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OnLive Remote Gaming Service Launches In June

adeelarshad82 writes "After eight years of development, remote gaming service OnLive is scheduled to roll out on June 17 for Windows and Mac. The company also announced its service pricing: users will need to pay $14.95 per month, which will allow them access to the service. However, the company did not disclose the price to rent or purchase games. 'It is partnering in this launch with publishers including Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive Entertainment. The games will also include new releases like Mass Effect 2, Borderlands, Assassin’s Creed II, as well as a bunch of other titles. Perlman anticipates anywhere from a dozen to 25 titles to be available at launch time, and more after that, depending on how negotiations with other publishers proceed.'"

316 comments

  1. Hmmm ... by WrongSizeGlass · · Score: 2, Informative

    The reviews on performance were mediocre to bad ... and some of those 'partners' don't exactly have the best customer service track record ... and only $14.95 a month you say?

    I wonder how long before one of those partners throws a tantrum and pulls the plug in one (or all) of its servers when it doesn't get what it wants?

    1. Re:Hmmm ... by sonicmerlin · · Score: 3, Informative

      What reviews of service? Stop spreading your garbage FUD. There were no reviews allowed due to the NDA for beta users.

      The only review I ever read was done by a guy who wasn't authorized to use the service, using a friend's account, and played from twice the recommended distance to one of the game servers.

      Half the time the servers refused to let him on because his lag was too high. And yet despite being 2000 miles away and being constantly warned of poor performance and lag by the servers, he *still* had a positive experience with several of the games.

    2. Re:Hmmm ... by Anonymous Coward · · Score: 0

      15$/month AND you HAVE TO BUY the game!!!! What kind of fucking bullshit is this for a sub-par gaming experience?

    3. Re:Hmmm ... by sonicmerlin · · Score: 1

      Yeah, kinda like an MMO. No way that service model could ever work.

      Oh wait...

    4. Re:Hmmm ... by Reapman · · Score: 1

      Ya except most people I know that play MMO's play maybe 1 or 2 MMO's, and I'm assuming OnLive is expecting people to buy more then 1-2 games over a few year period.

    5. Re:Hmmm ... by WrongSizeGlass · · Score: 3, Informative

      What reviews of service? Stop spreading your garbage FUD. There were no reviews allowed due to the NDA for beta users.

      The only review I ever read was done by a guy who wasn't authorized to use the service, using a friend's account, and played from twice the recommended distance to one of the game servers.

      Half the time the servers refused to let him on because his lag was too high. And yet despite being 2000 miles away and being constantly warned of poor performance and lag by the servers, he *still* had a positive experience with several of the games.

      These beta testers disagree with you. Not FUD, Fact.

    6. Re:Hmmm ... by Anonymous Coward · · Score: 0

      Having used it for some time now, I can say the Ars Technica article is full of complete horse shit.

      I have never had a feedback delay during gaming.

    7. Re:Hmmm ... by h4rr4r · · Score: 1

      With an MMO your purchase gets you a month or two for free. So really you are not paying for the game.

    8. Re:Hmmm ... by Anonymous Coward · · Score: 0

      We believe you, Sonicmerlin. We believe you.

    9. Re:Hmmm ... by sonicmerlin · · Score: 1

      That wasn't me. I haven't used it myself. I'm not even in America right now. I'm in Japan, so obviously I wouldn't be talking about it.

    10. Re:Hmmm ... by sonicmerlin · · Score: 2, Informative
      I like how you reference a link, get modded up for it, but don't even bother to read the article yourself:

      We heard from many beta testers after our story went live, but few were willing to speak on the record... for the obvious reasons. One user did agree to give us his take on the service, provided we keep his anonymity.

      Good job buddy. Keep up the excellent sleuth work.

    11. Re:Hmmm ... by RocketRabbit · · Score: 1

      Sounds more like you're spreading FUD.

      An NDA isn't some magic space-time net that prevents things from happening. They are broken all the time.

      And I'll go one better - you don't need to know much about this service to see that it will just die in horrible flames of fail. Especially when computers and video cards are cheaper and more powerful than ever.

    12. Re:Hmmm ... by Anonymous Coward · · Score: 0

      "[...] We heard from many beta testers [...] One user did agree to give us his take on the service"

      Those are facts?

    13. Re:Hmmm ... by Anonymous Coward · · Score: 0

      Anecdotal evidence is awesome!

    14. Re:Hmmm ... by KDR_11k · · Score: 1

      People are willing to pay different amounts depending on what's delivered. An MMO can ask for more money than a singleplayer game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Hmmm ... by thetoadwarrior · · Score: 1

      Internet traffic is anything but consistent. This is destined to fail because we're just not at a point where you can reliably stream a whole game. Hell we still have issues with multi-player games that only need to send minimal data. Also from the sounds of it, $14.95 only gives you access to some games and you have to pay extra for premium games which no doubt means any new game worth playing.

