OnLive: on-demand video game distribution system announced at GDC 09

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The announcement of OnLive at GDC today was arguably the biggest gaming story... although there are still so many unknowns.

Currently the following developers/publishers have signed up to have some of their games available on the service:
  • 2D Boy
  • Atari
  • Codemasters
  • EA
  • Eidos
  • Epic
  • Take-Two
  • THQ
  • Ubisoft
  • Warner Bros.
The service is currently in closed beta with plans to release at the end of the 2009, but only a few titles have been suggested in the promotional material so far:
  1. Bioshock
  2. Burnout: Paradise
  3. Company of Heroes: Opposing Fronts
  4. Crysis Warhead
  5. Crysis Wars
  6. F.E.A.R. 2: Project Origin
  7. Frontlines Fuel of War
  8. GRID
  9. HAWX
  10. Lego Batman
  11. Major League Baseball 2K9
  12. Mass Effect
  13. Mirror's Edge
  14. Prince of Persia
  15. Riddick
  16. Tomb Raider: Underworld
  17. Unreal Tournament 3
  18. Wheelman
  19. World of Goo

Here are some useful links about the service and the announcement:

Official Sites

Info Sites

Media Sites
 
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Reminds me of Sega Channel. Also I don't think it will catch on since alot of people don't have that good on a internet connection and also like having physical copies of games.
 
This is the kind of innovation I am talking about that will bring forward new ideas and concepts!

What new ideas and concepts regarding the actual games are you referring to? As far as I can tell, it is just a different way to distribute and play games. As far as innovative and original gameplay design, I do not see how it has any advantage over current video game distribution systems.




Reminds me of Sega Channel. Also I don't think it will catch on since alot of people don't have that good on a internet connection and also like having physical copies of games.

Agreed. Many people prefer to own rather than rent, and want the choice of buying used and selling their games.

That said there are certainly some obvious advantages to a game system like this, just as there are advantages to downloadable games and movies.

One big advantage though is the distinct possibility of never having to upgrade your PC/console. 👍

That said, there are so many unknowns, and it has several things going against it, for one, it sounds like it is already going to be limited to not just broadband users, but ones with fairly high connection speeds...

OnLive FAQ
What kind of Internet connection do I need to use the OnLive Service?

OnLive works over nearly any broadband connection (DSL, cable modem, fiber, or through the LAN at your college or office). For Standard-Definition TV resolution, OnLive needs a 1.5 Mbps connection. For HDTV resolution (720p60), OnLive needs 5 Mbps.

Notice they don't even mention 1080p support let alone the kind of connection speeds needed for it... which could easily be as much as 10 Mbps.

Which means it is going to have a very limited customer base... thus it is very unlikely that a major game publisher would consider releasing exclusive content for it... which will likely make it an even harder sell.

Regardless of all that, it's certainly going to be very interesting to see how it develops. 👍
 
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I to also like physical copies of games, and i don't sell my games. And my internet is like dsl snail, not that fast. So until they stop making physical copies, that's what i will be buying.
 
I think this is a hugely significant moment - perhaps the beginning of the end of the console gaming industry... which is not necessarily a bad thing. Much in the same way that the mp3 revolution shook the music industry to the core, and more importantly, changed the general public's perception of how music can be bought, sold, manipulated etc., this concept offers to bring an end to some cherished views of how we go about our gaming lives...

I doubt that console manufacturers are quaking in their boots just yet, though. But that said, does anyone think that Sony, Nintendo, Microsoft etc. will be looking into setting up rival services, if indeed this concept could ultimately make consoles obsolete...?
 
Google Sega Channel, it was basically the same thing as this only it was with the Sega Genesis. Also I think people will always want to own a physical copy(or at least have the game on a hard drive which all 3 systems do now). But if this somehow does succeed I think they might do something similar.
 
I think this is a hugely significant moment - perhaps the beginning of the end of the console gaming industry... which is not necessarily a bad thing. Much in the same way that the mp3 revolution shook the music industry to the core, and more importantly, changed the general public's perception of how music can be bought, sold, manipulated etc., this concept offers to bring an end to some cherished views of how we go about our gaming lives...

I can see it being a possibility in the future. But in the UK at least getting a decent connection speed, especially with a low contention ratio, is still very hit and miss. I live in a popular residential area of one of the bigger cities, yet can only get an upto 2.5meg connection. The company in charge of laying the cabling needed for hi-speed internet in England has no future plans to lay any more of it either and i can't see the current ecconomic down-turn changing helping this matter much.

I doubt that console manufacturers are quaking in their boots just yet, though. But that said, does anyone think that Sony, Nintendo, Microsoft etc. will be looking into setting up rival services, if indeed this concept could ultimately make consoles obsolete...?

