That's not at all what I meant. In fact, the first (and most) iteration will be a companion app as it isn't really practical to bring over all the features the full web game has (not even to mobile web).
As for bandwagon and trends, I've been building websites and apps (like actual desktop apps, and then symbian apps for the first "smart" phones) for 15 years now. Many of my sites aren't even mobile optimized. There's no bandwagoning here. There's simply me seeing that a large portion of my user base on many of my sites (gaming and non-gaming) are mobile. There's me seeing that creating a mobile app for one of my non-gaming sites increased my revenue multiple times over and super increased engagement. With the apps, I have better user experience and session control than I would with a mobile website (which, we also have) and can better engage with the user.
I'm not saying simply create a pathetic wrapper "app" that is the same as the browser. I think the ticket is to put some effort in and create a user experience that can't be matched in the browser (though, as an aside, I bought a game last year that had an "app" which was actually just a browser that navigated to the domain. Users actually complained when it was removed from the store for a bit during the transition).
That's what I'm seeing from my experience though. Everyone is of course different, and devs should to do what works for them.