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SAN FRANCISCO--Sony, Microsoft, and Nintendo, look out. Your traditional video game console business model may be in danger. It's too early to tell how much danger, of course, but a startup called OnLive announced a brand-new game distribution system Monday night that, if it works as planned, could change the games game forever.
OnLive, which was started by WebTV founder Steve Perlman and former Eidos CEO Mike McGarvey, is aiming to launch a system--seven years in the works--that will digitally distribute first-run, AAA games from publishers like Electronic Arts, Ubisoft, Take-Two, Warner Bros. Interactive, THQ, Epic Games, Eidos, Atari Interactive, and Codemasters, all at the same time as those titles are released into retail channels. The system is designed to allow players to stream on-demand games at the highest quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer.
The system will also stream games directly to a TV via a small plug-in device, and players can use a custom wireless controller as well as voice-over-IP headsets in conjunction with it. OnLive timed its formal unveiling to this week's Game Developers Conference, where it will be showcasing the technology and 16 initial games it will launch with.
The service is currently in a closed beta but is expected to go into a public beta this summer and to launch this winter. According to Perlman, OnLive's technology will make it possible to stream the games in such a manner--high quality, no matter what kind of system the user has--by virtue of a series of patented and patent-pending compression technologies. And instead of requiring users to download the games, OnLive will host them all and stream them from a series of the highest-end servers. Users will have only to download a 1MB plug-in to get the service up and running.
An intended benefit of this infrastructure, Perlman and McGarvey explained, is that users will be able to play streamed games via OnLive with no lag, so long as their Internet connections meet minimum thresholds. For standard-definition play, that would mean a minimum 1.5Mbps connection, and for high-def, 5Mbps. The company promises that as long as users have the requisite minimum hardware, operating systems, and Internet connections, they should be able to have seamless play.
The upshot of this infrastructure model, Perlman said, is that OnLive is somewhat future-proof, meaning that players won't have to upgrade anything to keep on playing games on the system years into the future. Instead, the upgrades will happen on the back-end, with the company regularly boosting the power of the servers it uses to host and stream the games.
OnLive will offer access to games by way of a monthly subscription, where players will pay a monthly access fee and then pay additional costs, depending on whether they want to play games once or buy them for permanent play.
The company also said that it will probably offer free trials of some or all of the games it offers, allowing consumers to decide whether they want to buy. OnLive recognizes that some players may use those trials as a way of deciding whether to buy such games from traditional retail stores, but Perlman and McGarvey suggested that as long as people are interacting with the OnLive system, they'll be happy.
OnLive appears to be modeling its system at least somewhat after Microsoft's Xbox Live service. As such, fans of multiplayer games won't be on their own. Rather, they'll have full access to multiplayer features of games built for them. And another interesting social feature is one that will allow users to watch others play games in real time. The company thinks that users will find it exciting to watch the best players in action, even if they themselves are only kibitzing.
Perlman said that the concept of spectating in online game systems is, in and of itself, not new, but that OnLive presents the first time players will be able to look in on what others are playing without owning the games themselves.
Another social feature in the Xbox Live mold is what are called "brag clips." These are essentially 15-second replays of game action that players can share with friends if they want to show off their prowess. This is possible, Perlman said, because OnLive is continually recording the last 15 seconds of action. All told, McGarvey said, OnLive offers a full suite of standard social features including friends, clans, rankings, leader boards, tournaments, and more.
From the outset, OnLive isn't partnering with any of the first-party publishers--Microsoft, Sony, and Nintendo--meaning that franchises like Halo or Zelda won't be available. That means, Perlman and McGarvey acknowledged, that many players who sign up for OnLive's service will still maintain their consoles and continue to buy games for them. At least for the rest of the current generation of machines, they said. But come the next generation, all bets are off, they said.
And for the nine--to date--third-party publishers who have committed to being involved, McGarvey said, OnLive presents a much more efficient and profitable distribution model than the standard retail structure. That's because the system is all digital, cutting down on physical distribution costs, and because it is designed to eradicate piracy and second-hand sales, both of which are banes of the publishers' existence.
Indeed, McGarvey said that OnLive has gotten strong commitments of titles from the nine publishers. That means, added Perlman, that the planned launch this winter could be accompanied by the most titles of any new gaming system launch in history.
In addition, McGarvey said publishers are eager for the kind of raw data that OnLive can provide about players' usage of the games, including whether they like or dislike games, how much they play, how they play, and so on. That data is hard for publishers to collect with traditional consoles, he argued.
Imagine playing a computer game without any hassles. Drivers, troubleshooting, installations, compatibility, performance--all thrown out the window. Upgrading? A thing of the past. All you have to do is click on the game, and seconds later, you're playing. That's what OnLive will deliver. Should it work half as well as advertised, expect to see the gaming world thrown into upheaval by a box no bigger than a deck of playing cards. The story gets even more unbelievable when you factor in price. According to company reps, OnLive intends to significantly undercut every existing console on the market.
At its core, OnLive is a subscription service similar to cable TV or Netflix. In other respects, OnLive is what you get when you pump something like YouTube full of steroids. Instead of just watching a pile of videos, you're streaming gameplay at HDTV resolutions and controlling your character in real time. You get Crysis on your HDTV at the highest-quality settings--run by a computer that's hundreds of miles from your doorstep. It's really no wonder Rearden Labs spent the better part of a decade perfecting and designing OnLive.
Whenever a console comes out, we tend to dig in to all the gritty details--pixels pushed, mips mopped, and so forth. Sony has volumes written about its Cell processor, just like Microsoft and its tri-core CPU, not to mention their associated GPUs. By contrast, the humble little OnLive MicroConsole comes with practically nothing--just two USB connectors, a network jack, some AV outs, and some random bits and bobs stuffed in there. To make things even stranger, OnLive will run on just about any PC or Mac through a Web browser plug-in without the MicroConsole. Install the OnLive program and you're done. Even the lowly netbooks will run the newest games with high-quality details and excellent frame rates.
All the magic happens elsewhere, and the hardware sitting in those rooms is considerably more powerful than anything the current consoles offer. Gaming PCs in far-off server rooms sit filled to the brim with SLI setups, quad-core CPUs, gobs of RAM, and ridiculous RAID arrays to make load times a thing of the past. In its racks, OnLive has a slew of machines ranging from the mundane for simpler games to SLI rigs to power the most demanding games. Every six months, OnLive will upgrade the computers to take advantage of new CPUs, GPUs, and more to give you access to the most powerful hardware available.