You can already download games for your system on the PS Store and i presume Xbox's version is similar. Perhaps i'm missing something important, but i can't really see how this is massively different?
 
I used to think the same about CDs and DVDs, but I changed my mind after realising that if a server existed with every piece of music and every movie ever made on it, I'd sooner pay to have access to that than fill my house with hard copies. For me, Napster let the cat out of the bag - much to the horror of the music industry at the time. What Napster (and subsequently p2p clients) did was to prove that the internet was able to blow your CD collection clean out of the water overnight. Only politics and the rights of ther artists stood in the way...

One major advantage of a system like this is that you could effectively take and use it anywhere with a sufficient internet connection... and rather than hiring games, you could hire entire back catalogues of games from whichever console you felt like playing that day...
 
You can already download games for your system on the PS Store and i presume Xbox's version is similar. Perhaps i'm missing something important, but i can't really see how this is massively different?

With those you download them onto your system and they are there for you to access whenever you want. But with this new system the game never downloads onto your system, rather it continuously streams the content to you, sort of like watching a youtube video as opposed to downloading a film off the itunes store and watching it from your HDD.

And T_M isnt the only one thinking that this generation will be the last of what we know as consoles:
http://www.joystiq.com/2009/03/25/pachter-says-this-console-generation-is-the-last/

However as some of you have said, this technology is promising but broadband speeds will have to be given time to improve first.
 
I can see it being a possibility in the future. But in the UK at least getting a decent connection speed, especially with a low contention ratio, is still very hit and miss. I live in a popular residential area of one of the bigger cities, yet can only get an upto 2.5meg connection. The company in charge of laying the cabling needed for hi-speed internet in England has no future plans to lay any more of it either and i can't see the current ecconomic down-turn changing helping this matter much.
This is true, but it won't be this way forever... in my lifetime, the internet, home computers and mobile phones have all appeared from total non-existence... I'd be willing to bet that the average household connection speed in 10 (or even just 5) years time will be plenty fast enough to meet the needs of even the most ardent gamer...

You can already download games for your system on the PS Store and i presume Xbox's version is similar. Perhaps i'm missing something important, but i can't really see how this is massively different?
The key difference would be that you'd no longer be paying upfront for access to the capabilities of just one or even a few consoles, but any number of games from any number of gaming systems. Imagine being able to subscribe to the Sony Channel for £50 a year, or play the brand new Xbox game all weekend for £5 without having to own an Xbox at all. Of course, if this was the case, then consoles would cease to exist completely. But rather than having to manufacture millions of expensive and temperamental consoles, companies such as Sony or Microsoft would only need make one big mo-fo supercomputer/server to host their entire gaming networks... Who knows, Microsoft could call theirs "Deep Cack"?

As for the "I like having physical copies of things" argument, I don't see why digital versions are any worse... I used to envy my uncle's collection of original gatefold sleeved Yes albums that look so much more beautiful than the nasty CD versions of the early 90's. Now, however, I have the remastered, expanded digital versions of those albums, with all and any of the original artwork writ larger than life on a 40" HD television, with any manner of enhancements (lyrics, history of the band etc.) via the internet, and all of this available simulatenously and nigh on instanteously - something neither of us could have dreamed of when my uncle first said "I'll stick to vinyl".
 
Just as there is no doubt there are people who are and would prefer not to own physical media, there is also no doubt there are people who would prefer to own physical media... and based on current sales statistics, either by restrictions of their service or their own personal preference, physical media still far outpaces virtual, and I don't think that's going to change significantly over the next five or more years.

As for comparing this to downloads, the difference is that once it's downloaded on your hard drive, you control it for the most part. If OnLive or more likely, your ISP has a problem with their servers, you won't be able to have any access to your games, and what ever other content and services that OnLive will provide. Where as with a console or PC, as long as you aren't wanting to play online, you can continue to play your games (disc or downloaded), watch movies, listen to music, view photos, etc... that alone is likely going to keep a lot of people away from a strictly online system.

I understand what TM is saying about technological progress... heck, it was only ten years ago when it was a big deal that 56K modems became available. However, even in the US, the majority of households do not have broadband, and many areas do not even have the infrastructure for it... and with the state of the world's economy, the notion that companies will be spending billions on expanding the infrastructures for broadband and offering 5Mbps connection speed at a reasonable price that the mass market could afford it is extremely unlikely.

In fact, over the last couple years many ISP companies have been throttling down connection speeds for customers who regularly use the most bandwidth... which has caused quite a stir on the interwebs, especially for people who regularly use bit torrent sites and such.

Legally these companies can get away with it, as most service contracts only mention connection speeds as "up to", and those that mention a minimum are usually many times lower than the max speed possible.

