- From: Francois Daoust <fd@w3.org>
- Date: Tue, 25 May 2021 10:37:51 +0000
- To: "public-games@w3.org" <public-games@w3.org>
- Cc: "Tom Greenaway" <tomgreenaway@google.com>, "Noel Meudec" <noelm@fb.com>
- Message-Id: <em117e6748-3eda-49f6-b784-41c8cfdbd76a@tipc>
Hi CG participants, First CG workshop took place a couple of weeks ago. Notes taken by Noël during the call are provided below. The transcript is also available online in the usual document: https://docs.google.com/document/d/1CQtWyYPOjLy7np7SW-exbW20SXv61YaStBBVi042oHc/edit#heading=h.eng6u8j06uml Many thanks to those who attended the workshop. It was very good to exchange on ideas, let's see how we can progress them and do it again! Francois. ----- Topic of the workshop The web platform has come a long way since the days of Flash. Megahits such as Candy Crush and Clash Royale or indie games such as Among Us are completely achievable on the web today. So… why don’t more game developers build games for the web? In other words, what holds back web gaming? Points made by participantsKoen Bollen (Poki) 1- Developers don’t know what is possible to achieve on web 2- Real time multiple is hard (WebRTC might help, but it is not mainstream yet) 3- The code open for everybody to steal Fabio (Godot) 4- The API are different from more classic game development (for example: loops don’t work the same way) . It makes it hard to port. 5- API are not as stable as they used to be in the past (old games are breaking) Paul (OP Games) 6- Tooling is not at the same level as native game development 7- Loss of flash made it harder to get on the web, and nothing is at the same UX level. What could replace it? Andrzej Mazur (js13k game jam and more) 8- Non-technical side: discoverability and monetization. How to make money and reach an audience? 9- The ecosystem needs an equivalent to Steam. There are many publishers but no central place. 10- On a positive note: technically, it is much better than years ago. Q&A and free chat Question from Francois: how are native games doing multiplayer games? Technical answers by Koen and Fabio (note: unfortunately, a bit too fast for me to take notes) Fabio: UDP is not directly accessible from Web. WebRTC helps but it is complicated. Francois: Developers could use Web Transport (client to server) but there is a need for peer-to-peer, and WebRTC is better for that. Fabio: adding another protocol (Web Transport) might bring more complexity. (Fabio also raised concerns about API that could stop working after some years, as he experienced it in the past) (Note we tried to explore points #1, #9 and #7 a bit deeper) 1- Tom: There are not enough success stories of games made in HTML5. Koen: web games are not “cool”, and there not enough high quality games. There is an image problem problem with web games in general. Andrzej: we have seen impressive tech demos, but no huge hits following those. And agreed, not enough success stories. Koen: cross-play would be helpful/motivating (need for a success story here too). Andrzej: some games were ported to native. Having the same game on Steam brought credibility (wow effect). Fabio: tools are super important. Developers are making games, not specifically web games. They just want to be able to distribute anywhere. 9- Koen: Poki aims to become the Steam of web. Selling games (like 10$) is not common on web. How do web developer make money? About monetization: Poki looked at Coil. Andrzej: monetizing with ads is the only thing that works at the moment. But we are pushing web monetization hard. It is difficult to make it happen (people are not convinced yet). We really need to find alternative to ads. Tom: Youtube monetizes with ads, but also with sponsorships and patreons. Can we learn from it? Andrzej: All the options already exist, but advertising is still 95% of the revenue. The problem with patreon: it is served by a unique company, everyone needs to go through that website and all. Side note: Coil is experimenting with tipping. Paul: There is no standard for in-app purchase. Koen: At Poki, we don’t want to have to handle our own wallet. Andrzej: Coil, with the tipping tech, is working on in-app purchase. Noel: alternatively, what do you think of bitcoin mining while playing as a way to monetize? Andrzej/Koen: It was tried before but got abused. Maybe it needs refinement. Koen: There might be a problem of transparency. Asking for money is more transparent by default. Andrzej: But it is great to bring it up, we need original ideas to challenge the possible ways to monetize. Koen: We already have examples of working alternatives. Twitch works! They make money from people even if nobody must pay. Huge fans are paying. Andrzej: Patreon model for the web also has a huge potential. We need to find ways to make it work. Fabio: The platform itch.io is quite used and monetize well (to pay the developer directly is possible, redirection to the native app is possible, etc.) Andrzej: yes, itch.io is experimenting a lot (including with web monetization). An asset marketplace also available. Koen: it feels more targeted toward developers than toward consumers. 7- Paul: Before there were a lot of creators using Flash. They are not successful anymore. Why? Flash was used by artists, that was helping getting more people to make games. Koen: Web is not seen as a gaming platform, it does not attract “real” developers. Fabio: When in reality it is just another platform. Game engines should invest on it. People want to make games, but they don’t know the tricks of the web. Koen: It seems Unity/Unreal don’t see it as an opportunity. Fabio: on a side note, 99% of games on Steam are made with game engines. Paul: so are game engines the problem? Fabio: it is true that the resulting applications run much worse than native ones. Koen: In Unity, using“export to web” often results in something not workable. Fabio: From the game engine side, it is hard because there are a lot of limitations than come with web. Andrzej: the unity team explained that there are ongoing efforts to make the export better, plus unity tiny is being improved. Tom: They expected Unity and Tiny Unity tech to converge. Now it is not clear where it is going, especially project tiny. The main use case for it is playable ads. It is far from what it needs to be. Koen: At Poki, we rarely see Unity games perform well unless they are big IP. Fabio: Godot has a 12Mb footprint on web, but it still too big. Then loading assets usually adds something like 300Mb, it becomes super heavy. Koen: games on web load assets on demand, which is not the case in traditional game development. Fabio: True. It is a different tech, making it hard to port. Example: access to cache, etc. Tom: Game streaming is a brilliant solution for games. But will it succeed? Koen: The main problem is input delay. It is difficult to avoid it. Conclusion Tom: It was a great time. Next time we should tryto get more actionable outputs though. Francois: having a marketing campaign to raise awareness could be a great idea (see screenshot shared at the top of this email).
Received on Tuesday, 25 May 2021 10:37:57 UTC