Surprisingly, OnLive already has competition on the horizon. A startup by the name of OTOY aims to provide high speed gaming, HD movie playback and more, by using a web browser plugin. The driving force behind OTOY is AMD’s Fusion Render Cloud, a supercomputer class machine capable of petaflop processing power with over 1,000 GPUs. In a conversation with Jules Urbach, OTOY’s CEO, he mentioned that OTOY will be entering beta in the summer and should be up and running in the year.
Ridiculously good streaming software lies at the heart of OnLive's service. Nothing is stored locally on the MicroConsole or your computer's hard drive. The entire experience depends heavily on what kind of Internet connection you have. The faster your Internet connection, the better the graphics. Slower connections will default to SD resolutions. Faster connections will get a 720p video feed with surround-sound capability. You won't need a fiber optic hookup to get HDTV-level graphics. On the contrary, fairly normal cable Internet connections will suffice. A 1.5Mbps connection will work for SD, and a 5Mbps is required for HD.
Our experiences with Crysis and Burnout were quite favorable. Crysis looked fantastic and ran at a great pace. Burnout's fast-paced driving felt a little off, but it didn't detract from the gameplay too much. We'll likely get a better idea of how the service behaves in a large-scale environment when we get closer to launch. OnLive will have a beta of the system starting in the summer and will officially launch in the winter.
As goes the usual refrain, it's all about the games. In the case of OnLive, it's all about third-party support. If the OnLive folks make any games, they certainly aren't aiming to outdo titles like Gears of War or Metal Gear Solid 4. OnLive's game backbone lives off of what's currently available on PCs. Pretty much anything built for the PC can run through OnLive with relatively minor tweaks. Currently, heavy hitters like Electronic Arts, Ubisoft, Take-Two, Warner Bros., THQ, Epic, Eidos, Atari, and Codemasters have all signed on to provide games from their PC stables. Should the experiment succeed, we imagine anything that comes out on the PC will be mirrored onto OnLive in short order.
At the Game Developers Conference 2009, OnLive demonstrated 16 different games, including Crysis and Burnout.
Additionally, developers will be able to easily launch game betas before developing a full game to determine whether there's interest in a particular game or an experimental style of play. The result gives gamers a better end product, while lowering costs for both gamers and developers.
OnLive will let gamers buy, rent, and play trial versions of games. The company has not announced any pricing scheme for rentals or purchases. And as we mentioned before, all gameplay will happen instantly. Once you click "buy" or "rent," you'll be playing in the span of time it takes you to hit the play button.
OnLive's streaming technologies allow it to do some crazy stuff. Aside from being able to watch clips of games to see what they're like, you'll be able to spectate any game being played on the system. OnLive also lets you show off your coolest moments via the Brag Clip system. The service automatically records your gameplay at all times, and anytime you do something that looks cool, you can press a few buttons and save the last 15 seconds of footage. At that point you can share your saved clip with other friends who are part of the OnLive service.
Every console brings its own controllers to the game. OnLive does as well, but it's not really required. OnLive's MicroConsole supports up to four wireless OnLive controllers. The controller looks similar to the Xbox 360 controller in terms of buttons and layout. The controller will also double as a remote control for video playback. OnLive representatives also mentioned that the controller was designed to work with much lower latency than third-party wireless controllers.
OnLive's control scheme is probably the most flexible of any console. Pretty much any USB wired controller will work without a hitch--including the wired Xbox 360 controller. Since we are talking about PC games, keyboards and mice will most certainly function. If you have a wireless controller that has a USB receiver made for a PC, it should work as well. The MicroConsole will also accept a USB hub to increase the number of devices you can plug into it.
The OnLive MicroConsole will be priced well under all existing home consoles. The company hasn't mentioned any specific price points, but it isn't hard to imagine OnLive gunning well underneath the Wii. The browser plug-in for PCs and Macs will be free.
Unlike other consoles, which have one cost attached to them, OnLive has a base cost (or none, if you have a computer) plus a subscription fee. The real number we have to keep an eye on is what it costs to keep the service alive. Representatives have yet to announce how the subscription model will work, but they did reveal that there will be multiple price points.
Also unlike other consoles, OnLive improves over time. Top-of-the-line computers will be rolled into the server farms on a constant basis. Since video cards and CPUs update on a six- to 12-month cycle, users will get better performance for the same price as time goes on.
Should OnLive succeed, the gaming landscape and more could change considerably. Predicting all the downstream effects is exceedingly difficult. Console upgrades could come to a halt. Outside of gaming, you could watch or buy movies, watch TV shows, listen to music, and much more. Like OTOY, the fact that OnLive can stream live gameplay means that it could act as a full-fledged computer at the flick of a switch, with its servers storing your data. Go from typing papers, to playing Crysis, to watching CSI, all from a tiny box. OnLive has an interesting future if everything works according to plan. We'll keep you updated on developments as we get closer to the beta this summer.
Before I dive into what OnLive is and how it works, let me start by saying that you should read every word of this article as this service has the potential to completely change the way games are played. If it works and gets proper support from both publishers and gamers, you may never need a high-end PC to play the latest games, or perhaps even ever buy a console again. That is not an exaggeration.
Just announced at this year's GDC, OnLive is an on-demand gaming service. It's essentially the gaming version of cloud computing - everything is computed, rendered and housed online. In its simplest description, your controller inputs are uploaded, a high-end server takes your inputs and plays the game, and then a video stream of the output is sent back to your computer. Think of it as something like Youtube or Hulu for games.
The service works with pretty much any Windows or Mac machine as a small browser plug-in. Optionally, you will also be able to purchase a small device, called the OnLive MicroConsole, that you can hook directly into your TV via HDMI, though if your computer supports video output to your TV, you can just do it that way instead. Of course, you can also just play on your computer's display if you don't want to pipe it out to your living room set.
When you load up the service and choose a game to play (I'll come back to the service's out-of-games features in a bit), it starts immediately. The game is housed and played on one of OnLive's servers, so there's never anything to download. Using an appropriate input device, be it a controller or mouse and keyboard, you'll then play the game as you would if it were installed on your local machine. Your inputs are read by the plugin (or the standalone device if you choose to go that route) and uploaded to the server. The server then plays the game just like it would if you were sitting at the machine, except that instead of outputting the video to a display, it gets compressed and streamed to your computer where you can see the action. Rinse and repeat 60 times per second.