This means that even if you are paying for a 5Mbps connection, that's just the max speed they will guarantee... not the minimum... and connection speeds can fluctuate regularly even within just a few minutes. Just run speedtest.net several times over an hours period and you'll likely see what I'm talking about.

Imagine being in the middle of a great game, only to get disconnected because your connection speed drops below the min necessary speed. :ouch:

Also, if you have multiple users in your house, all sharing the same modem, then you may find that you'll have to make sure no one else is using the internet while you are playing.

There is also a move by ISPs to consider charging by actual usage... which if so, would likely make using a service like this possibly quite expensive.

And all of these issues are in North America... in many other parts of the world where video games are popular, these internet issues are far worse.


Don't get me wrong though, I think this service could be really cool, and I'll be happily following it as it develops, but as it stands now, and for the foreseeable future, it's going to have a very limited market due to many of the factors already mentioned.

Frankly, if I had any say in OnLive, I would recommend they go after the huge casual game market that Nintendo tapped into, and thus limit the games to SD with standard audio resulting in low bandwidth requirements. This would make the system much more accessible to a larger market. 👍
 
I used to think the same about CDs and DVDs, but I changed my mind after realising that if a server existed with every piece of music and every movie ever made on it, I'd sooner pay to have access to that than fill my house with hard copies. For me, Napster let the cat out of the bag - much to the horror of the music industry at the time. What Napster (and subsequently p2p clients) did was to prove that the internet was able to blow your CD collection clean out of the water overnight. Only politics and the rights of ther artists stood in the way...

One major advantage of a system like this is that you could effectively take and use it anywhere with a sufficient internet connection... and rather than hiring games, you could hire entire back catalogues of games from whichever console you felt like playing that day...
What you just described was still owning a file. You pay (supposedly) once and you have it presumably forever. Unless this is a pay once to play a specific game forever system it will be like paying for streaming audio. You have to pay more (continue paying) if you want to hear a song again.

Plus, digital videos and music are not equal in quality as physical media, and as D-N pointed out, this does not even mention 1080p. How do I get my Gran Turismo or Wipeout?


Then their minimum speed required is 1.5mb, I have 1.0mb. And when asked about broadband caps they were not exactly helpful.
http://www.joystiq.com/2009/03/25/gdc-09-onlive-bosses-talk-bandwidth-caps/
As much as we love the Utopian vision of the future that OnLive -- which plans to offer game streaming direct to PCs, Macs and set-top boxes -- provides, we're still left with plenty of questions. For one, what does piping in games mean for those with bandwidth caps?

As an example, at the 5 Mbps OnLive requires for HD gaming, a Comcast user capped at 250 GB monthly could expect to get around 3.8 hours per day of game time -- assuming they used their connection for nothing else.

When questioned about it at a press event for the device last night, OnLive founder Steve Perlman didn't seem concerned. First, the console is rarely using the full 5 Mpbs. In fact, he said, it's often far less. Also, Perlman hopes that ISPs will give special consideration to OnLive as the service may well drive cable customers to upgrade their datastream. For now, consider it another challenge for OnLive will have to handle when their product launches in winter of this year.

We'll have more for you regarding OnLive when we give it another hands-on, this time on the GDC show floor.
So, if you have a bandwidth cap you should pray that your ISP gives you special treatment because it is OnLive. What the heck is that?

Truth is they have another 5-10 years before everyone is able to use this fully. Another console generation at least.




Oh, and I think it is important to note that OnLive is not the only one entering this concept.
http://www.1up.com/do/newsStory?cId=3173431
OnLive Already Has A Competitor
David Perry had been planning to announce the development of a similar service, but OnLive "forced his hand."
By Kat Bailey, 03/25/2009

The industry has been abuzz with the announcement of OnLive, a "cloud gaming service" that allows you to stream games over a high speed Internet connection. Now, a day later, it's going to have a competitor. That was fast.
According to Venturebeat, Acclaim chief creative officer David Perry has said he has founded a new company to try and offer a similar service to OnLive.

"I was going to reveal it at [the E3 trade show], but the OnLive news has forced my hand," said Perry, adding that his team will be able to offer the service without any downloads, while OnLive requires a tiny download. They'll also be working on the problem of server-based lag which is inherent to the operation. Perry's announcement is perhaps not surprising considering his recent history.

Perry has been a proponent of digital delivery for a while, having previously railed against brick-and-mortar retailer GameStop's statement that digital distribution of full games would not be arriving for another twenty years. In fact, when put in this light, Perry saying that GameStop's statement would "confuse investors" makes a great deal more sense.

"Some developer (or publisher) pitching a digitally distributed strategy might have been 'thrown under the bus' today by Mr. [Dan] DeMatteo," Perry wrote last September.

His team has a long way to go before catching up with the likes of OnLive, which has been in development for seven years now, but at least he can say that he is helping to realize the future that he has been so confidently predicting.
 
