Cloud Gaming

March 26th, 2009

I reckon the development of streaming gaming has the potential to revolutionise the way we think about games as entertainment. There are no other forms of media that are so utterly dependant on the hardware that delivers them.

It’s also strange that gaming is the only form of media that provokes arguments about which form of hardware is the best. Not critical discussions but proper arguments between grown men (I do believe there is a gender bias in this). This is a silly situation.

Looking at Onlive’s Web Site I think the imminent arrival of Cloud Gaming is probably not that imminent. I couldn’t stream the introductory video.  Either my connection is rubbish or their servers can’t cope at the moment which means a big fail for it working as a concept.

I have no idea what the technical barriers are to getting this working, but if all of the processing can be carried out remotely then we are surely in a position where the only costs to users are the input device, display and subscription. I would say that I’m sceptical about the claim that lag is unnoticeable but that is probably something that can be resolved.

The timing of this has got to be a crucial factor in whether or not it will succeed. Is there a sufficient number of people that accept the subscription model for games? The money paid for access to XBox Live and the truly daunting number of Warcraft players would seem to indicate “yes”. Though the cost will clearly be a deciding factor.

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One Response to “Cloud Gaming”

  1. Daz Wright’s Blog » Blog Archive » OnLive OnLine Says:

    […] in March 2009 I wrote about cloud gaming. Reading it back to myself two things spring […]

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