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> But the act of playing music is something spotify better at - and that mainly is just because (if you use spotify) you have your music collection in one place. That's where you go to play music.

Spotify is worth installing because it gives me all music in one place. If I had to install one app per title, I would not consider it at all. That is how games are. You have to install each title individually. That makes Spotify much more similar to the browser than it is to installed games.



Thats how games are today, yes.

But you don't feel like you are installing google just because you go to google.com are you? Doesn't have to be any different for games. Well, the difference is that a game probably have a lot more content but that's nothing you get away with just because you use WebGL.

You only have to install one application that handles all your games (or applications) just like spotify handles all your music and your browser handles all sites.


> You only have to install one application that handles all your games (or applications) just like spotify handles all your music and your browser handles all sites.

The experience today for serious 3D games is, a full install for each game. Platforms like Flash and Unity attempt to do what you say, be the 'spotify' of games, but in general game devs ship their own proprietary native code.

I agree on mobile/tablets the existence of an app store infrastructure is more 'web-like' than the experience on desktop/laptops. In the end, this is a bit of semantics -- Google's native client stuff is probably the ultimate solution technically, sandboxing full-speed native code instead of relying on Javascript for client logic. However that is farther down the pike in terms of cross-platform adoption than webGL.

It all comes down to a tradeoff between adoption and bleeding-edgeness. My argument is with regard to what the situation will be if/when webGL is running on 90+% of browsers, including mobile and tablets.




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