With Web/Local Storage you are limited to 5-10 Megabytes of data.
There will be a shitstorm once graphic drivers get exploited through WebGL.
The game the writer self-promotes is a completely different genre than what id Software does (2D shmup versus a 3D FPS with detailed graphics). It eats a whole CPU core for a seemingly trivial game (might just be missing sleeping in the code, I have no clue).
And never forget that web-based games are kinda non-free unless you can download them and play them locally. You are always at the whim of the developer/hoster/provider. I much prefer games that run natively, disconnected from the internet (attack vector) and whenever I want.
There will be a shitstorm once graphic drivers get exploited through WebGL.
The game the writer self-promotes is a completely different genre than what id Software does (2D shmup versus a 3D FPS with detailed graphics). It eats a whole CPU core for a seemingly trivial game (might just be missing sleeping in the code, I have no clue).
If you use a good codebase, you do not need to write 200 lines just to setup your screen, eg http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenG... .
And never forget that web-based games are kinda non-free unless you can download them and play them locally. You are always at the whim of the developer/hoster/provider. I much prefer games that run natively, disconnected from the internet (attack vector) and whenever I want.