It's a fundamentally flawed concept. Their is way, way, way too much latency for it to even make sense for gaming. You input a control, and it has to travel 1000s of miles over the internet, processed, and back to your screen without any noticeable delay or lag, please. Even at 'unlimited' internet speeds, the time it takes for packets to cross the ocean, along hundreds of routers and repeaters.

I just pinged San Francisco, using my stupidly fast University connection. Although I got a speed of 8698kb/s, my ping is still 343ms. Which if anyone who has played online know, 343ms makes for a pretty laggy input.

That said, if everyone had internet at this speed, (Where I am at work)
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It may be possible. But the bandwidth costs would be huge. Downloading continuously for at 5Mbps is what? About 7GB an hour. Your ISP isn't going to like you. And I'd like to see OnLive provide that kind of bandwidth for 100,000+ users.
 
We have trouble with lag now for online games, imagine what it will be like having to send you inputs over the line first. Lag lag lag lag double lag

We will need OnLive service hubs in every couple suburbs, this may be a little more feasible when high speed internet (20mb's+) is cheap with HUGE usage allowances and FTTH to try and reduce latency. Even then it is flawed.

By then the standard gaming and video resolutions might be increased, which would make this much harder again.

It's a fundamentally flawed concept. Their is way, way, way too much latency for it to even make sense for gaming.

Exactly.
 
The more i think about the concept the more i like it and i can certainly see the games industry heading this way in the future. One issue i can see with it though is where does brand loyalty fit into it and will people become immersed in a game the same as they do now if they have literally thousands of titles to choose from?

I've probably got no more than half a dozen games for my PS3 and probably had less than 10 titles for my PS2 in the whole 7 or so years i was using that system. If i spend £40 of my own hard earned cash, then i'll damn well get my moneys worth out of it. For this reason i pick and choose my games only after reading many reviews and friend's opinions, and for this reason i rarely end up with a dud. However, with the PS Store on my PS3 i've ended up downloading demos of games just because they're there and because they're free. I've ended up barely ever playing them, however good they may or may not be, mainly because i've not had form any attachment to them. I can see that this could be the case with having so much content available with games on demand. I have friends with chipped Xboxes and Wii's who just mainly download stuff and subsequently end up with almost literally hundreds of games to pick from. When faced with so much choice and pretty much no financial attachment to any of the titles, they end up half-heartedly having a quick go at most of them but never commit any real effort to getting into any of them.
 
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I don't think brand loyalty will be an issue, because although it might change the way games are distributed or purchased, you will still probably end up paying a premium for a premium game - e.g. £40 for a lifetime pass to the Gran Turismo channel, hosted on PD's own Sony-built megaserver...

As for "too much choice", as with the mp3 revolution, when suddenly all and every piece of music you ever wanted was but a click away, the limiting factor is "you can only listen to one song at a time"...

Although the issues regarding lag and latency are all too real, I have no doubt in my mind that these problems will be overcome - if the market demands it, it is surely just a matter of when, not if... the technology is already available, it is just not widely accessible (both physically and financially) yet - but just as a T1 connection 10 years ago was a luxury that only businesses, universities and uber-geeks cared to fork out thousands for, while the rest of us had to make do with dial-up, broadband in 5 years time will surely be good enough to handle today's standard of gaming...

As for the increasing requirements of gaming, I think that will not continue unabated but will be limited by the fact that a) games are already taking too long and too much money to make, and b) while there is no limit on the improvements possible, I think that the gaming industry can't afford to operate in a technological realm beyond that which is commonly available to the consumer. Perhaps OnLive is a current example of this latter issue - right now, it is dependent upon technology that is currently not available to the vast majority of us... but I think that will change rapidly, not least because the entire home entertainment industry is moving in the same direction i.e. streaming HD content on digital TV etc.
 
As for "too much choice", as with the mp3 revolution, when suddenly all and every piece of music you ever wanted was but a click away, the limiting factor is "you can only listen to one song at a time"...

You only really have a passive involvement with music though don't you. You listen to it only using one of your senses. It's often just a 'background' to what ever else you are doing at the time.

With a game you see it, hear it and via your controller, feel it. It's not something you can just have on in the background, it's something you have to concentrate on and therefore build up an attachment too it.

I'm in the process at the moment of ripping all my music to iTunes for my recently acquired iPod and was surprised to learn that i've got at least 350-400 albums to add. Compare that to the 30-40 computer games i've owned over a similar time scale, and the fact that i've probably spent equal time playing/listening to either of them and you can see that the games hold much more attachment to me, mainly because i've had to put much more into the experience.
 