To make this happen, OnLive has worked diligently to overcome lag issues. The first step in this was creating a video compression algorithm that was as quick as possible. The current solution only introduces one millisecond of lag to encode the video, which alone is completely unnoticeable to you. Obviously, a fast internet connection is required on your end to stream the gameplay video. A 1.5 mbps connection (which is usually what base-level DSL is rated at) is required for standard-definition video (480p), while a 5.0 mbps connection is required for HD (720p). The actual necessary speed is a tad less than advertised, so as long as your provider says you have these speeds, you should be OK.
The cool thing here is that your only requirement is a capable internet connection and some sort of computer. In theory, you should be able to play Crysis on a netbook. A handful of us have played the game, at its highest settings, on a MacBook Air with the service. Not only is the game not normally available on the Mac (outside of running Boot Camp), but the MacBook Air is hardly a gaming device, and yet we were able to hop in and play it as smoothly as a nicely-specced machine. We also played Burnout Paradise on a similarly-equipped PC laptop, and despite how quick that game is, it ran and played fine as well.
Do the games run at 60fps? Technically, yes, but the video stream makes it feel less so. They're still smooth, but Burnout wasn't as brisk as it is on a PS3, for instance. But make no mistake - everything we tried was completely playable (and most importantly, quite responsive), and being that you're able to play these games without any dedicated hardware, that's a huge, huge thing.
As for the MicroConsole itself (which, again, is optional), the device is give or take about the size of a PSP game box and maybe twice the height. In other words, it's pretty tiny for a gaming "console". It features two USB inputs (you can use a hub if you need more), a mini-USB port for power, optical audio output and HDMI video output. There's also Bluetooth support for voice or wireless joysticks, keyboards and mice. Obviously, if you want to use this thing with an older TV, you'll need to pony up for some conversion hardware, but OnLive stresses that the MicroConsole itself will be fairly cheap. We'd expect it to be no more than $100, and a $50 price tag is certainly not out of the question.
With regards to the service itself, OnLive will work as a paid subscription service, similar to Xbox Live. OnLive isn't talking about pricing yet, which probably isn't even finalized internally yet, so we'll have to wait and see how that pans out. Once you're online, you'll have access to a Friends list, an online profile where other people can see what you're up to, your tied account stuff (which houses your save games and things like that), and Brag Clips. Brag Clips are 10-second videos of your favorite gaming moments, and the system works sort of like an instant replay on a DVR. Regardless of what game you're playing, you can hit the Brag Clip shortcut and OnLive will then save the last 10 seconds of your action for viewing and sharing later. Other folks can view your clips, and you can send them out to your friends to, well, brag.
As for the games themselves, while it will vary by title and publisher, you'll have a number of ways in which to purchase them. You can outright pay for a game and own it indefinitely, or you could opt to rent a title for a specified amount of time. This last bit is especially cool for PC titles as that sort of market simply doesn't exist as piracy would run rampant. But since everything is housed online, OnLive won't be subject to piracy, so game rentals can easily take place. Again, that'll be up to publishers on a per-title basic, but the possibility is certainly cool.
And of course, most games will have a demo available for play, which like everything else, launches instantly with zero downloading. OnLive is hoping that even if hardcore gamers stick with buying games as per usual and playing content locally on their own high-end rigs that its service will be a great place for trying out demos as you won't have to take time to download anything.
A number of publishers have already signed on to have their games launch on the service, including EA, Take-Two, Ubisoft, Epic, Atari, Codemasters, Warner Bros. and Eidos. While we were able to play Crysis and Burnout Paradise and noted games like Grand Theft Auto IV on the intro screen, these titles may only be demo software for the time being as OnLive plans to launch with newly-released software when it goes live. We're hoping Crysis sticks around as some of us will finally be able to play it.
As for the launch timeframe, OnLive is going to have an open (though invitational) beta sometime during the summer, and plans to fully launch the system late this year (technically winter 2009).
While E3 is generally known for the big, groundbreaking announcements, this year's GDC may have housed the biggest unveiling we've seen in quite some time as OnLive announced its self-titled on-demand gaming service. The cloud computing version of gaming, players need only either a browser plug-in or a cheap device (called the MicroConsole) in order to play high-end PC games. Servers handle the hard work and stream the video output to your device at home, eliminating the need to purchase high-end PC gaming hardware (or perhaps even consoles). For in-depth details on how the service works, you should definitely read our announcement article right here.
So, we've played it and, in the controlled environment that we tested it out in, the service worked great. The potential for it is nothing short of industry changing, a massive paradigm shift in how we think about gaming hardware, and even the delivery of the media. But will gamers catch on? Will it work in a large scale environment? And will OnLive be able to deliver on its promises when the service gets opened up to the masses?
We already know that publisher support looks good. Electronic Arts' Director of Corporate Communications Holly Rockwood told us, "EA has an agreement to provide titles for the OnLive Service – Burnout, Mirror's Edge and other games from EA and EA Partners will accompany the launch of OnLive. We are eager to see if consumers embrace a subscription service for PC games, and we look forward to the new customers that OnLive can bring to gaming."
Ubisoft is also on board. "Ubisoft is excited to be one of the premier publishing partners with OnLive Game Service", said Yves Guillemot, CEO at Ubisoft. "Our goal at Ubisoft is to serve the community of gamers, and OnLive's platform offers a new model for consumers to access our games. With OnLive, gamers will have a new community to play with other OnLive users, capture and share recorded highlights of game play achievements with other users, demo new games on the market and purchase and play titles instantly."
With other well-established publishers and developers like Epic, Atari, Take-Two, Codemasters, Eidos and Warner Bros. signed on as well, it appears that OnLive already has a very strong lineup of titles at its disposal.
The question on everyone's mind is, if it works and becomes a success, will OnLive kill gaming PCs, and perhaps even consoles? We asked our own Jamie Berger, VP and General Manager of Consumer Products, this very question. He's been in charge of Direct2Drive, IGN Entertainment's digital distribution service, since its launch and has a good idea of where technology like this might fit in.
"Certainly there will be exceptions, but for the most part I don't think you will see a movement away from dedicated game machines in the forseeable future. The hybrid model is more where I see things going, where you have a local game client, and the cloud is used to augment and drive additional value. Sometimes as a paid service, and sometimes as a supplement that is intended to drive consumer loyalty and community."
A few of us have already seen the service in action and have even gotten our hands on a few games, namely Crysis and Burnout Paradise. The former requires a powerhouse of a computer to run at its highest settings, while the latter is blazingly-fast, making both great tests for the service. What did we think of the experience, and do we think OnLive has the potential to revolutionize the games industry? Turn to page to see what Jeremy Dunham, IGN Games Editorial Manager, Fran Mirabella, Director of Video Production, and Chris Roper, Editor-in-Chief of the IGN PlayStation Team, have to say.
