Sure, Fortnite is a great example. If it can well run via web (which is a current workaround via Xbox Cloud Gaming), Apple can’t take their 30% cut. Same with Roblox and other games. Top paid apps like Procreate could do the same.
Apple and Google could lose tens of billions in revenue if they make the web too good too fast.
Yeah Fortnite could run well in WebAssembly and WebGPU for example, cloud streaming isn't necessary to get Fortnite on the mobile web.
My team is actually developing a suite of tools and platform to enable Unreal Engine game developers to deploy their games to HTML5, bypassing walled gardens and 30% fees entirely.
> My team is actually developing a suite of tools and platform to enable Unreal Engine game developers to deploy their games to HTML5, bypassing walled gardens and 30% fees entirely.
Okay, so your POV makes more sense now. I'm a fan of the web, so I wish you the best in making the web a platform for non-casual gaming.
IMHO, if you view this primarily as a technology problem, you're going to learn that it isn't. Even when the technology prerequisites exist (Safari supports both Wasm and WebGL today), someone will need to solve the problems that app stores solve.
Great points. And regarding it not being a technology problem, you're referring to the obstacle of getting users to go to the web as a platform for discovering software, rather than the App Store or Google Play, right?
Apple and Google could lose tens of billions in revenue if they make the web too good too fast.