      Fuck that, I'll still with physical consoles.

    16. Re:Hmmm ... by Anonymous Coward · · Score: 0

      http://twitter.com/darklordjames/status/9774231438

  2. Monthly Charges? by Anonymous Coward · · Score: 0

    Wait you want me to pay a monthly charge in order to have the privledge of buying a game? This is apposed to just buying the game at a gamestop how?

    Also I can imagine Lag being a bitch

  3. What a steal! by Anonymous Coward · · Score: 5, Insightful

    Zero control over my purchases? Zero re-sale value when I'm tired of a game? Zero incentive for publishers to discount their titles? Zero bandwidth & gaming ability remaining once I hit my cap? Zero ability to take my games with me once the company goes belly-up (and boy, will it ever...)? All for the low, low price of $15/mo? Sign me up!

    1. Re:What a steal! by kz45 · · Score: 1

      "Zero control over my purchases? Zero re-sale value when I'm tired of a game? Zero incentive for publishers to discount their titles? Zero bandwidth & gaming ability remaining once I hit my cap? Zero ability to take my games with me once the company goes belly-up (and boy, will it ever...)? All for the low, low price of $15/mo? Sign me up!"

      It's the same with Netflix. Unless you are illegally ripping the DVDs. You aren't buying games, you are renting them.

    2. Re:What a steal! by Anonymous Coward · · Score: 2, Informative

      You aren't buying games...

      OnLive disagrees with you.

    3. Re:What a steal! by Killer+Orca · · Score: 2, Informative

      It's the same with Netflix. Unless you are illegally ripping the DVDs. You aren't buying games, you are renting them.

      Yes but Netflix only charges a monthly fee, there is no additional fees based on the amount of movies you rent. Except for BluRay, those are just $1 extra tacked onto the rental fee and it isn't per-movie.

    4. Re:What a steal! by Ben4jammin · · Score: 1

      Right, you can buy OR rent...so if you are renting you don't have to worry as much. If you buy, you take the same risk as any other provider like this that could shut down. I can see using this to rent games to see if you want to buy them. Nothing pisses me off more than buying a $60 game just to find out the reviews I read hyped me into a bad purchase.

    5. Re:What a steal! by snuf23 · · Score: 2, Informative

      Adding blu ray to your account now costs from $2 extra for the 1 disc at a time plan to $5 extra for the 4 disc at a time plan.

      --
      Sometimes my arms bend back.
    6. Re:What a steal! by dreamchaser · · Score: 1

      Then cough up the $50 per and buy new releases. This is an alternative; you can rent them.

      It amazes me that people even bother reselling games. It's called disposable income for a reason. If you can't afford to dispose of it then don't spend it.

      That all being said, I'll continue to buy my games. I'm not interested in this service, but there is no need to bitch and whine and moan about it.

    7. Re:What a steal! by sonicmerlin · · Score: 3, Insightful

      I don't think you understand that publishers have a much greater incentive to discount their titles just like they do on Valve's steam. You don't seem to realize that in retail the tail end of a game title's sales curve is completely leeched by used game companies like gamestop, who undercut retail prices by 50% and reap all the profits for essentially doing nothing.

      As people have seen with Steam, when the companies don't have to contend with Gamestop they can lower their prices to very low levels to stimulate sales, knowing that they won't simply be undercut by used game stores.

    8. Re:What a steal! by Anonymous Coward · · Score: 1

      It amazes me that people even bother reselling games. It's called disposable income for a reason. If you can't afford to dispose of it then don't spend it.

      No shit? What does that have to do with reselling games? Maybe I have the disposable income, but want more of it?

      That all being said, I'll continue to buy my games. I'm not interested in this service, but there is no need to bitch and whine and moan about it.

      There is no need to bitch and whine and moan about it, but it sure is fun.

    9. Re:What a steal! by PopeRatzo · · Score: 2

      Zero control over my purchases? Zero re-sale value when I'm tired of a game? Zero incentive for publishers to discount their titles? Zero bandwidth & gaming ability remaining once I hit my cap? Zero ability to take my games with me once the company goes belly-up

      Welcome to the brave new future.

      --
      You are welcome on my lawn.
    10. Re:What a steal! by crazyjimmy · · Score: 1

      Adding blu ray to your account now costs from $2 extra for the 1 disc at a time plan to $5 extra for the 4 disc at a time plan.

