It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
http://www.bbc.co.uk/news/business-36854291

Looks like the gollum lot are off again with their cloud gaming. Apparently in 5 years I will be able to play the latest games via my phone - yes that wonderful phone which freezes on opening its own fecking IE browser - its a miracle of the future.
cause after pokecrap go everybody thinks mobile gaming is da futuchure again
No dark entertainment? Meh!
avatar
snowkatt: cause after pokecrap go everybody thinks mobile gaming is da futuchure again
But haven't all these types of things been such successes?
/sarcasm
avatar
Maxvorstadt: No dark entertainment? Meh!
I could save the web page in paint and file the background with black if that helps you any.
Post edited August 02, 2016 by nightcraw1er.488
avatar
snowkatt: cause after pokecrap go everybody thinks mobile gaming is da futuchure again
avatar
nightcraw1er.488: But haven't all these types of things been such successes?
/sarcasm
avatar
Maxvorstadt: No dark entertainment? Meh!
avatar
nightcraw1er.488: I could save the web page in paint and file the background with black if that helps you any.
about as succesfull as the ouya and vita ;p
It's certainly a better way of going about it than pure cloud gaming, but it still means always online (unless there is some kind of offline backup the game can run itself), and the benefits sound like their likely to be purely cosmetic as anything that did effect the gameplay would have problems with latency...

So yeah, meh.

I certainly can't see smart phones running serious games any time soon either, I currently can't open my Facebook page manager app because it's got 100 notifications, and I was playing the Last Viking and it kept juddering and skipping because an app had started updating in the background....
Admittedly my phone is no where near top of the range anymore but I really can't see playing serious games on one anytime soon (and that's ignoring the controls issue which tends to be the biggest obstacle)
The article claims the main reason for Onlive's demise was that there was latency playing games through it, but I don't really think that was the main reason. After all, people play online action games where they see sometimes pretty bad latency too, and still enjoy it. The article kept mentioning how important low latency is for games like Super Street Fighter 2 Turbo... that is just an extreme and overused case. If latency is a big problem for the fighting genre, then SSF2T can't be played online either (cloud or not), against other people online.

The problem was pricing. They always forget to tell you that the CPU power in those "internet server farms which we borrow" is not free either. Someone has to pay for it, and it is you, the gamer. So the main obstacle with cloud gaming specialists is to find that optimal pricing point that gaming in the cloud doesn't feel too expensive to the user, and at the same time they make profit. Having millions of subscribers may help with that too, not sure if Onlive never simply reached enough paying subscribers in order to start making profit.

People are expecting Steam or GooglePlay level low pricing also from cloud games (maybe even cheaper, as they feel they are merely "renting" games from cloud services), and that is something they will not get, due to the costs related to "borrowing" those server farms. On the other hand, naturally they would save money on their computers etc. as they would probably need less CPU power then, but it is not like e.g. gaming consoles are _that_ expensive anyway...

Yes, cloud computing is for many cases a good thing and helps to use existing computing power more efficiently, a bit like IP based data traffic is more efficient than old circuit-switch telecom where a line is created and reserved for each call separately. But there are still costs involved for those server farms, and someone has to pay for it.

The other reason might still be that most people were not quite ready to the idea of renting, not buying, games. Or at least they expect renting to be dirt cheap compared to buying a game.

As for that Crackdown game... maybe it works, who knows? If it is mostly an online multiplayer game, then people don't really care how much of it is computed somewhere else, as long as the game behaves well and it doesn't cost too much. For me that would mean free-to-play though, as I don't really pay for online-only games. :) Others seem happy to pay for them though, at least through microtransactions. Get the latest unusual visual effect for your Team Fortress 2 hat, wheee! Meh, I came here just to kill other players.
Post edited August 02, 2016 by timppu
avatar
timppu: The article claims the main reason for Onlive's demise was that there was latency playing games through it, but I don't really think that was the main reason. After all, people play online action games where they see sometimes pretty bad latency too, and still enjoy it. The article kept mentioning how important low latency is for games like Super Street Fighter 2 Turbo... that is just an extreme and overused case. If latency is a big problem for the fighting genre, then SSF2T can't be played online either (cloud or not), against other people online.

