Maybe just nostalgia talking, but the height of Newgrounds really seemed like a golden age for light gaming. The shift to mobile games has just resulted in a large number of gambling simulators, which I'm sure has been a key reason for the popularity of Kalshi, Polymarket, etc.
I'd say the shift to mobile went through a similar arc into decline as the web, actually.
Newgrounds really was the golden age for web gaming. And, similar to early web, early mobile gaming also started out with nostalgia-worthy charm and heart. You're right that it's been hollowed out, but the same thing happened to web gaming after the Flash era. The social casino era is maybe its 6th reinvention, and its lowest yet.
Now that mobile gaming has been raced to the bottom and consolidated (and thanks to the dual tailwinds of AI making it easy to write code without engines and the web maturing in its 3d+networking capabilities) we're started to see a resurgence of web-based games - it's my full-time job now! Granted we still do rely on mobile apps (as web wrappers) for monetization, but that wall is crumbling rapidly.
Would you share who you're working for? I'm looking for a switch to web game development, I already have some experience with it but I did lost all the hope that the web was still the platform where to play some games
I would argue the height of light gaming was the height of Kongregate, which was a little past newgrounds' own.
The games were more polished by the time, but still quite wild.
That seems a reach to say the popularity of kalshi and polymarket is down to gambling simulators.
Id wager (heh) that it's much more down to a lack of regulation combined with the normalisation of influencer driven get rich quick but pretend it's clever investing that exploded in popularity with crypto and wallstreetbets style influencer investing. Combine that with house prices being where they are and people get risky with investing as their hope outstrips their caution.
I don't think a few rounds of balatro or slotomania leads to that.
The crazy thing is there was a period between Newgrounds games and mobile games: Facebook games. It was so popular at that moment and so insignificant hindsight that we barely remember it.
Yep. Mafia Wars was what led to to quit FB in 2009. Writing was on the wall.
that's quite a reach. much more obviously, the shift to mobile games has resulted in predatory pay2win "micro"transactions and ads everywhere. the last time I'd tried to find something new to play on the shitter, seemingly every random game I got from the playstore wanted an AAA's worth of $ to unlock features and/or was full of ads. and they weren't even those coomer bait gachas everyone with half a brain knows to avoid.
i dont think its the sites. people always blame the sites. but people became lazy and hungry for dopamine. they arent creating cool stuff anymore but almost get upset or withdrawl if someone else dont shove something 'new and exciting' down their throats
internet is not the only thin that suffers it. TV, music, its the same. Listen to what kids played music ,movies, toys etc. in 60, 70, 80, 90s up to today. you will see very sharp changes, first in how they occupy themselves and then in how they shape society -_- for their kids to go into the next dumbing down cycle.
(yes v cynical and black n white put. easier to word)
Gambling aside, the median quality of a modern mobile game is worse than what we had on newgrounds.
NG didn't have multiple 500MB downloads, buttons in the wrong place, pointless currencies. More importantly NG artists actually cared. I understand why Apple killed Flash, but what we got in its place is not better.
> I understand why Apple killed Flash, but what we got in its place is not better.
WebAssembly is better compilation target and runtime than Flash ever was. Many languages can compile to WebAssembly.
I think what you want is an authoring tool like Flash. Why not make that tool? Or if you don't want to make it, Rive's a pretty good animation engine. You can make games with it:
https://rive.app/
https://rive.app/docs/scripting/demos
Assuming you're not looking at the file sizes involved...
SWF is extremely compact, since it was intended to be used over a dialup connection. Flash worked because the player was preinstalled on the computer.
The newer Ruffle player is a 10MB download in addition to the actual flash file. You get a new freshly downloaded copy of Ruffle from every site that's hosting Flash content.
> Assuming you're not looking at the file sizes involved
The internet has very much moved on.
A three minute, 1080p YouTube music video encoded in AV1 video with Opus audio is 30 megabytes. No one bats an eyelash at downloading that.
To prove it, this one has been downloaded 2.6 billion times: https://www.youtube.com/watch?v=ekr2nIex040
To even further prove it, this one has been downloaded 17 billion times: https://www.youtube.com/watch?v=XqZsoesa55w
Yeah, home internet (cable, etc) is fast. Mobile internet is not.
Seems plenty fast enough to me.
I have an old phone. I'm on one of the cheapest plans. I ran a speed test with https://speedtest.net and I got 124 megabits per second. That's 15 megabytes per second, 900 megabytes per minute, which is 90x more than YouTube's 1080p video rate of 10 megabytes per minute.
Ruffle is also available as a Firefox extension. Maybe install that and be happy: https://addons.mozilla.org/en-US/firefox/addon/ruffle_rs/
The swf player was definitely smaller, through some miracle — I remember marveling at how quick it was to install it the first time, and I’m pretty sure that’s a big reason Flash became so ubiquitous that you could just blindly assume its presence by 2002 or so - the install was small even for dial-up, and required like one click.
But compared to the average internet user’s connection speed or their consumed bandwidth at this time, 10MB is probably smaller. We just don’t put it in a plugin today because the browser cache can handle that just fine, and because it means the code is more sandboxed, and that if it needs updates, managing that is easy for the game publisher to do.
> I understand why Apple killed Flash
In retrospect, it turns out the reasons were a load of bollocks. Modern web is 10 times more bloated than Flash ever was, and nobody cares.
Wasn't the main reason that it was really difficult to keep the sandbox secure?
Thank God we made the web so much safer!!
There's at least one industry that reaaaaally got fucked with the sunsetting of Flash: e learning
> Wasn't the main reason that it was really difficult to keep the sandbox secure?
It basically ran JavaScript. It's no harder to sandbox Flash than it's to sandbox any HTML5 website. Arguably much easier because there was no JIT back then. Flash also ran in an enclosed box on a website and had no access to DOM, which greatly lowers attack surface.