OnLive: The Future of Gaming?

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T2A`

I'm dead.
Jan 10, 2004
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There's no way this will work. How could anyone possess the hardware and bandwidth capacity to render millions of high-def, GPU-heavy games at once and send them at 60 FPS? No way, man.

I think it's some sort of build up to an April Fool's joke.
 

NeoNight

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Feb 3, 2003
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There's no way this will work. How could anyone possess the hardware and bandwidth capacity to render millions of high-def, GPU-heavy games at once and send them at 60 FPS? No way, man.

I think it's some sort of build up to an April Fool's joke.

http://en.wikipedia.org/wiki/Cloud_computing

Its based off of cloud computing so that might help answer your question about hardware issues. I don't think the games are going to be run on the traditional servers everyone is thinking about (myself included). As far as bandwidth not so sure about that.
 

Grobut

Комиссар Гробут
Oct 27, 2004
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Nah... even if they hammer out the infrastructure problems:

1) Closed and proprietary
2) No independent games
3) No mods
4) No competition

Yup, This^

There might be a market for something like this, but i don't see PC gamers everywhere dumping their high-end machines for this, it's just too cloused a system.
 

BooGiTyBoY

The ImPaCt-DaMpeNeD BooGeRaToR
Here's the news post from Ctrl+Alt+Dlt the other day. (He has a good comic that goes with it as well as penny arcade)

I have to say for once I'm in complete agreement with what Mr. Buckley has to say.

and now...

Wall of text.


So obviously OnLive is causing a pretty big stir in the video games community, and with good reason. It's a fascinating concept that could revolutionize gaming. However it also stirs up a lot of fears and concerns and doubts that are all perfectly legitimate.

The implications and possibilities (and possible failures) of a system like this are too numerous to explore completely here (at least within a reasonable amount of time), but I do want to share some of my thoughts on it, as well as concerns and what I've heard.

When it was first announced, my initial reaction was "Wow, that's amazing" followed immediately by "But I don't want to give up that much control over my games.". And I don't. I don't want to rely on so many X factors to access and enjoy my games. I don't want to rely on the OnLive service functioning, as well as the internet service to deliver it. What if I wanted to travel somewhere that doesn't have internet? I could take my console. With OnLive I'd be completely cut off.

I don't want to not "own" the game I'm paying for. I know more and more things are going digital these days, but there's still a lot of comfort in owning a physical copy of something you paid for. You know it's there when you need it. I imagine it's the same reason people purchase the Ctrl+Alt+Del collection books even though all of the comics are available for free online. Sometimes you want tangible stuff that you know can't disappear with an internet outage or a corrupt hard drive.

I also don't like the idea of losing control over a game that I've bought. While I cannot honestly think of a time in recent memory where I chose not to patch a game because I didn't agree with the patch changes, I'm not sure I want to relinquish that option. I'm not sure I want to start playing a game, and then have it disappear because the developer decided it wasn't selling well enough.

So those are some of the things, right off the bat, that turn me off about the idea. They mirror some of the general concerns I've heard murmered about the concept.

"What about lag and internet/service outages?" Exactly. OnLive says they've developed new tech that all but obliterates latency but... honestly, haven't we all heard that before? The bottom line is, the service will be prone to hiccups and lag. Now most of us have come to accept this as a fact of life when we play multiplayer games online. But do we really want to introduce this variable into our single player experiences as well?

Additionally, not everyone has great internet speeds, and not everyone has uncapped bandwidth. These are additional speedbumps the service has to deal with.

However, there is incredible potential for a service like this. It's huge for people who can't afford the top-end gaming PCs, or who can't afford three different consoles just to play all the available games. That would be a fantastic advantage. Imagine it, having all games available through one service. How convenient would that be?

But who says there's only one service? Yes, OnLive is the first, but does anybody honestly think that, if this actually works, that other companies aren't going to launch their own versions of the service? Of course they are. And then this idea of a utopian, console-free, one-stop video-gamescape goes right out the window, because we're back to different services competing for subscribers, and competing for exclusive rights to various games. Want to play the new Call of Duty? Sure thing, it's on this network. Oh, but you want to play the new Starcraft? Sorry, it's exclusive to this other service.