Jeremy Dunham
IGN.com
Jeremy Dunham's Take Having played OnLive firsthand, I can tell you that in a controlled environment, it actually works. Obviously, you have to take that with a grain of salt because when I played the PC version of Burnout Paradise, it was on a closed server without hundreds of thousands of people playing at the same time.
In other words, a real-world test is something that's still a ways off, but my experience with it was nevertheless impressive. I didn't notice any lag with Burnout whatsoever, and every motion, button push and adjustment I made seemed to happen simultaneously with my hands' movements. Being the HD snob that I am, I was slightly put off by the video signal's washed-out appearance (due to the compression of the image), but it wasn't washed-out to the point of being annoying -- I'm just an elitist when it comes to picture quality and have been spoiled by the plasma-powered pop over the last few
But how the games look are the least of my concerns right now. For me, the OnLive service presents plenty of questions that haven't been (can't be?) answered from the start. What happens if your Internet connection fails? Does that mean that you don't have access to any of the games you've already paid for? What if, after years of subscriptions, you take a three-month break before returning to the service -- does that mean you've lost all your games that you paid for forever? How long will licenses last? Do games you buy eventually expire, essentially making even the purchased games uber-extended rentals? And the most obvious question, how much lag will there be once the service has really taken off? I'm sure most people will have a lot of the same apprehensions as well.
And what about getting the OnLive service to people on the retail side? Will chains like GameStop carry the MicroConsole for televisions in its stores knowing that, should it really take off, it would put a serious dent in its physical games business? Think about the bigger chains as well -- how much shelf space will Wal-Mart or Target devote to a device that could potentially bite into a lot of its retail game sales?
Going in an opposite direction, let's not forget about how OnLive changes the landscape for traditional console makers as well. Nintendo, Microsoft and Sony all have strong online initiatives with their eggs in different networked baskets, but the appeal of an inexpensive device with an incredibly small footprint could (and should) make them nervous. Where do the big three go from here? Does Sony push Blu-ray even harder? Touting its storage capacity and superior picture? Do Microsoft and Nintendo rely on their huge user base to overcome the threat through brand loyalty and established console franchises? Will the Xbox Live service eventually evolve into something similar to what OnLive is offering? How will this affect costs for all games -- retail and otherwise -- across the board? And most importantly for Rearden Labs, which first-party will it sell the tech to first?
Obviously, these aren't the only questions that OnLive brings to the table, but they're good places to start. Unlike the Phantom of years ago, this service and its MicroConsole are real -- I've played it, and I'm extremely excited to see where it takes videogames next.
Fran Mirabella
IGN.com
Fran Mirabella's Take OnLive's service works. I played Crysis on a MacBook Air. I also played Burnout: Paradise. I didn't need much more than a basic PC to do it, and load times were minimal. That's a pretty powerful demo. In a world where I still have to wait for my Netflix stream to buffer on Xbox Live, I'm pretty taken aback to be playing a videogame "remotely" from where it's actually being rendered and processed.
I can't guarantee the service will work in the real world, or how it will react to hundreds of thousands of gamers hammering on the servers. OnLive seems confident, but scale could be a major issue. What happens when one million people want to play the same high-end game? All that considered, I'm sitting here asking myself if I'd subscribe and pay for OnLive services later this year. As a member of the industry, of course I will. As a hardcore or casual consumer…not so sure about that.
Most of that stems from the fact that I currently have no idea of the cost structure. I'll need to subscribe to an "Xbox Live" like annual fee, says OnLive. Ok, but how much will it be to own or rent a game? Those are important numbers, because if I can spend less to play more games, that's pretty appealing. But you've got to convince me. I'd love to rent some games for $9.99, maybe for seven days? You've got me there. And if I can just play StarCraft II without installing new drivers or a video card, you've got me there too.
So, it's appealing. One huge hurdle I have with the service, though, is control. I'm being told I can use the OnLive controller, but at this time in its design I know I'd rather use an Xbox 360 controller. I can do that, because I already own one, but it just puts me and the consumer one step closer to using my Xbox 360. Through the ages, controllers and hardware design have dictated game design and played a huge role. Suddenly, I'm to believe that between a mouse, keyboard, and Xbox 360-esque controller that the consumers and designers don't need anything specific there? Maybe it's just my old-school, home-console brain telling me it's so important, but I've reviewed more third-party controllers than I care to remember. Companies, like Nintendo, have spent decades refining their controllers and that design process. And, let's not forget what happened with the giant Xbox controller when Microsoft got into the game.
Anyway, I'm not trying to condemn this service because of that, I just think it's really important to think about. The experience you have in your living room isn't going to be on a mouse and keyboard. Meanwhile -- yes, this is pretty exciting for PC gamers. Or Mac gamers, it shouldn't matter. OnLive is promising it will have the latest graphics cards on the servers, and that patching and upgrades will happen behind the scenes. As someone who is indeed very tired of upgrading PC hardware, I am most excited about OnLive because it might have me playing more PC games than ever, without all the hassle. As much as I love controlling my antialiasing and anisotropic filter settings, I think I'd rather just jump in and enjoy the game. OnLive needs to build my confidence that I'll always be getting a top-end visual experience. It's one thing to promise, but seeing I believing. The early demos looked good, but not dazzling.
This leads me to my final point: video quality (I wasn't able to evaluate surround audio). OnLive is built on compressed video, sending you one frame after the next for your gameplay experience. You're really just watching a video of yourself playing the game, as odd as that sounds. It just happens so fast it's seamless. Since my job is to make video and compress it, the trouble areas jumped out at me. Namely, you can see some blocky artifacts from the video compression, and the color range isn't as broad or vibrant. I'd have to see much more and compare it with current systems output, but it's definitely there. At home, I own a 50" Pioneer Kuro Elite. When I played Flower on PS3 in glorious, vibrant 1080p it knocked my socks off. So, never mind that OnLive requires a consistent broadband connection to play in 720p HD, but I wonder how true to the original vision games like Flower would be when sent compressed in this environment. I'm a videophile, though, and many will not know what they're missing.
In a world of Wii domination, online Flash games, iPhone apps, and so on, OnLive could definitely continue to open the door to a wider gaming audience. I'm looking forward to getting my hands on it again, and equally eager to see if companies like Nintendo, Sony, or Microsoft have something to say back.