As Casio pointed out, latency is a huge issue already, and ironically, as it has been shown over the last five years, as more and more people do get broadband service, the "Internet" is actually getting slower due to the ever increasing amount of traffic clogging up servers... and this problem is getting worse, not better. So while OnLive's target audience might grow... the service will likely get less reliable and ISPs may very well have to charge significantly more, or throttle down service thereby preventing many people from even using the service.


From a report by the USIIA (US Internet Industry Association) on the Internet’s capacity to handle fast-rising demand for bandwidth:

USIIA Report
The spread of broadband access has been accompanied by large increases in the use of bandwidth-intensive applications, especially voice, music and video. Absent a significant expansion in network infrastructure, the Internet’s capacity could be strained, limiting consumers’ ability to fully enjoy its services.
  • One minute of text browsing requires an average of 2-200 KB of bandwidth, compared to some 1,000 KB for audio and 9,000 KB for video in the MPEG-2 compression format.

  • Music file swaps and downloads are growing at an annual rate of 50 percent to 60 percent.

  • Video downloading and streaming are so bandwidth intensive that they already may account for 50 to 60 percent of all bandwidth traffic.

  • Experts estimate that by 2010, video transmissions could account for as much as 80 percent to 90 percent of all worldwide bandwidth traffic, especially with the spread of IPTV and HDTV Internet-based TV.

  • New ways of accessing the Internet for text, music and video – especially through mobile phones and appliances – also are driving up demand for bandwidth in major developing countries as well as the U.S., Europe and Japan.
Accommodating the fast-rising demands on bandwidth will require a significant acceleration in industry investments – totaling $300 billion to $1 trillion for the United States alone – that current pricing models discourage.
  • Monthly flat-fee pricing and strong competition helped to accelerate the spread of Internet access by driving down prices, and generated sufficient revenue to support the investments to serve the new users. In the U.S., the drop in prices has helped spread broadband to previously underserved populations.

  • Now, bandwidth traffic demands are rising much faster than new subscribers, even as competitive pressures keep driving down prices. As a result, demand is now increasing much faster than investment.

  • For example, Internet traffic across borders has been rising at an average rate of 75 percent a year, while bandwidth capacity to handle this traffic is expanding by about 45 percent a year. Projections by TeleGeography suggest that international Internet traffic will continue to grow much faster than deployment of new international bandwidth will.

Frankly, even as a very low tech casual game service, the numerous issues with online services such as reliable and consistent ISP service, server traffic, personal home networks, modems, routers, etc, not to mention the possible additional costs, a service like this is not only going to have a limited market, but is not likely going to be a very reliable one... something that many gamers are not likely going to put up with... thus limiting their market share even more.

As it stands now and for the foreseeable future, at the very least it has just as much of a chance at replacing consoles and PC gaming as Video on Demand has at replacing broadcast television.

On the other hand, like video on demand, it could be a very nice additional option to have. 👍
 
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As for "too much choice", as with the mp3 revolution, when suddenly all and every piece of music you ever wanted was but a click away, the limiting factor is "you can only listen to one song at a time"...
Did you just compare passively listening for a few minutes to interactivity lasting anywhere from 6 to hundreds of hours?

I really think focus will be dependent on how the payment works. If it is subscription-based you will see very few completed games outside of the top notch games. If it is per game based, then things will be similar to how they are now, but one has to wonder what the benefit is, especially for a PC gamer. You still need the hardware in that instance.


And that brings up another point: Modding. How many PC gamers that do things with mods and scripts and create user-generated content will want this
system where you can't do that because it isn't accessing files on your own system?

And as for console gamers, how many Achievement/trophy hunters will walk away from their score just to play it all over again on a new system? And that assumes they use an achievement system.

As it stands now and for the foreseeable future, at the very least it has just as much of a chance at replacing consoles and PC gaming as Video on Demand has at replacing broadcast television.

On the other hand, like video on demand, it could be a very nice additional option to have. 👍
👍 Hopefully it is more like On Demand and less like Netflix streaming. I prefer knowing that the majority of my options are good.
 
Did you just compare passively listening for a few minutes to interactivity lasting anywhere from 6 to hundreds of hours?
No... I was merely pointing out that the internet has changed our concept of what it means to "own" things like music, films, games etc. In principle, nobody need ever buy a piece of music again. Before, the technology didn't exist to make this possible. It is now easily possible - albeit not legal - to make every piece of film, music, literature etc. instantly available for absolutely nothing...

By the same token, what is "do-able" now is not the same as what is possible now, let alone what is possible in the not-too-distant future... D_N makes a good point about internet usage increase actually slowing things down, but I don't think situation is likely to last given that the demand for broadband is growing all the time, especially because broadband is vital to other markets other than gaming too i.e. TV, industry etc.
 
Well this didn't take long...