And that's not even mentioning all of the companies who have built their business around asking us to purchase new hardware every few years. I cannot see nVidia or ATI lying down while a service says "Hey everyone, you don't have to buy a new graphics card, we'll run the game for you!". I can't see Microsoft saying "Sure, don't buy our console, we don't want the revenue from XBL, etc anyway."

I won't pretend to know the architecture of the intricate web of licensing and exclusivity deals that ensares the entire games industry, but I do suspect that some pretty strict arrangements would start popping up between developers and the console manufacturers. And I also know that a lot of development studios are owned by console manufacturers, or other publishers. I doubt Microsoft spent so much time and money acquiring a lion's share of the industry to turn around and let Bungie's new Halo game show up on a service that costs them console sales.

And Nintendo... Nintendo ****s money and they've had an incredible case of explosive diarrhea for the last few years. What incentive do they have to license their titles to a start-up service that, once again, doesn't sell their hardware?

I agree that OnLive is a really novel idea. A streaming version of the all-in-one console we've all dreamed of. But it's an idea whose fate ultimately rests entirely in the hands of developers, and there are a lot of considerations and loyalties (and legalities in some cases) some of these developers have to come to terms with before they license their games to the service.

And the console manufacturers aren't just going to pack up shop, either. If anything, all OnLive will accomplish will be adding a fourth "console" option to the market. Which is actually really great, because as mentioned, some people miss out on some games because they don't have top-end PCs, etc.

However a lot of people seem to see this heralding a complete overhaul to the gaming industry, practically overnight. The "Death of the Console", and I just really, really doubt that. To be honest with you... I'd be surprised if it gets past being the Netflix of gaming. A great service, a great alternative... but not the end-all of gaming platforms.
 

shoptroll

Active Member
Jan 21, 2004
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That's because OnLive doesn't have any DRM.
It's completely DRM free.

Yeah because they're totally going to give away access to their games right?

It's nearly guaranteed they're going to have user accounts, which will limit your access to the games on the service, which they can revoke at any time.

Will you be able to sell your access to a friend? Doubtful.
Backup your games in case the service gets (inevitably) terminated? Doubtful (Backups? Pfft... it's in the cloud man).

Yup. Totally DRM free.
 
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Sir_Brizz

Administrator
Staff member
Feb 3, 2000
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I guess it depends on how you define DRM, but, technically, OnLive has the worst DRM of all: You don't have ANY PART of the game you bought.

If they were smart they would do two things.

1) Sell an application that will allow you to do this on your local network.
2) Make it a non-subscription based rental service and charge for the little TV box.

If they don't do that, then it will flop. I wouldn't buy a game through their service, let alone pay to "be on it".
 

shoptroll

Active Member
Jan 21, 2004
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I guess it depends on how you define DRM, but, technically, OnLive has the worst DRM of all: You don't have ANY PART of the game you bought.

If they were smart they would do two things.

That's been my main question to JaFO for a while: are you anti-DRM completely or just against local DRM software?

I don't think it's possible to be completely anti-DRM to the point where you're essentially arguing that companies shouldn't do anything to protect their property.

I do agree about locally installed DRM software, especially the incredibly invasive stuff from a few years back. I think this is what most people get incensed over, and I personally feel that we're going to see the games industry lead the way on creating sensible software solutions for DRM that is compatible with what consumers would like to see.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
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You're not buying licenses to games. You're buying a subscription to play games. Just like buying a subscription to watch TV.
So the whole DRM thing doesn't apply (specially not because timeshifting isn't useful in this case).
In this case you're not. You either subscribing to buy or rent. They haven't said that any aspect of the service is free, it's not GameTap.
 

sneh

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Apr 11, 2008
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www.grozmo.com
I can't see this being possible.. which is good.

And why would I want to play a game with awesome graphics, only to see them compressed.. and that's the least of my concerns!