First, let’s talk about market. The mobile gaming market is now larger than either of the console or PC game markets.
But you lose 20% of your users for every click it takes to install your game, and it’s an average of six clicks for native apps vs one for progressive web apps. Starting with 1000 players you now have 262 native players vs 800 PWA players. This is overlooking the fact that it’s much harder to convince someone to click “install” than visit a URL.
The net effect of this is it can be up to 50 times less expensive to acquire new users for web apps. 3x less when all we consider are the clicks, but then you also need to factor in the huge difference in friction between deciding to install an app vs landing inside a running app.
As for tools, Unity and Unreal Engine have both been working hard on their web platform exports (see the DeadTrigger2 demo), but for a mobile WebGL-native experience, check out PlayCanvas, which offers a Unity/Unreal Engine style game production environment on the web platform, and targets mobile browsers by default.
Cloud computing is huge business for Amazon, who recently announced a lineup of game-specific cloud services along with their new Lumberyard offering based on CRYENGINE.
It’s also huge business for IBM, Google, SalesForce, Microsoft, and dozens of other enterprise companies who’ve all made enormous bets on cloud computing.
Lots of large enterprises have also made big bets on Node, including Microsoft, PayPal, IBM, Intel, Walmart, etc…
Node has the largest open source module ecosystem by a landslide, and its popularity only continues to grow. Not sure where you got the idea that its popularity is even in question. It’s made PHP obsolete and decimated the popularity of Ruby on Rails.
It seems to me that those who are betting against the web platform are not basing those bets on what’s happening in the real world.