GDC 09: 6 Reasons OnLive Could Be a Bust
Published on Mar 25, 2009 by Matt Peckham of PC World
Are Microsoft, Sony, and Nintendo in deep doo-doo when you can click an "on" button and instantly play the latest video games through a browser or set top box near your TV? That's the promise entrepreneur Steve Perlman (WebTV, Contour) is making with his new "microconsole" service. The idea? Take the processing and configuration headaches entirely out of your hands, then beam pictures at you over your broadband hookup, those pictures amounting to streaming interactive images of the latest top-end games. No muss, no fuss. You tap "Start Crysis" and presto, you're playing the every-bit-as-sweet-looking version as your online compadres.

Pipe dream? Reality. As of this week, that is, when Perlman's Rearden Studios debuted its "stealth development" response to the recent so-called "cloud computing" vogue. It's called OnLive, and its proponents are hoping to capitalize on the rise in broadband usage and commensurate surge in video gaming, while leading the charge in "displacing the limitations, cost and complexity of local computing."

I've hoisted the cloud computing flag twice in 12 months. Back in March 2008, I noted former Xbox Europe honcho Sandy Duncan's suggestion that consoles were set to die "in 5 to 10 years." According to Duncan

...there is a definite “convergence” of other devices such as set top boxes. There’s hardly any technology difference between some hard disc video recorders and an Xbox 360 for example. In fact in 5 to 10 years I don’t think you’ll have any box at all under your TV, most of this stuff will be “virtualized” as web services by your content provider.

And again in January this year, I rapped about AMD's Fusion Render Cloud, which the company claimed would

...transform movie and gaming experiences through server-side rendering -- which stores visually rich content in a compute cloud, compresses it, and streams it in real-time over a wireless or broadband connection to a variety of devices such as smart phones, set-top boxes and ultra-thin notebooks. By delivering remotely rendered content to devices that are unable to store and process HD content due to such constraints as device size, battery capacity, and processing power, HD cloud computing represents the capability to bring HD entertainment to mobile users virtually anywhere.

I know something about cloud computing, or at least something about it before someone employed the phrase to rebrand the old mainframe vs. client/server wrangle. In my other life, I was actually a systems engineer working on enterprise-grade mainframe vs. thin client R&D...essentially studies gauging the plausibility of running client-server applications using Microsoft's Remote Desktop and Citrix's ICA technology, e.g. running apps like Microsoft Office on central server farms and beaming screen data out to cheap "dumb terminals." I've run packet capture studies and composed tedious white papers celebrating the power of the paradigm (yes, it's worthy of that word).

And I tallied this user-friendly list of pros about it in January.
  • Streaming video games upend gaming as we know it.

    For starters, the technology challenges the need for offline retail sales, eliminates lengthy software downloads (instant "on" play), removes spiraling local storage requirements, jettisons messy/intrusive digital rights management (DRM) malarkey, obsoletes expensive computer components, and generally speaking fully equalizes the end-game experience.

  • You'll suffer fewer bugs.

    For the same reasons that benefit consoles, one-stop central-style gaming reduces hardware and driver compatibility quirks, wipes away the distinction between "PC" and "console" games entirely, and allows patches to be instantaneous. Everyone shares the same problems, and therefore benefits from the same solutions.

  • Every game, a demo.

    OnLive's already touting this in its FAQ. Try before you buy, whether for a small demo fee or with a time limitation metric. No more sardonic grumbling on message boards about a developer's "mendacity" because they couldn't be bothered to chisel a try-before-you-buy chunk of code off their product.

  • It's pirate-proof.

    Really? Really. Because it eliminates the very thing bootleggers need to do their dirty work — physical media — and adds an online requirement in the bargain. At best, you'd have a nominal number of illicit accounts in circulation, but we've already seen how simple it is for companies like Blizzard to wave a digital wand and topple thousands of felonious players like tenpins.
That wraps my list of ad hoc pros. Now hit the jump and marvel as I upend my own arguments with "Six Reasons OnLive Could Be a Bust."

  • Reason #1 - "Fair Access Policy."

    It's your ISP's new euphemism for "Did we say unlimited? Kidding!" While ISPs stand to lose lawsuits leveled by bitter consumers over false or misleading advertising, the short term reality is that many "unlimited" broadband providers cap your bandwidth if you hit your head on their fine print data ceiling. If you've ever been FAP'd, you know the drill: The ISP will claim they've throttled you to a more "reasonable" speed, but in reality, even browsing the web can be a slideshow. If OnLive's to really succeed, it'll have to contend with the mismatch in consumer adoption of broadband and ISP lag lighting (or laying) sufficient pipes, resulting in increasingly restrictive "hidden" strictures.

  • Reason #2 - Real vs. Test Lab Performance.

