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My name is meteorscrap.

Occasionally I'll post random thoughts and musings here which are too long, too detailed, or otherwise don't fit in the comments section. Given the length of some of the stuff I've left as a comment, you can well imagine what I consider long.

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Cloud gaming is here, and every time I hear about it I want to smack someone. No, I'm not interested. Yes, it could have some interesting uses, but playing Crysis 3 on a computer 5,000 miles away instead of the computer in my living room isn't really one of them. Then there was Dale's post about OnLive, and it made me angry.

But then it made me think. There's a way that we gamers can have our cake and eat it too, and it's probably a distinct enough method that it'd get around the whole Cloud-Gaming Patent that OnLive has, meaning developers and publishers would love it too.

It'd even allow for game consoles which continue to push their muscles alongside PC gaming throughout their shelf-life, for a lower cost than PC gaming, without alienating customers in the least. It even has the potential to hide loading screens forever.

So everybody's happy except OnLive, which I can more than live with.



The idea here is based on three distinct principals:

1) Computer games which have graphics/polycount/resolution/etc sliders
2) Cloud-Gaming
3) Multiplayer Hosting

And the premise of it is actually pretty simple. Combine the three into one cohesive mixture.

The console would provide the base for the game. If you're in a cabin in the woods with no internet, you can still play the game. It loads, you can play the single-player portions from start to finish, and in every way it's a complete game.

However, with an internet connection, you gain access to the complete package. You borrow a portion of the server's power and meld it with the power of your console, like Voltron, but instead of turning into a robot and kicking ass, your three-year-old console is turning into a gaming rig which is making the PC gaming rigs cry and scream about how "It's not far, damn it!"

So whereas in the single-player, offline experience, you're running through an environment with relatively low-res textures, a 720p full-screen resolution, and frequent loading times, in the online cloud-supporting experience you're running through an environment with hi-res textures, a boosted poly-count, a 1080p full-screen resolution and no loading times.

When the game needs to load the next area, it cues up a bit of extra power on the server and loads the resources, and while your console plays catch-up the server feeds your console a complete load-out of the game until your PS4 or Xbox 720 catches up to it. Done right, this would basically allow you to have all the perks of PC Gaming (the extra graphical horse-power which comes alongside the march of technology) while keeping the perks of console gaming (no screwing about with hardware configurations).

And no loading screens which, you know, nice. Add on the fact that a properly programmed online version could take over the load while your console installs a copy of the game and installs any patches you need the instant you start playing, and this could prove to be the future of gaming.

Which is why I'm going to be filing the patent for it bloody tomorrow morning.
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Clearly the future of gaming is spending money on games you will never truly ever own.
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!"
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.

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