      But the point doesn't change... it's not 2$ per disc, or 5$ per disc. It's just a boost to the monthly fee.

    11. Re:What a steal! by cgenman · · Score: 3, Insightful

      It sounds like you are actually buying and renting. 15$ per month covers remote processing charges, not the games themselves.

      Considering the data that must flow and the server procs that must run hot, $15 a month doesn't sound crazy. But at those prices, upgrade your darned video card.

    12. Re:What a steal! by Hes+Nikke · · Score: 2, Interesting

      it would be the same as netflix if netflix charged you on a per-movie basis in addition to the monthly fee. this alone will make onlive fail. I have lost *ALL* interest in onlive do to the pricing model, especially now that steam is heading for the mac.

      --
      Don't call me back. Give me a call back. Bye. So yeah. But bye our, well, but alright we are on a shirt this chill.
    13. Re:What a steal! by bnenning · · Score: 1

      At least the OnLive model is more honest than crap like UbiSoft's always-connected DRM. With OnLive it's clear that you own nothing and are just paying to rent games. With insane DRM you get to pay the higher cost of "buying" the game, and you still don't actually own anything.

      That said, I won't believe their service is usable for midrange or higher games until I see it in person.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    14. Re:What a steal! by Anonymous Coward · · Score: 0

      I sold some of my used stereo stuff on Craigslist, does that mean I leached from the electronics companies and undercut them of their profit by essentially doing nothing? It's not the fault of Gamestop that intellectual property and bits of data on disc do not "wear out" unless you damage the media it is on.

      Oh well, everyone knows software and intellectual property and if Apple has their way, the hardware or the system to access it is going to the service model. It is the opposite of the gift that keeps giving.

    15. Re:What a steal! by h4rr4r · · Score: 1

      Netflix charges a flat rate, this service requires you to still buy the games after the rate.

    16. Re:What a steal! by h4rr4r · · Score: 1

      Of course people resell games, it gets them more disposable income to spend on more games. What part of this confuses you?

      This service charges 15/month then still wants you to buy the game.

    17. Re:What a steal! by h4rr4r · · Score: 1, Insightful

      Doing nothing? They provide a valuable service by creating a secondary market that provides income that is used in the primary market.

      They reduce waste.

    18. Re:What a steal! by Ihmhi · · Score: 1

      I bought Mount & Blade, Psychonauts, Beyond Good & Evil, and Torchlight all for $5 each on Steam. $20 for several hundred hours of gameplay. Best $20 I've ever spent.

      The holidays are fun time. Steam always has a *massive* holiday sale where everything is 10%-80% off. Valve games are typically 50% off. Last year I bought the iD pack and got every game iD ever made (except for Quake 4 and Enemy Territory Quake) for $35.

      There is seriously no good reason not to like Steam.

      Yeah, DRM. Yeah, you need to activate over the Internet. Yeah, you may one day "lose" your games. But if I had bought retail discs, I would have had maybe 10-15 games (unless I bought used, which are dubious at best considering issues like banned CD-keys because of cheating) instead of 100+.

    19. Re:What a steal! by h4rr4r · · Score: 1

      Lack of a linux client is a reason not to like steam, sure it works in wine, but that is not the same.

    20. Re:What a steal! by sonicmerlin · · Score: 1

      Your comparison is hardly legit. Unless you created a massive, nationwide chain-store buying and selling the most popular used electronic appliances, you could not compare the two. The closest thing to this situation would be eBay. However, an even bigger difference is that the value of all electronic products are significantly reduced by the ongoing improvements in technology, which obsolete everything overtime and make used electronic stores simply a novelty.

      Games of course do not become "obsolete" until the console generation has moved on, and even then still retain some value. Certainly I would be more than happy to buy a great PS2 game like FF10 for $5.

    21. Re:What a steal! by sonicmerlin · · Score: 4, Interesting

      None of that income goes to the primary market. People do not buy more "new" games because they've sold more used games. The budget rationale of human beings is not so rational. In addition the ones who buy used games are looking for good deals and cheaper-than-retail prices. Since Gamestop can *always* undercut retail no matter what retail is priced at, game publishers lose a huge chunk of profit to Gamestop. Again, this is why publishers are willing to price extremely popular games like Bioshock at $5 on Steam, but not at retail.

      Game publishers have agonized over their sales data and research for a very long time. It's a phenomenon that has been pushing more and more of them into participating into a service like Steam, despite it being run, controlled, and ultimately monetized by a competitor.

    22. Re:What a steal! by Anonymous Coward · · Score: 1, Insightful

      How many of the games they sell run natively on Linux?

      I doubt it would be worth the effort for them to port the client.