Chris Roper
IGN.com
Chris Roper's Take OnLive is no doubt an impressive service. I find the simple fact that it works, even in a controlled environment, to be quite mind-boggling. I had been hearing about this approach for a couple years now, but I didn't think it was actually possible yet. My money had it as more of an Internet 2 thing (look it up).
For the actual performance stuff, I agree with what Jeremy said in large part. Everything plays well (Crysis especially felt like I was playing it locally), though the video is a tad blurry and the framerate doesn't feel like it does on a local machine. Well, Crysis was much better, if only because I can't play it on my MacBook's 9400M very well, but Burnout wasn't as smooth as what I'm used to on the PS3.
But the big question is whether or not I would find this an acceptable (if not ultimately ideal) way to play games. I really think so, for some stuff at least. For games that I really get into and spend time with, like Gran Turismo, God of War or Half-Life, I'd want to play them locally to have them be presented as crisply and smoothly as possible. For anything that I'm just interested in playing through once for fun, I would be totally fine playing it this way.
One aspect that I'm especially interested in is that up until now, every PC developer (except Crytek and Chris Roberts when he made Strike Commander) hasn't been able to 100% target the absolute best components available since nearly all of their customers would have lesser machines. With as quickly as PC hardware increases in performance, this has been kind of a shame. When talking about OnLive though, developers know that everyone playing will have access to the same sort of hardware (I would hope anyway). So, if Crytek releases Crysis 7 to coincide with the release of the new GeForce 482684.2 GTBBQ, everyone can play on that hardware if OnLive adopts it. If it's handled well, that's exciting.
Do I think it'll be a hit with gamers? That's a tough call. The people that have been spending thousands of dollars every year or so on brand-new gear are very, very likely going to keep playing their content locally. And people with crappy hardware who don't care about PC gaming at all may not know about OnLive right off the bat. So it's the middle folks who need to race to adopt it. Guys like me with every current-gen console next to their HDTV and who visit sites like IGN every day, but who don't have the money to spend it on new PC hardware every six to 12 months.
If it's marketed correctly, has an acceptable monthly fee (definitely no more than $20) and if OnLive can ensure that there are always enough capable servers running so that you never need to sit in a queue for more than a couple minutes at a time, it could be a huge success.
But, I fully expect Microsoft to announce something identical at this year's E3. Coincidence? Nope.
OnLive is Games on Demand. Play the hottest current titles instantly on your TV, PC or Mac through your broadband Internet connections. Access OnLive from your PC or Mac via a small browser plug-in, or from your TV via the OnLive MicroConsole™.
When will OnLive be available?
OnLive is currently in internal Beta, and we expect to have an external Beta to gamers around the US this summer. If you’d like to help Beta test, sign-up here. We plan to make OnLive available in Winter 2009.
Where will OnLive be available?
We’ll be launching across the continental US.
How much will this cost?
As we get closer to our launch we will be disclosing more details about pricing and availability.
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.
What do I need to play OnLive on my TV?
All you need is your TV, an OnLive MicroConsole and a couple of cables. Power up and play!
What if I want to play OnLive on my PC or Mac-what are the minimum specs?
Since the game is running in the OnLive data center, our system requirements are pretty low. All you need is a PC running a current version of Windows XP® or Vista®, or an Intel®-based Mac running a current version of OS X.
How do I patch or update my games? OnLive games are patched and updated automatically for you in the OnLive data center. So, games start up the instant you click on them.
What is the difference between Onlive and other services delivering games via the network?
There isn’t anything like the OnLive system in terms of instant access to the latest games, a media-rich experience, ease of use, and ability to play on your TV, or entry-level PC, or Mac.
How long until the newest games are available OnLive?
OnLive works with its partners to deliver the newest titles as soon as they’re released. No waiting in lines, pre-ordering, or waiting on shipments. Just connect and play!
Can I try new games before buying?
Yes. You can play the latest and greatest demos, and even rent games to try them out. OnLive also lets you watch the top players as a way to discover new games and learn a few new tricks.
Are the games currently listed on your website the only games available?
These are just the games we are announcing right now and showing at the 2009 Game Developers Conference. We expect to have more titles available at launch.
Does OnLive support multiplayer?
Absolutely. Even beyond normal online multiplayer action, OnLive has many social features that make it a great place to watch your friends, join in, and record and share your highlights (or lowlights).
For Developers and Publishers
What is the process for getting my game onto OnLive?
Instructions for becoming a certified developer or publisher and for downloading our SDK are available here. If you’re interested, sign-up and we’ll be in touch.
Can firms develop games specifically for the OnLive platform?
Yes, using our SDK. And since we run your game on high-end servers, every gamer gets the optimal experience. OnLive is intended to be a complete development-to-distribution platform.
What are the details around programming for the platform?
We have a few compliance requirements in place to move existing PC titles onto the platform, and a richer SDK available to take advantage of unique OnLive features. Additionally, there is no expensive development hardware to purchase, and you can use standard PC development tools you know and love.
How does OnLive work with publishers?
In addition to offering a direct channel from development-to-distribution, OnLive opens completely new doors for marketing and promotion, as well as a seamless way to connect with a large, engaged target audience.
Who’s supporting your platform?
Lots of people are. We’re getting an extremely positive reaction, as evidenced by the partners who’ve signed on thus far. OnLive simplifies the game development process for developers, and offers publishers improved economics and a more direct relationship with their customers.
Games Burnout: Paradise Hawx F.E.A.R. 2: Project Origin Frontlines Fuel of War Tomb Raider: Underworld GRID World of Goo Riddick Crysis Warhead Wheelman Lego Batman Unreal Tournament 3 Major League Baseball 2K9 Mirror's Edge Prince of Persia Bioshock
I watched their site go live and I watched their live press conference and Q&A. If this works like they say it does, and like apparently does in internal beta, this thing is going to kick so much ass and really change the face of gaming. This has the potential to be nothing short of awesome and I love the concept.
Can't wait to find out how much everything cost and all that. I did sign up for the Summer beta, so maybe they'll pick me.
Has a lot of potential and certainly something worth keeping an eye on.
There's a few caveats:
1.) If you don't have a good broadband Internet connection, which a lot of people don't for any number of reasons, forget it.
2.) If this guy can do it, so can Amazon, so can Apple, hell, so can Sony, MS, and Nintendo.
3.) I don't like the idea that I could pay for something and basically not own it. If one of their servers goes down, I'm basically shit outta luck.
