That's why I like this method.
Worst-case scenario, you still get a game which is pushing the console itself (in all probability), but is not the best-looking it could be if the console had more power. With an internet connection, you get the best of both worlds.
Hell, this method would even allow for server capacities to be elastic.
Let's say the server has up to 7 cycles it can give you. One cycle controls covering loading screens, another is doing the dynamic fluids instead of generic models for the cosmetic water effects, a third is handling the real-time particle fog, a fourth is handling unique enemy model details versus a few generic ones, a fifth handles a bump in the poly-count, a sixth is the high-texture cycle, and a seventh handles the increased resolution.
As the server capacity becomes strained, the game and server selectively choose to lower the cycles. Perhaps in the options, players can even choose which of the options go first (some players might care about resolution and high-res textures versus no loading times, for example).
But basically the whole idea is not to screw gamers. It's to find publishers saying "Hey, we're offering a great game. And if you happen to have a good internet connection, we can make it even better!"
Worst-case scenario, you still get a game which is pushing the console itself (in all probability), but is not the best-looking it could be if the console had more power. With an internet connection, you get the best of both worlds.
Hell, this method would even allow for server capacities to be elastic.
Let's say the server has up to 7 cycles it can give you. One cycle controls covering loading screens, another is doing the dynamic fluids instead of generic models for the cosmetic water effects, a third is handling the real-time particle fog, a fourth is handling unique enemy model details versus a few generic ones, a fifth handles a bump in the poly-count, a sixth is the high-texture cycle, and a seventh handles the increased resolution.
As the server capacity becomes strained, the game and server selectively choose to lower the cycles. Perhaps in the options, players can even choose which of the options go first (some players might care about resolution and high-res textures versus no loading times, for example).
But basically the whole idea is not to screw gamers. It's to find publishers saying "Hey, we're offering a great game. And if you happen to have a good internet connection, we can make it even better!"
I think we have some time still to wait before this kind of technology comes to fruition. Internet speeds on a whole are nowhere near good enough yet.
... an interesting concept and cloud computing is definitely coming. Cloud storage is already indispensable. I use it all the time to transfer stuff between my iPad, iPod and computer. For game saves, cloud storage is a wonderful concept!!
Cloud gaming will doubtless be coming and I don't actually mind never owning a physical copy of my game, but instead simply owning the license to play it. Who knows, maybe there will be a way to sell the license and used games could still be a possibility - but as you've noted, the potential and advantages seem to outweight the disadvantages.
Cloud gaming will doubtless be coming and I don't actually mind never owning a physical copy of my game, but instead simply owning the license to play it. Who knows, maybe there will be a way to sell the license and used games could still be a possibility - but as you've noted, the potential and advantages seem to outweight the disadvantages.

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