    Our hands-on time with the kit at GDC 2009
    is a best-case scenario, as it was playing Crysis on "luxury" detail levels at the Crytek booth all those years ago running on beamed-back-from-the-future PCs to ensure no one griped about performance. Riddle me this: How's Crysis run at maximum grandeur on your PCs these days? For a relative few of you, the answer may be "not bad." For the rest, you're probably still dialing things down considerably.

    OnLive promises to make the prettiest settings a collective reality, but sending true 720p pictures across a 5Mbps minimum broadband link in realtime isn't possible. The solution? Compression, which blurs the picture slightly. Microsoft and Sony do something similar with their on-demand digital movie services. Oh sure, the picture runs at 720p resolution, but it's like the difference between a 44.1KHz MP3 ripped at 128Kbps vs. 320Kbps. Watch a 720p movie on a Blu-ray disc and compare with the download version. You'll instantly see what I mean.

    What's more, OnLive claims "any time, any where" access, but it won't be. Not really. You'll have to have dedicated broadband access for starters, which isn't everywhere. And while the local coffee shop or library or airport may be offering, you're sharing those nodes with who-knows-how-many others. What OnLive needs to work is what I'll dub "deterministic broadband," i.e. guaranteed, non-shared, uninterruptible speed. In short, it needs the reliability you expect from a hardline TV signal. Broadband isn't there yet, nor are ISPs willing to offer performance guarantees.

  • Reason #3 - "My Internet Connection's Fallen and It Can't Get Up."

    When your read/write stream's entirely over a network connection, you need perfect, low-latency, uninterrupted online access. If the connection so much as blips or the latency jitters, it's Game Interrupted (and in the most twitchy games, where microseconds separate you from messy bullet tattoos, it's also probably Game Over). What happens in OnLive if your ISP hiccups? Does the game "freeze-save"? What's the delta between the service's "last known good packet" metric and some sort of emergency fail-safe routine? OnLive has to have this stuff tied up if it wants to woo more than casual gamers content to fiddle with stuff like Luxor Mahjong and Bejeweled 2.

  • Reason #4 - R.I.P. Mod Scene.

    If the creative content's locked up on the back-end, what about enthusiast mods like skins, levels, vehicles, alternative roles, etc.? Would OnLive put up "development" servers that allow tinkering with publisher code for potential deployment on specially designated servers? How well do you suppose the notion of playing on OnLive's terms will go down with independent mod-scene gurus?

  • Reason #5 - Privacy Issues.

    You sign up for OnLive and you'll find you've also agreed to allow the company to collect and mine your personal play habits. Question is, do you care if a company's silently accreting data about your play habits and passing it along to third-party vendors and/or using it to pester you about their Next Best Thing? I'm not saying you should or shouldn't, just putting it out there.

  • Reason #6 - You Don't Own Anything.

    Buy a standalone game today and you pay for it once, can play it as many times as you like, and still go back to it in a decade or three absolutely free. Buy a streaming game from OnLive and what do you get? The game outright? Rent time based on a subscriber fee? Say the game's an MMO — what happens if a publisher like Blizzard (World of Warcraft) goes under? And what happens if OnLive itself goes kaput?
 
No... I was merely pointing out that the internet has changed our concept of what it means to "own" things like music, films, games etc. In principle, nobody need ever buy a piece of music again. Before, the technology didn't exist to make this possible. It is now easily possible - albeit not legal - to make every piece of film, music, literature etc. instantly available for absolutely nothing...
Weren't we talking about time spent with one game? That's the case I am looking at with your digital music reference. I can pirate every song available in some digital form and never touch half of them, but even a pirated game would get dedicated time and effort from me.

I think the point that was being made is that gaming works differently than passive entertainment, because you must sink time and effort into a game to enjoy it fully. OnLive, if successful, will present numerous options at any time. Either it won't be worth the money or you will lose the devotion you develop with games.


Well this didn't take long...
Well, once you get the bloggers away and let an actual tech guy look at it...

I like how we have addressed a number of his reasons here already.
 
If it works and they can get around the problems it could be the greatest thing since sliced bread.
 
What new ideas and concepts regarding the actual games are you referring to? As far as I can tell, it is just a different way to distribute and play games. As far as innovative and original gameplay design, I do not see how it has any advantage over current video game distribution systems.

Hahah! You pulled my comment across here! 👍

Well apart from the fact that it is a different way to play and distribute games, I think that this system will dramatically shift the power back to where it belongs - with the developers. They will be able to create the game how they want, and have it run how they want - no more coding for exotic proprietary hardware.

At present, many big developers have to create games for as many as four separate systems. With Onlive, they would have only one. It must be a terrible waste of money and resources having to create the same game many times over. Wouldn't it be easier for them to do it just once, and spend the rest of the time focusing on new concepts? I don't know how onLive will price their new system for developers, but I imagine that they will offer massive incentives to get as many on board as possible, at least to start with.