    23. Re:What a steal! by Anonymous Coward · · Score: 0

      Better yet, there will be no bad mods for onlive games.

      Like slashdot, where no mods can go wrong.

      +1 kissing up

    24. Re:What a steal! by h4rr4r · · Score: 1

      lets see some stats to back it up.

      On top of that even if it was true, so what, they are not entitled to a dime of resales. GM gets no money when I sell my car.

    25. Re:What a steal! by h4rr4r · · Score: 1

      none, but again most work fine in wine. Source engine running on mac means the work is done anyway.

    26. Re:What a steal! by DaleGlass · · Score: 1, Insightful

      None of that income goes to the primary market.

      Nor it should.

      People do not buy more "new" games because they've sold more used games. The budget rationale of human beings is not so rational. In addition the ones who buy used games are looking for good deals and cheaper-than-retail prices. Since Gamestop can *always* undercut retail no matter what retail is priced at, game publishers lose a huge chunk of profit to Gamestop.

      Which is how it should be. If not all of the purchasers are interested in keeping it forever, and part of the interested people decide they can wait to get it cheaper used, it would be inefficient to force them all to get a new copy and keep it.

    27. Re:What a steal! by NeutronCowboy · · Score: 2, Interesting

      None of that income goes to the primary market.

      The primary market already got its money on the first go-around. The primary market has no right to any income.

      People do not buy more "new" games because they've sold more used games.

      [Citation needed]

      In addition the ones who buy used games are looking for good deals and cheaper-than-retail prices.

      People always look for deals. What's your point?

      Since Gamestop can *always* undercut retail no matter what retail is priced at, game publishers lose a huge chunk of profit to Gamestop.

      You're missing numbers. There's a limit to how low Gamestop can go, as it has retail overhead. Furthermore, your "huge chunk of profit" is complete conjecture. Not to mention that it is complete conjecture over the price of an item YOU HAVE ALREADY BEEN PAID FOR.

      Again, this is why publishers are willing to price extremely popular games like Bioshock at $5 on Steam, but not at retail

      [Citation needed] You're also disregarding instant updates, lack of inventory, and a host of other factors.

      Here's the part that you and everyone in your position (yes, I'm quite sure you're an executive or marketdroid for a publisher) is missing: you already got paid when the first person paid for your product. Everything after that IS NOT YOUR PRODUCT anymore. Got that? It ain't yours anymore. Stop trying to fuck the world because your business model sucks arse. If you can't afford to make a game for $30M, then for God's sake don't!

      --
      Those who can, do. Those who can't, sue.
    28. Re:What a steal! by Totenglocke · · Score: 1

      None of that income goes to the primary market. People do not buy more "new" games because they've sold more used games.

      Bullshit. I know many people who don't have enough disposable income to buy the 50+ games a year they want to buy, so they buy some games used and then they sell games so that they can afford to buy new ones. For example, a friend bought Vegas 2 new on the 360 when it came out and was tired of it so he sold that and another game he was tired of to Gamestop in order to buy Mass Effect 2 new. Despite game companies wanting to destroy the used game market, they profit quite a bit from the used game market.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    29. Re:What a steal! by prionic6 · · Score: 1

      While you are right, the price is definitely too high, the "buy a graphics card" point is moot. At home we have 4 different pieces of hardware (work macbook, home macbook, SO home notebook, netbook) none of which is upgradeable with a new graphics card. The desktop pc is going away for most people, because notebooks are so convenient.

    30. Re:What a steal! by GigaplexNZ · · Score: 1

      I bought Mount & Blade, Psychonauts, Beyond Good & Evil, and Torchlight all for $5 each on Steam. $20 for several hundred hours of gameplay. Best $20 I've ever spent.

      I got about 10-15 hours tops out of Torchlight before it got boring grinding on the pointless random quests that spawn after defeating the main boss. There's only so much grinding one can do on a single player RPG.

    31. Re:What a steal! by GigaplexNZ · · Score: 1

      With insane DRM you get to pay the higher cost of "buying" the game, and you still don't actually own anything.

      And with OnLive you get to pay the higher cost of "buying" the game after already paying a monthly fee.