Or as a friend of mine on another forum wrote:
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No physical media to collect, trade, sell-when im done with it....NO THANKS!
^^ That's my biggest beef with any of this digital downloads stuff.
4.) For probably since the beginnings of the console gaming wars as far back as the 80s, people fantasized about a platform that transcends and cheats the barriers. This might be it but good luck getting MS, Sony, and Nintendo to play along. They want people to buy THEIR systems and THEIR games.
I'm actually surprised by some of what I'm seeing in this thread. This forum is a bastion of hardcore PC people, gamers, digital downloads zealots and such and even some of them aren't really doing cartwheels over this which actually surprises me. I expected these guys to be doing cartwheels in the streets over this but they're not.
It does remind me of the Phantom, as someone in there wrote. I think that's an apt opening analogy.
If you don't know what the Phantom was, look it up.
To me, to be a conservative means to conserve the good parts of America and to conserve our Constitution.
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1.) If you don't have a good broadband Internet connection, which a lot of people don't for any number of reasons, forget it.
They said during their press conference last night, when asked about it by an audience member, that they went into a lot of houses and tested with various connections to work out most kinks that came about from connections and firewalls. They say it'll work, in standard def with a 500 KB connection. A 5 MB connection will get you HD. Obviously dial-up is out, but beyond that, they claim the cheapest of broadband connections will work.
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2.) If this guy can do it, so can Amazon, so can Apple, hell, so can Sony, MS, and Nintendo.
True. If it works, there's bound to be different ones attempting it. They said they've been working on it in secret for seven years.
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3.) I don't like the idea that I could pay for something and basically not own it. If one of their servers goes down, I'm basically shit outta luck.
They have back-ups and data storage. If a server goes down, you might not get to play it for a while, but it will erase the fact that you bought the game from them.
A better thing that I would like to see though, since they say this will ultimately work will almost all new PC games, is you buy the game from a store and then can enter a PIN into their system. That way you physically have a copy. But I doubt that'll happen.
I don't mess with trade-ins and selling games anyway, so I don't have much of a gripe with any of that. You'd probably be better off just renting the game for a week or two, instead of outright buying it. I still buy DVD's, but not nearly as much as I use too. I've completely cut out going to the store to rent them, On Demand is simply more coninevent. If game rentals are relatively cheap on this, I'll be all over it.
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4.) For probably since the beginnings of the console gaming wars as far back as the 80s, people fantasized about a platform that transcends and cheats the barriers. This might be it but good luck getting MS, Sony, and Nintendo to play along. They want people to buy THEIR systems and THEIR games.
It's all about Third Parties, and they've got some heavy-hitters on-board. You won't be playing KillZone or Gears of War on it, but you'll have more than enough. Nintendo shouldn't care too much, their games are 90% about motion-control anyway, so this will have zero effect on them. Nintendo thought outside of the box and delivered something completely different than what everyone else was doing, it's worked well for them. I think ultimately Sony and MS have more to worry about than does Nintendo when it comes to OnLive.
If it works and gets users, it's going to be more attractive to developers. All the stuff is stored on their servers, and is streaming to you. This practically eliminates piracy of games, and that's something the developers are going to love.
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It does remind me of the Phantom, as someone in there wrote. I think that's an apt opening analogy.
If you don't know what the Phantom was, look it up.
I don't think that's necessarily fair. As the IGN guy said, "this isn't like the Phantom, I've played this thing and it is real". They've also got some pretty good investors and a good number of studios already signed on and helping them. Phantom never had any of that.
Could be just what the game industry needs, and certainly won't hurt. I'm looking forward to seeing what happens and what the reviews say once the public beta starts this Summer and following the launch this Winter. IF it can deliver on its promises and keep the subscription realitvely cheap ($20 a month, $45 for six months or $70 for a year), I'll be all over it.
It certainly has some potential and is certainly worth keeping any eye on but here's what I'd like to know:
Where is all the bandwidth coming from to support all this online activity e.g. gaming, movies, TV-enabled content and such?
The average US household's download bandwidth is 2.35 Mbps and growing very slowly, and we already see plenty of IPs capping and taxing even now because they're getting more greedy and they want their piece of the action.
How's something like this going to take off and thrive in that kind of envrionment?
I can see something like this taking off in Japan maybe. They're way ahead of us when it comes to broadband Internet.
To me, to be a conservative means to conserve the good parts of America and to conserve our Constitution.
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They were asked that question last night, here's a summary of what the said (taken from IGN):
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Steve said they've talked to most big ISPs and that they're "good citizens." They're not hogging the entire pipe all the time. Said that the 5Mbps connection they talk about is just about peak.
Says that average gamer plays 60 hours per month. Say you play averaging 2 Mbps, then you don't get near the cap. But they're also willing to talk to ISPs, who know they're not using it for peer-to-peer downloading.
He also said something about their upstream, and then the downstream not being big at all. Comcast has the 250 GB a month cap, but with their system you supposedly won't come close to that. I haven't heard of anyone having this problem with Xbox Live, downloading games and full movies and tv shows/seasons. They're supposedly talking with all the major ISP's and telling them what's going on and what they're doing. It's mostly the P2P programs that are eating away at the bandwidth and making these companies turn to the caps.
I don't think it's going to be a problem for 98% of OnLive's users to be honest.
Multiplayer: One of the first things many gamers will think when they hear about OnLive is that it just can’t work. They’ll worry about lag, about the effects of too many people using the service at once and all sorts of other scenarios that might prevent OnLive games from playing smoothly. You let me put my hands on the service when we met, but that was just one test case. What kind of stress tests have you already put this service through and what can you say to people who doubt this can work as well as you say?
Steve Perlman, Founder, OnLive: We can understand why they’d be skeptical that something like OnLive works! Frankly, that’s the typical reaction we received when first presenting OnLive to the CTOs of the major game publishers. And, even when the demo was working, some would pull out the Ethernet cable to see if the game stopped, and even then, some didn’t believe it until it was running on their own computer at home on their own DSL or cable modem. In one case, even that wasn’t enough: The CTO had his gamer teenage son try OnLive on his home connection. The kid thought the game was simply playing normally. At that point the CTO said that he was blown away. He would not have thought it was possible, but clearly we had figured out how to do it. That publisher, as well as nine others who also put OnLive “through the ringer” are now showing their games on the GDC show floor. They wouldn’t have done that without thoroughly verifying that OnLive works at least as well as a console, PC and Mac.
