I agree that it sucks for the employees who are losing their jobs. However this certainly wasn't brought out before its time, it never should have gotten past scribblings on a bar napkin.
There are only two ways that this would have worked and that is
a) with a subscription on top of paying for games
because they are footing the bill for all the hardware and covering the overhead to operate said hardware.
b) If every ISP on the planet wasn't chomping at the bit trying to figure out how to cap/tier and charge overages for broadband, without causing a mass exodus to their competitors.
It was an interesting concept but its a pipe dream with no real benefit to either the service provider or the consumer.
Polly a telco, I could sorta see them working if they got glomped onto a cable package that didn't count against cap-n-tier.
I hope OnLive continues well beyond events here, because it does work well with a decent internet connection.
Of course, so far there is absolutely no proof that anything is wrong here at all, so the doomsayers should be handing out grains of salt.
Much like Vivendi was reportedly trying to offload ActiBliz, and EA has been looking for a wealthy group to buy them out, OnLive will likely do the same.
Microsoft? Apple? I'd be happy if it were Google outright, seems to be a perfect fit considering all the smart TV tech they're involved with.
"The cloud" is a marketing buzzword.
Whether storing data remotely works for everything is one thing, whether it works well and is something people actually want is another.
It's an amazing buzzword, for sure, but it still carries weight at its core. The cloud, as it were, isn't perfect at the moment, but there's too many big entities making too many strides to write it off as some kind of mistake. Time will tell how big it'll get in the realm of gaming, but it's way too early to call the fight for one side or the other.
I will say one good thing about "the cloud" when someone uses the term its usually a good indicator of when I need to start dumbing things the fuck down.
By all means, rant away, and make it as dumb as you feel you need to. But while you do, offer up exactly why it is that gaming could not work through the cloud the way nearly every other form of online entertainment does. Not obstacles that need to be tackled (those are a given), but fundamentally why it won't work, or at least why OnLive specifically was a pipe dream.
You can't separate OnLive's failure from the technical hurdles. They were a significant contributor to why no one wanted to play games like that.
If you want to talk about distributed computing, streaming technology and storage, that's fine, but you'll probably find talking about clouds doesn't help in that discussion.
The cloud is kind of like a place-holder. It's a word that's easy to use in order to reference a vague idea, but it means little once you actually start talking about it. As a company, you wouldn't implement a cloud, you'd implement specific platforms to help achieve whatever the goal is (automated incremental backups; collaborative development environments; etc...).
So it goes.
At least I got the console for free unopened. It'll be a collector's item someday.
The "cloud" is just an easier term to use. I know there are much more accurate ways of putting it, but it would seem the term "cloud" is fairly recognizable, no (it's my understanding that the term itself was always meant in this way, but I could be wrong)?
If the beef is over the nomenclature, and not the services themselves, then that's one thing. I, maybe wrongly, assumed that using the easy broad terms wouldn't be an issue. Semantics aside, I'm just asking what the beef with the services themselves are. Personally, I see this story itself as more an issue of execution, and not so much a condemnation of the tech behind it, but it's pretty clear that there are those who feel otherwise.
For some things, processing hardware located in your house is going to be superior to a distributed platform for the foreseeable future, partially because of latency introduced by off-site computing and partially because of the reality of bandwidth limitations by most service providers. I'd say gaming is one of those things.
For massively multiplayer games and applications, you're already seeing a good deal of information processed remotely, but the most economically efficient method is still for an individual's computer to bear a large portion of the processing load.
Distributed computing is, like most things, usually beneficial in moderation but often risky or inefficient in excess.
I see the the bandwidth issue being prohibitive at the moment for some, but honestly, I just don't think it's as big a problem as it's made out to be. I slurp up a lot of bandwidth, and I've never reached my cap. I know a guy who seeds everything he's ever downloaded, and he's never seen his cap. There are people who cast online video games in HD, and the only ones I've ever seen talk about hitting their cap were the ones who do so for hundreds of hours a month (and the price they talk about paying doesn't seem all that bad, really).
I realize this is a small cross section, but for many people, it just isn't an issue. I'd be interested in learning more about the exact amount of data has to run through the series of tubes over at OnLive compared to other things, so that's definitely something that would be real cool to have inserted here.
And this seems like it would be more of "it's not perfect right now because..." argument than a condemnation. The tech has nowhere to go but up, and if something like OnLive doesn't work now, I don't think that applies to the future. There are several large entities putting their weight behind it, I don't see how that kind of support would manifest for something that can't work based on the tech.
As someone who has used OnLive and Gaikai a fair amount, I can say I have never had any significant issue. I've never heard of someone talking about hitting caps, and I've never had any prolonged latency issues, but I could definitely be an isolated case.
Again, I think the reason why these things haven't caught on has more to do with execution. OnLive and Gaikai really don't offer much to most gamers who already own something to game on. This is why I think Gaikai's acquisition by Sony could be huge, it could potentially broaden the hell out of what's offered (mmmmm, forward compatibility for the first time in console history?).
I don't think there's any issue that can trump the issue of execution, and if they're not offering a compelling product to their target audience on a broad scale, I think it's hard to draw any concrete conclusions on the effect the tech has had on the consumer base. I think OnLive's eyes were bigger than their mouths, but I don't think that you can hold this against the tech.
In terms of thoroughput, how are you going to beat a machine that's processing that information right there at your desk?
You're not, which is part of the reason why I think they went after the completely wrong audience. People like you or I will probably never have any real use for something like OnLive, it's entirely likely that we both have any number of kickass machines more than capable of doing all kinds of heavy lifting.
I think that things like this have more a role in ancillary positions. Something to the effect of having gaming on a non gaming device as standard the way that non gaming applications have come to gaming devices. I'm curious as to how the new smart TVs will play into this, especially if they become ubiquitous with home entertainment the way high definition did.
Considering ancillary gaming is becoming more and more popular (and holy fuck is it), I think there should be a natural progression into that arena.
It worked surprisingly well most of the time. Game selection was very limited. I got over half of my games on there for free or at a huge discount. The promos were crazy. I spent less than $150 with them and have a pretty big library of games.
It does suck when some kid starts watching you play and starts pestering you to talk to him or play with, and he's obviously not even twelve, aware of how annoying he is, and just won't go away or shut up. Other than that it's pretty cool for what it is. I hope the service stays up. I never played Divinity Dragon Knight Saga and I 'bought' it for $5.
Which is probably why they got bought or ended up in backruptcy.
"I have a PC with a power supply that won't let me use my now venerable GPU so I'm stuck with onboard graphics until I can find enough spar change for a new computer."
Why not just get a better power supply? The kind that will handle a decent GPU might be a little pricey, but not nearly as much as a new PC.
Seriously, I'm the only person I know that knows this even exists.

surf dtoid with 

Rising (10+)
People you follow


















follow