    32. Re:What a steal! by Nikker · · Score: 1

      If someone makes a game and sells 10,000 copies then a while later 1,000 people decide they don't want the game at all any more and sell the game for a couple of bucks to someone else there are still only 10,000 copies. Maybe if you made a better game you would have sold 20,000 copies or maybe those 1,000 people wouldn't have sold their copies for about 20% of the original price. Either way nothing is stolen and the fact remains their game was only good enough to sell 10,000 copies. Complaining that someone 'deserves' to sell 11,000 copies is completely up to the person who made the purchase. If that is what you believe then if you purchase a game and realize it sucks, your bored of it or otherwise that copy is yours and you can do with it as you wish. That is called capitalism and market self regulation. You have the power to do what you like but I also have the power to do what I like, if you have a problem with that well there is not much I want to do for you, but if you believe I should give up my power to the companies unconditionally you can go fuck yourself :)

      kthxbye

      --
      A loop, by its nature, continues. If that didn't make sense, start reading this sentence again.
    33. Re:What a steal! by Nikker · · Score: 1

      How do games not become obsolete? Thats like saying FF10 is worth exactly the same as FF14 because the value does not decrease since it does not become obsolete or less desirable over time. Then you mention you would buy FF10 for $5 ... WTF? From who? SquareEnix won't sell it to you unless you make a big fuss, oh you mean someone would have to sell their *used* copy of the game to you for a fraction of the original price! See now that completely relates to your argument!

      --
      A loop, by its nature, continues. If that didn't make sense, start reading this sentence again.
    34. Re:What a steal! by grumbel · · Score: 1

      You are only looking on the dark side of it. The thing is the service has also a ton of positive stuff. Games get platform independent, can run on your PC, your Mac, your TV or even your iPhone. Savegames will always carry over. Even weak hardware can run the games. No more compatibility issues, driver updates, etc. You can watch, record and publish the recorded gameplay. Console hardware will be very cheap. Games will start instantly, without first downloading gigabytes of data. Multiplayer could be done server side, giving you a much higher upper limit on number of players in the same game. And lots more.

      For the gaming companies there is also a ton of advantages, like they will get a bigger chunk of money and piracy is basically impossible.

      The thing that scares me about this service most is that it actually could work. That might not be right away and it will certainly take time to get the server infrastructure everywhere to cover millions of gamers out there, but issues like bandwidth will simply disappear in the near future and not be a long term show stopper. And once the service becomes mainstream we might run into a dark age of video game history, as it will be completly in the publishers hands what games will be preserved and how.

      All that said, when the thing becomes successful Linux gaming might end up being a solved problem, as porting a simple videogame player over to Linux is much easier then porting hundreds of games.

    35. Re:What a steal! by grumbel · · Score: 1

      I don't think you understand that publishers have a much greater incentive to discount their titles just like they do on Valve's steam

      Lets see, Dirt 2 from Steam costs 50EUR, from Amazon.de it costs 30EUR, Assassins Creed 2 is 50EUR vs 45EUR, Orange Box is 30EUR vs 20EUR and so on. Steam is almost always more expensive then ordering something boxed from Amazon.de and of course Amazon.de throws in free shipping for everything above 20EUR. As I understand it the situation is a little less worse in the USA then it is in Germany, but still, Steam isn't exactly cheap. And that was is saved on shipping goes straight to the developers, not to a price discount.

    36. Re:What a steal! by Zebedeu · · Score: 1

      None of that income goes to the primary market.

      Yes it does.

      People do not buy more "new" games because they've sold more used games.

      Yes they do.

      For many people the price point for new games is too expensive. One way to justify spending that much money on a new game for many people is by the knowledge that they will get a percentage back by selling it on the second-hand market after it's been played.

      If the second-hand market didn't exist, then there would be a hell of a lot less people buying the game as it comes out, so yes, the primary market gets more business from the fact that the second-hand market exists. Maybe it doesn't get the money for the second-hand sales directly, but they got their percentage when they sold the game for those exorbitant prices.

    37. Re:What a steal! by Jer · · Score: 1

      It amazes me that people even bother reselling games. It's called disposable income for a reason. If you can't afford to dispose of it then don't spend it.

      And then throw the game away when you're done with it! No one else could ever possibly have a use for it! Also burn all of your books when you're done reading them, shred your DVDs when you're done watching them, and drive your car off a cliff when you're ready to get a new one.

      Meanwhile, in the real world, some of us would like our disposable income to stretch farther and are willing to wait a few months for new releases. If you don't want a game anymore and there's someone else who does what's wrong with selling it to them? You get a bit more money to buy your next new game and they get a perfectly usable game rather than seeing it hit a landfill. I'm not seeing the down side.

    38. Re:What a steal! by rgviza · · Score: 1

      Considering the average title has 8-12 hours of play time, you could easily play 4 games a month to completion. TBH I usually shelve a game and never play it again once I'm done. You pay $60 for a new game, and might get $10 back when you sell it, if you are lucky. If you don't sell it, within a couple of years, the OS will have moved on and it won't work any more.

      The economics, at least for someone like me, are pretty compelling. $15 a mo is a bargain, _if the service works_ which it doesn't.

