Nothing prevents indies from selling games directly to consumers right now — it’s not like it’s hard to integrate a payment processor to your webs
by codeflo 5y ago
I don’t know. Nothing prevents indies from selling games directly to consumers right now — it’s not like it’s hard to integrate a payment processor to your website and an auto-updater to your software. WebAssembly only replaces the auto-updater part. The actual value that Steam adds is discovery and trust.
- hutzlibu 5y ago"WebAssembly only replaces the auto-updater part. " No, it replaces the need to install something on your computer. For trying out an unknown game, I rather have a sandboxed web application, than having to install something. And most who think more in terms of convenience, will prefer the non install solution, too. Installing new software is a big hurdle to many non technical people. I witnessed many children tears, because their parents did not wanted some game to potentially mess up their computers. (and some games actually do that)
- codeflo 5y agoAre you writing from theory, or from personal experience with game app stores? Because IMO, this is mostly a solved problem in practice with Steam, Epic Store, Windows Store etc. That’s partly why those platforms are so popular.
- hutzlibu 5y ago"Because IMO, this is mostly a solved problem in practice with Steam, Epic Store, Windows Store etc." Erm. Yes, but wasn't your point that indie developers can market directly(without those plattforms) with ease right now? "WebAssembly only replaces the auto-updater part. The actual value that Steam adds is discovery and trust" Using webassembler brings in trust. Worried parents do not have to approve installing another unknown app.