As hi tech as the current generation of consoles are, they are limited by the resources they were given when they were first conceived. For instance, my PC gaming rig has 4gb of ram (5gb if you include the ram on the graphics card), TWO graphics processors which are more powerful than the one that is in the PS3, and yet it cannot play the latest PC games at full detail, and I only only brought it a few years ago! What chance does a console have of keeping up with that kind of technological progress?

Consoles are not going to be the only casualties in this. PC hardware manufacturers will be hit hard if this service is a success. Companies like Intel, AMD, ATi, and Nvidia will be dealt crushing blows. Who is going to want to upgrade their PC with the latest tech, if you can play the latest games in high detail, and for a lot cheaper than the cost of perpetually upgrading your processor and graphics card?

If this service is a success (and I believe it will be), then there will be a seismic shift in the games industry. In the long run, it is us, gamers that will benefit, which is a good thing. 👍

Digital-Nitrate
Notice they don't even mention 1080p support let alone the kind of connection speeds needed for it... which could easily be as much as 10 Mbps.

Which means it is going to have a very limited customer base... thus it is very unlikely that a major game publisher would consider releasing exclusive content for it... which will likely make it an even harder sell.

Regardless of all that, it's certainly going to be very interesting to see how it develops. 👍

As far as I am aware, there are not that many 1080p games for the PS3 at present. There are a few, but they suffer from the same limitations that you talk about. Not every gamer has a 1080p capable monitor or flat screen TV. 720p is a good standard to aim for, as it has the largest market penetration of all the HD standards. 👍

Digital-Nitrate
Imagine being in the middle of a great game, only to get disconnected because your connection speed drops below the min necessary speed. :ouch:

This is a moot point. I've been playing mutiplayer on my PS3 and been booted off the PSN. Loosing a connection happens, its a fact of life for online gamers, Onlive will be no different. 👍

Digital-Nitrate
Also, if you have multiple users in your house, all sharing the same modem, then you may find that you'll have to make sure no one else is using the internet while you are playing.

Again, this is another moot point. If I have my PC running at the same time as my PS3, then I can suffer from the same problem. 👍

I think this is a hugely significant moment - perhaps the beginning of the end of the console gaming industry... which is not necessarily a bad thing. Much in the same way that the mp3 revolution shook the music industry to the core, and more importantly, changed the general public's perception of how music can be bought, sold, manipulated etc., this concept offers to bring an end to some cherished views of how we go about our gaming lives...

I doubt that console manufacturers are quaking in their boots just yet, though. But that said, does anyone think that Sony, Nintendo, Microsoft etc. will be looking into setting up rival services, if indeed this concept could ultimately make consoles obsolete...?

I seriously don't think that many realise how significant a moment this actually is, in fact, its monumental! This transition is not just unique to consoles though, more and more of the applications we use on our home computers will move in the same direction too, until eventually all we will have at home is a simple terminal.

I have yet to see the system running, but if it works as advertised, then I seriously think that console makers WILL be quaking in their boots. I'm also sure that Sony's ten year plan never included this kind of transition.

The more i think about the concept the more i like it and i can certainly see the games industry heading this way in the future. One issue i can see with it though is where does brand loyalty fit into it and will people become immersed in a game the same as they do now if they have literally thousands of titles to choose from?

If this system works, then I think we will see a shift back to how it used to be in the old days. The loyalty will be to the games developer, and not the manufacturer of the console that the game runs on.
 
I think in order for this to be a success(other than tech stuff), they will need to get some quality exclusives in order for it to sell since that is probably the deciding factor in what system consumers buy.
 
This is a moot point. I've been playing mutiplayer on my PS3 and been booted off the PSN. Loosing a connection happens, its a fact of life for online gamers, Onlive will be no different. 👍
Multiplayer is the key word here. When this happens on your PS3 you still have an option to play offline singleplayer. With OnLive you are just out of luck. No games, period.

Again, this is another moot point. If I have my PC running at the same time as my PS3, then I can suffer from the same problem. 👍
Again, similar to what I just said above. Also, online gaming, even in HD does not require a minimum 5mb connection. I am playing on a 1mb connection and my wife can use the PC at the same time. I only get completely dropped when she does something bandwidth intensive. Currently if I had a 5mb connection I could game while she looked at whatever video. With OnLive I can't even use it now, and paying the huge increase to get the 5mb connection would mean I get the same quality I get now.

That is not a moot point, that is a drastic difference.

I seriously don't think that many realise how significant a moment this actually is, in fact, its monumental! This transition is not just unique to consoles though, more and more of the applications we use on our home computers will move in the same direction too, until eventually all we will have at home is a simple terminal.
I think you are overestimating it. Ownership still means a lot to people and this will remove that. Pricing will determine how big of an effect that will have on this.
 
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