      The idea is based on a flawed concept and I don't care how you slice it, it will never work. They should move to a model where you download the real game with a module added that calls home each time to make sure you are subscribed. Game client executables can't run remotely and give you anything resembling performance, I don't care if you have a 1Tbps connection. The latency will screw you if it's any more than 10ms. You get that from 3-4 hops.

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    39. Re:What a steal! by KDR_11k · · Score: 1

      Yeah but notebooks are convenient because you can take them anywhere. You won't have broadband access everywhere so you'd still be without your games in most situations.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    40. Re:What a steal! by KDR_11k · · Score: 1

      companies like gamestop, who undercut retail prices by 50%

      Really? I usually see them undercutting the MSRP by 5-10% (shopping around can give you bigger discounts than that). It's the reason I don't buy used (unless the game is so old that new copies don't exist anymore), a new copy is only marginally more expensive.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    41. Re:What a steal! by KDR_11k · · Score: 1

      Gamestop usually has an option to get 50% off a new game by trading two old ones in, that's definitely resulting in some new sales out of used sales. Besides I've got Bioshock for a tenner last fall.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    42. Re:What a steal! by KDR_11k · · Score: 1

      As a popular anti-industry blogger puts it, behind every used sale is a customer who no longer values the game higher than the bit of change Gamestop will pay for it. A customer who still likes the game won't sell it to Gamestop, thus the number of used copies on their shelves is going to be low and as long as the rate of people who like the game enough to keep it is high enough there's going to be a shortage of used copies, forcing most people to buy new.

      The obvious solution is to make a game that the customer likes so much he wants to keep playing it, the MBA approach to that appears to be penalizing used buyers and doling out DLC bit by bit to stretch the customer's interest as much as possible.

      Used sales are only an issue for your game's long term sales if the game's value falls too fast. Look at Mario Kart, that's still selling at full price new and still making it into the top 10 sales charts.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    43. Re:What a steal! by KDR_11k · · Score: 1

      Depends, Steam tends to have some awesome deals (I got the Orange Box for 10€). I don't buy full price stuff on Steam (except for indie titles that cost little either way) but you can often get stuff way cheaper on there.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    44. Re:What a steal! by prionic6 · · Score: 1

      I'd say most (not all) places where I would be gaming have a decent connection to the internet.

    45. Re:What a steal! by KDR_11k · · Score: 2, Insightful

      Games get platform independent, can run on your PC, your Mac, your TV or even your iPhone.

      Nah, that thing can barely control games when they're made for it, throwing a PC game at it will be plain unplayable due to the interface. Speaking of interface, what do we do if Sony and MS following Nintendo on the motion controls concept will lead to PC games using motion controls too? Can't just stream a new controller to the user.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    46. Re:What a steal! by KDR_11k · · Score: 1

      You're assuming that those 15$ will include games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    47. Re:What a steal! by sonicmerlin · · Score: 1

      I don't know why you think I"m an executive or a publisher PR man. I just recognize the difficulties game companies face, especially smaller, independent ones who've been forced into places like XBox Arcade Live because they have no hope of surviving at retail.

      According to Business Weekly: "The secondhand market now accounts for about a third of all games sold in the U.S., or $2 billion annually." (http://www.businessweek.com/magazine/content/10_08/b4167064465834.htm). It's not the greatest link, but I'm a bit tired and it's the first one I found.

      The only time you ever see huge discounts on products are when they're several years old and residing in the bargain bin because the retailer has given up on making a profit on it. However with non-resellable services like Steam you see those discounts much earlier in the game's lifecycle as publishers try to stimulate sales once the primary wave ends. There's no reason you wouldn't see this happening with OnLive.

    48. Re:What a steal! by FreekyGeek · · Score: 1

      The only time you ever see huge discounts on products are when they're several years old and residing in the bargain bin because the retailer has given up on making a profit on it.

      Nonsense. Bioshock was on sale (for a short while) for FIVE DOLLARS on Steam less than a year after it came out. Current cheapest price I could find online for a new copy: $15.

    49. Re:What a steal! by Anonymous Coward · · Score: 0

      ... and then when the publishers manage to kill the used/second hand market via extremely low prices on services like Steam, the prices will skyrocket again. This society is based on 2 things: control and greed. Once the publishers find a way to get the ball back in their court, prices will increase.

      This is why I only buy used games these days. I want to see the large publishers (like Ubisoft) go out of business. I want to support the used/second hand market who "do nothing". I do not give a damn about any publisher who uses invasive software to screw me over.