And, it’s no accident that OnLive works so well. It took many years of development, testing, and refinement to get it to work through the vast range of Internet hookups in the home, and there are a huge number of particular mechanisms we’ve had to build into the OnLive system to overcome each particular issue we’ve run into. OnLive has been tested in hundreds of homes through the US, through a wide range DSL, cable modem and fiber connections, and through any manner of consumer firewalls, routers, switches. Now, you hook up OnLive and it runs smoothly. But, there is a huge amount of technology behind the scenes making that happen.
MTV Multiplayer: Certainly, you’re not the first people with this idea. Why don’t you think anyone has pulled this off before?
Perlman: No one has pulled it off because it’s an immensely difficult technical and practical execution challenge, involving deep knowledge and experience across many fields. To make OnLive work involved fundamental work in psychophysical science; custom chip, hardware and wireless engineering; complex real-time software — from the lowest- to highest-level, and real-time network engineering down to the sub-packet level. And, it required a deep understanding of business structure in the video game, Internet, hosting, server and consumer electronic industries. Then, finally, it required an enormous amount of just practical execution: testing the system in hundreds of homes and ironing out every wrinkle to make it operate seamlessly.
There are few major corporations, let alone startup companies, with the depth of knowledge required in all of the areas that were required to develop OnLive. And, it is rare to find today corporations or investors with the patience to wait seven years while such an intricate system was developed and refined, particularly given that for many years it was not clear it would ever work.
And, now we’ve met with the top publishers, top broadband operators and top equipment makers, etc., who clearly would have had anything like OnLive brought to their attention. Since no one knows of any other practical system that exists, we presume that no other one does exist. Given the immense multi-disciplinary complexity of OnLive, the time that was required to address the practical execution issues, and the fact we have over 100 patents and patents pending, we think it is unlikely there will be another system like OnLive anytime soon.
MTV Multiplayer: What kind of gamers do you hope this kind of service could attract at launch and how is that guiding which publishers you’re courting now and which game libraries you hope to get into this system?
Perlman: The low cost of the service is a selling point for gamers of all types and skill levels — particularly those who might have been priced out of the previous cycles or simply gave up on trying to keep up with ever-evolving technology. From casual gamers to hardcore, OnLive offers a number of benefits and advantages over existing consoles and services. OnLive introduces games to a video-rich community of a massive scale, that allows them to try, buy, or even spectate the latest games. Our content partners are the biggest names in game publishing — companies like EA, Ubisoft, THQ and Take-Two, who will provide some of their hottest titles, at the same time those games ship to store shelves. The goal is to provide a wide variety of games that will appeal to a broad range of gamers who increasingly expect their entertainment On Demand.
MTV Multiplayer: Continuing in that vein, do you imagine OnLive as a good option for people who feel priced out not just of PC gaming but from even $250 Wii gaming?
Perlman: Sure, there is no question that the OnLive platform will have the lowest cost of entry for a new user. But, to be clear, OnLive also will certainly be catering to gamers who are less price sensitive, and are seeking the highest performance games, and also it will be opening up a universe of games to Mac users who, before OnLive, have had a very limited selection.
So, side-by-side with Wii, yes the OnLive MicroConsole is far less expensive, but it is also the most powerful video game system in the world and constantly evolves in performance, and the user can enjoy the same experience on an entry-level PC or Mac. So, we don’t think the comparison will be only on economic terms. People will see the OnLive as a completely different opportunity.
MTV Multiplayer: What PC spec do you expect OnLive to be able to perform at when the service launches? And how do you project that spec to increase over the course of, say, OnLive’s first 12 months. How much more horsepower is the end-user going to feel like they’re getting?
Perlman: OnLive will initially support Windows XP, Windows Vista and Intel-based Macs running OS X. No GPU or fast CPU is required. Entry-level PCs and Macs provide the same experience as high-end PCs and Macs.
The PC or Mac required spec does not change over time. In three years, an entry-level PC bought today will still be able to play the then highest performance OnLive games. We realize this concept is a little hard to wrap your head around, given we have come accustomed to hardware obsolescence for just about any application you use on a PC or Mac. But OnLive is different. OnLive technology evolves in our server centers (in the Cloud), not in your home. The desktop (or MicroConsole) computing requirements remains the same.
MTV Multiplayer: The Xbox had Halo when it came out. A few years ago, the then-struggling Nintendo had Wii Sports with the Wii. It seems that one of the best ways to get gamers to choose a new gaming platform is to hook them with exclusive content. But that doesn’t appear to be part of OnLive’s business model. How can you pull this off without exclusive games that make OnLive a must-purchase?
Perlman: It’s hard to make direct comparisons for gamer motivation for choosing new consoles and “choosing” OnLive. Among consoles, many (but certainly not all) gamers do choose only one, and it is easy to see why: When a console comes out, you have an initial cost outlay of $300-$800, depending on platform and accessories, then you have to hook it up to your TV, download all the upgrades, etc., before you can play one game and see if you like the platform.
With OnLive, there is no upfront cost or hassle: you can try out a demo of any game with the PC or Mac you already by just downloading a browser plug-in that is smaller than Flash, and if you like OnLive and sign up, then we’ll send you an inexpensive MicroConsole for your TV.
So, we don’t see OnLive as an either/or proposition with gamers. We see it as expanding the market, and indeed, think that many console gamers will use OnLive as well as their consoles.
Secondly, OnLive does have “exclusive content” of a sort. For example, we are the only way you can play high-end games like “Crysis Warhead” on a TV or entry-level PC or Mac. Today, only a tiny fraction of the gamer population has the tricked-out gamer PC required to play that game. OnLive is also the only way for Mac users to play a wide range of PC-only games within OS X.
And, in time, there will be very high-performance OnLive-only games that utilize multi-GPU multi-core servers, GigE networks and RAID arrays in the OnLive server center. There will be no home-based systems at all that will be able to run such games. In fact, we’ll be giving a sneak peak of a prototype showing the realism achievable in such games in the press conference and in the booth.
MTV Multiplayer: Refresh my memory: how many seconds (or fractions of a second) will it take from boot-up of OnLive to playing a game on the service that I’ve never played before? Or a demo? Can you calculate that?
Perlman: OnLive takes a few seconds to test your connection, and then it depends on the user of course — how quickly you navigate through the user interface. If a user knows where to go, he or she can start playing any game in a matter of seconds.
I just timed our Beta service running on Vista through my cable modem. From the point I clicked to start OnLive to the point where a game was starting up was eight seconds. But I just clicked on the first game on the list. It might take another couple of seconds if the game you want is lower on the list.