The problem was pricing. They always forget to tell you that the CPU power in those "internet server farms which we borrow" is not free either. Someone has to pay for it, and it is you, the gamer. So the main obstacle with cloud gaming specialists is to find that optimal pricing point that gaming in the cloud doesn't feel too expensive to the user, and at the same time they make profit. Having millions of subscribers may help with that too, not sure if Onlive never simply reached enough paying subscribers in order to start making profit.

People are expecting Steam or GooglePlay level low pricing also from cloud games (maybe even cheaper, as they feel they are merely "renting" games from cloud services), and that is something they will not get, due to the costs related to "borrowing" those server farms. On the other hand, naturally they would save money on their computers etc. as they would probably need less CPU power then, but it is not like e.g. gaming consoles are _that_ expensive anyway...

Yes, cloud computing is for many cases a good thing and helps to use existing computing power more efficiently, a bit like IP based data traffic is more efficient than old circuit telecom where a line is created and reserved for each call separately. But there are still costs involved for those server farms, and someone has to pay for it.

The other reason might still be that most people were not quite ready to the idea of renting, not buying, games. Or at least they expect renting to be dirt cheap compared to buying a game.

As for that Crackdown game... maybe it works, who knows? If it is mostly an online multiplayer game, then people don't really care how much of it is computed somewhere else, as long as the game behaves well and it doesn't cost too much. For me that would mean free-to-play though, as I don't really pay for online-only games. :) Others seem happy to pay for them though, at least through microtransactions. Get the latest unusual visual effect for your Team Fortress 2 hat, wheee! Meh, I came here just to kill other players.
Agree. From what I remember back then most complains where not latency but pure "Ewww, yuck" to the whole Onlive concept.
I hope they fail miserably...

'Hey, you want to play this game offline because your connection sucks or you just don't want to be online? Too bad, you'll have to be online at all times for one fucking useless feature of the game.'

'...future of games will be defined by smartphones'

He really is full of shit.
Post edited August 02, 2016 by NuffCatnip
avatar
NuffCatnip: I hope they fail miserably...

'Hey, you want to play this game offline because your connection sucks or you just don't want to be online? Too bad, you'll have to be online at all times for one fucking useless feature of the game.'

'...future of games will be defined by smartphones'

He really is full of Bullshit.
Corrected your post. :-)
avatar
timppu: ...snip
avatar
anothername: Agree. From what I remember back then most complains where not latency but pure "Ewww, yuck" to the whole Onlive concept.
Yep. I get that feeling whenever Online only things is mentioned.

There are plenty of other issues to work on as well, not just hardware renting, privacy concerns, different laws between countries, not to mention different connections for different countries - making XYZ online may restrict its access to certain countries that don't have superfast broadband. Not to mention the utter tools that seem to frequent online games.

Its not for me.
avatar
NuffCatnip: I hope they fail miserably...

'Hey, you want to play this game offline because your connection sucks or you just don't want to be online? Too bad, you'll have to be online at all times for one fucking useless feature of the game.'

'...future of games will be defined by smartphones'

He really is full of Bullshit.
avatar
Maxvorstadt: Corrected your post. :-)
Is bull dropping more sticky/smelly or something? I'd have thought a healthy diet of greenery versus my diet of kebabs, chilli and beer...
Post edited August 02, 2016 by nightcraw1er.488
Well it sounds like its going to be another AAA industry gimmick, I'm mostly fine with indie and retro gaming thanks.
avatar
nightcraw1er.488: my diet of kebabs, chilli and beer...
I LOVE Döner Kebap and Chillis, especially Habaneros and Bhut Jolokia! :-)