  4. Wrong business model by Locke2005 · · Score: 0, Flamebait

    Games should be distributed for free, and gamers should pay a monthly fee for each game to access the servers. Dedicated servers for each game are probably a good idea too. This "all you can eat" price for using the shared server only encourages people to pirate games.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Wrong business model by Anonymous Coward · · Score: 0

      I totally agree. It would be like Netflix charging 15.99/mo to stream movies, only to charge an extra fee to rent each one. No one (and rightfully so) would do that.

    2. Re:Wrong business model by EvanED · · Score: 1

      Games should be distributed for free, and gamers should pay a monthly fee for each game to access the servers.

      I'm sure that'd work really well for a game like Mass Effect 2.

    3. Re:Wrong business model by Locke2005 · · Score: 1

      I assume you're referring to the Cerberus Network card. While requiring use of this card certainly reduces pirating, I'm not sure it adds any value for the gamer. It is also not clear how this card prevents cheating, other than allowing people's cards to be perma-banned once they are caught (which really sucks when you then buy the game from someone that has been banned). I still think making money off the servers, and computing as much of the game physics on the servers as lag issues allow you to, it the best way to go, IMHO.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    4. Re:Wrong business model by dangitman · · Score: 1

      Games should be distributed for free, and gamers should pay a monthly fee for each game to access the servers.

      Why, because you say so? I'd much rather buy games and not have to pay monthly fees. In fact, that's what I do. I don't go near any games that require monthly fees to play online.

      --
      ... and then they built the supercollider.
    5. Re:Wrong business model by dangitman · · Score: 1

      I assume you're referring to the Cerberus Network card.

      Did you accidentally reply to the wrong post or something? I see no mention of a network card in the post you replied to.

      --
      ... and then they built the supercollider.
    6. Re:Wrong business model by Locke2005 · · Score: 1

      The Cerberus Network Card ships with every copy of Mass Effect 2.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    7. Re:Wrong business model by Locke2005 · · Score: 1

      And the folks a World of Warcraft, Champions Online, Star Trek Online, etc. don't miss you at all. Buying was fine for single-player games, but MMORPGs (which are much more entertaining due to the social aspect) need a different business model.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    8. Re:Wrong business model by Kalriath · · Score: 1

      No, it does not. It ships only with Collector's Editions. Regular edition owners pay 1200 MS points or equivalent for the same thing.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    9. Re:Wrong business model by True+Vox · · Score: 1
      --
      "Gratuitous complexity is akin to chaos" - True Vox
    10. Re:Wrong business model by dangitman · · Score: 1

      And the folks a World of Warcraft, Champions Online, Star Trek Online, etc. don't miss you at all.

      Really? I thought that they would want more customers.

      Buying was fine for single-player games, but MMORPGs (which are much more entertaining due to the social aspect) need a different business model.

      Well, I guess it's a good thing that I don't play MMORPGs. I wasn't aware that the OnLive business model was exclusively tied to MMORPGs.

      Also, not all multiplayer online games are MMORPGs. I mostly play single-player games, but I do occasionally play multiplayer online games. But I play them erratically - I'm not going to pay every month for something I'm not going to use. I can't predict when I'm going to have the spare time and inclination to devote time to a game.

      --
      ... and then they built the supercollider.
    11. Re:Wrong business model by h4rr4r · · Score: 1

      Thanks for bringing this up, I was going to buy that game and now I will avoid it.

    12. Re:Wrong business model by dangitman · · Score: 1

      The Cerberus Network Card ships with every copy of Mass Effect 2.

      Even if it does (which it apparently does not) - how does not having the Cerberus card prevent one from playing the game?

      --
      ... and then they built the supercollider.
    13. Re:Wrong business model by codeguy007 · · Score: 1

      It doesn't. I just prevents you from downloading some additional content from EA.

    14. Re:Wrong business model by LingNoi · · Score: 1

      Buying was fine for single-player games, but MMORPGs (which are much more entertaining due to the social aspect) need a different business model.

      The OnLive service which this article is about charges users a monthy fee to pay for single player games and play them remotely over the internet. It has nothing to do with MMORPGs which you've decided to base your post on.

    15. Re:Wrong business model by The+End+Of+Days · · Score: 0, Troll

      This "all you can eat" price for using the shared server only encourages people to pirate games.

      Oh, bullshit. People pirate games for one reason only: they are amoral entitled assholes who want free entertainment.

      This just encourages people to come up with more bullshit justifications for pirating games, which is not the same thing at all.

    16. Re:Wrong business model by EvanED · · Score: 1

      I assume you're referring to the Cerberus Network card.

      Actually I was being sarcastic, the point being that "get the game free and pay to contact the servers" doesn't really work very well when it's a single-player game that doesn't have any substantial online component.