Once OnLive is connected, though, you don’t have that initial connection test, so if you quit a game and start another one, that can happen in one or two seconds, again, primarily limited by your ability to deftly click buttons.
In terms of technical limitations, OnLive switches from one server (e.g. playing a game) to another (e.g. running the user interface or running another game) in 1/60th of a second.
MTV Multiplayer: Where do you expect OnLive to be sold? Not at game stores, right?
Perlman: We’re not going into a lot of detail on that yet. But, the millions of people who own Macs and PCs can immediately access the service on day one, by signing up and downloading about a 1MB client from OnLive.com. We will also allow people to order the MicroConsole from OnLive.com. Additional distribution methods will be disclosed closer to launch.
MTV Multiplayer: Should independent developers look you guys up or are you only working with big publishers?
Perlman: We’re engaging with developers of all sizes. In addition to offering a direct channel from development to distribution, OnLive opens completely new doors for marketing, promotion as well as a seamless way to connect with a large, engaged target audience.
As you will see at GDC, we’ve already got one independent on board: 2D boy. And, we think that the it’s so easy to develop for OnLive — with only one binary to reach PC, Mac and TV — that we will attract a range of developers. Because of the flexibility of the platform, we also expect to see people experimenting with the type of content they deliver—episodic games, perhaps—and pricing.
MTV Multiplayer: Your concept is an exciting one. Do you expect Microsoft/Sony/Nintendo to follow you in this direction of cloud-console-gaming? How soon? Or, if not, why not?
Perlman: The answer really depends on exactly how you define “cloud-console-gaming”. All three companies may argue that their current download-based online services could already be called that. Needless to say, though, they are very different offering than OnLive.
If your question is whether one of these companies would be motivated to clone OnLive’s capabilities, and if so, how long would it take:
(1) Whether they are interested in cloning OnLive is a better question to ask them. They all have a deep (multi-billion dollar) vested interest in their current gaming model which (particularly in the case of Sony and Microsoft) will take years to recoup (if ever). That said, they may see an OnLive-type offering as a strategic opportunity, particularly in lieu of what they no doubt contemplate as an enormous investment needed to launch their next generation of console.
(2) If they are interested, whether they can clone OnLive is an easier question to answer. OnLive was an immensely complex engineering effort, and beyond that, it took years of testing in hundreds of homes to make it work seamlessly. Best case, it will take years to clone with a world-class development team. But, beyond that, we expect they’d have a very difficult time getting around OnLive’s patents. Beyond the underlying interactive video compression technology, OnLive’s patents also cover the layers of all the technology built on top of that compression that would be necessary to deliver a practical video game service offering. The first patents expire in 2022, so we have at least 11 years to establish our business before there is a clone.
I for one do not want to buy another system. I have a big televeision and I like to sit far away an play my games on it. Plus I am lucky enough to have one of the PS3's that is completely backwards compatable.
I do not trust anything that I cant hold the games physically in my hands. For instance if I hate the game, i can ususally trade it in and then I will be able to at least get something else.
However, I do like the idea of being able to play computer games and not have to download them to the computer.
I, too, like having something tangible in my hands to show for the money I spent whenever I can. I also have dial-up, so I'm screwed anyway.
Edit: Also, while they may have backup servers with backup data saved, what if my server were to go down? I house sat for my aunt one year, and she has cable internet, and while I was there, it would just periodically pop out if a storm rolled through or just because it felt like it. Never stayed out long, but that's beside the point. And what if your service did sustain a prolonged outage? Three days? A week? Longer? You're paying for games that you don't have access to. Granted, I could get the RROD tonight, but I could always go buy/rent another system(depending on warranty status and whatnot...) and be back playing in a short time.
Don't get me wrong, it's a great premise. I'm just not sold on it for me.
To me, to be a conservative means to conserve the good parts of America and to conserve our Constitution.
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I for one do not want to buy another system.
You don't have to. On your PC or Mac, it's a free 1MB browser plug-in. For TV play, they say the MicroConsole is vastly cheaper than anything else on the market (which means far less than the Wii) and that they'll probably give the Console to anyone who subscribes. This part is cheap, supposedly.
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I have a big televeision and I like to sit far away an play my games on it.
You still can. It has a wireless controller, sit as far away as you would like.
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Plus I am lucky enough to have one of the PS3's that is completely backwards compatable.
Good. But your PS3 can't play Crysis and most other PC games, this will. If it works, developers will be all over it because it'll end piracy of games.
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I do not trust anything that I cant hold the games physically in my hands. For instance if I hate the game, i can ususally trade it in and then I will be able to at least get something else.
You'll be able to play a demo of every single game, for free. You'll know before you buy or rent whether you'll like the game. Besides that, you can also spectate every game for free, so you can see first hand what the game is like while it is being played in real time. Beyond those two try before you buy options, you'll be able to rent the game. So there really is no reason to end up with a game you hate on this thing.
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However, I do like the idea of being able to play computer games and not have to download them to the computer.
Exactly. No downloads, no installs, no waits. And no must have these minimum requirements, a low end PC or Mac or TV will be able to run these games just as good as a high end gaming PC.
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Im not going to read too much into this.
You should keep an eye on it, especially if it works even half as good as advertised.
Sandman
I, too, like having something tangible in my hands to show for the money I spent whenever I can. I also have dial-up, so I'm screwed anyway.
Yeah, that dial-up part sucks.
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Also, while they may have backup servers with backup data saved, what if my server were to go down? I house sat for my aunt one year, and she has cable internet, and while I was there, it would just periodically pop out if a storm rolled through or just because it felt like it. Never stayed out long, but that's beside the point. And what if your service did sustain a prolonged outage? Three days? A week? Longer? You're paying for games that you don't have access to. Granted, I could get the RROD tonight, but I could always go buy/rent another system(depending on warranty status and whatnot...) and be back playing in a short time.
That's not their problem. Folks paying for WOW now are paying for something they can't enjoy if their Internet goes down. When your cable or satellite goes down, you're still paying for a service you can't use. Same thing when your power goes out, unless you have a generator, you can't play your 360. Shit will happen, but as long as it's not on their end there's nothing they can do about it.
I think my gripe here would be if they overcharge for a subscription. I can't see paying a shitload of money every month for something that I may only get to use half the time (just saying, my Internet is up 98% of the time and my power 99%, except for maybe during storms). But if it's reasonable, and works as they and those who have tried it, says it does, I think it'll be worth it.
I would classify reasonable as $20 a month, $45 for six months and $70 for a year, give or take a few extra dollars for each one.