    17. Re:Wrong business model by EvanED · · Score: 1

      The parent is mostly full of crap. The game plays perfectly fine without the Cerberus network thing; that only gets you some DLC (currently a tiny amount). If you want ME2 proper, you don't need to have the card at all.

      There's no online component to the game; all that stuff about permabanning cheaters and such doesn't make any sense.

    18. Re:Wrong business model by KDR_11k · · Score: 1

      I can get a social aspect for free by going on IRC, I don't need a crappy level treadmill attached to the chat. When I want to play a game I'll play one that's fun to play rather than one that's a chore but lets me talk with other people (so does work!).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:Wrong business model by EvanED · · Score: 1

      I got it with my copy and I didn't get the collector's edition.

      Perhaps that varies between PC and console versions?

    20. Re:Wrong business model by Kalriath · · Score: 1

      Seems like it.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  5. DEAD ON ARRIVAL by Anonymous Coward · · Score: 0

    Plus you have to buy each game, its not like some sort of netflix for games, you have to rent or buy every game.

  6. Monthly charges AND per game by twidarkling · · Score: 4, Insightful

    So I'm paying $15 a month so that I don't need to have a fancy computer to play all the latest games. Except I'm still paying for the games.

    So, say a $1000 computer will last me about four years. I'd save about $280 using this service, but I'd have to get all my games through them, I'd only be able to play when my Internet works (wait, are they Ubisoft in disguise?), and the quality of my experience isn't guaranteed to be as good as playing on a copy running off my own machine.

    You know what? I'll *pay* that $280, and gladly.

    --
    Canada: The US's more awesome sibling.
    1. Re:Monthly charges AND per game by Anonymous Coward · · Score: 1, Funny

      Awesome, you just realized you aren't part of their target group. Congratulations twidarkling for your outstanding commentary, always the best.

    2. Re:Monthly charges AND per game by Monkeedude1212 · · Score: 4, Interesting

      Lets say you've got $1000 bucks to spend. Internet connection we'll say is ~$30 a month. Thats for decent gaming speeds @ home. In scenario A, you grab a $200 computer and your total billing becomes $45 a month - so ~18 months of gaming.In the other scenario, 18 months of internet connectivity is $540. That leaves you $460 for a new Rig. Not a whole lot to deck out your machine.

      Reversely, if you buy an 800$ machine, expecting it to last you 3 years, thats $800 + $540 so $1340 overall. If you buy a $200 machine, expecting to play for 3 years, thats $200 + 1620 so 1820 overall. Saving about 500 bucks. The only factors you as a user have to think about its how long you'll go between upgrades.

      This OnLive System appears to work well for those who want to game during summer vacation but Buckle down during the school year - in other words: Short spurts of gaming.

    3. Re:Monthly charges AND per game by Mandelbrot-5 · · Score: 2, Insightful

      Four years out of a 1k gaming rig? I'm a cheap bastard, and I still spend $400 a year to keep just above minimum specs for the new engines.

      --
      Math is like sex. People who get it are popular in class, people who don't are not.
    4. Re:Monthly charges AND per game by Microlith · · Score: 2, Interesting

      are they Ubisoft in disguise

      They are what Ubisoft, EA, Activision, et. al. want the gaming world to become. No hard distribution channels, no consoles, no PCs, no DRM to fight with.

      You go, buy a box, pay a monthly fee for the service and for the games. They retain 100% control and can fuck with you at will, since you have no recourse. Now you can hack the game. Now you can get a killer deal on the predecessor to the latest HOT SEQUEL and find out it probably sucks (or is awesome, but who cares about -good games-). And best of all, your copy of $GAME can go inactive (like we all expect Assassins Creed II to) right before its sequel hits! They hate having informed consumers who can control how and when they play.

      I suspect that rentals will be allowed on the publisher's schedule, preceded by many months of full retail (or maybe slightly discounted, to lure you in) prices on the games. No discounts, no control. So you might say my view on OnLive is that of complete and total pessimism, and I hope it goes down in flames.

    5. Re:Monthly charges AND per game by Monkeedude1212 · · Score: 2

      Four years out of a 1k gaming rig? I'm a cheap bastard, and I still spend $400 a year to keep just above minimum specs for the new engines.

      Really? My friend spend about $1000 bucks in 2005 or 2006 for a Quad Core from Intel and has upgraded the Ram Once and it's lasted him this whole time.

    6. Re:Monthly charges AND per game by Anonymous Coward · · Score: 2, Insightful

      You're doing it wrong.

    7. Re:Monthly charges AND per game by Haeleth · · Score: 1

      If you're paying $400/yr, you're not a cheap bastard. Sorry to shatter your world-view, but you really aren't.

      I haven't spent a penny on my computer since 2007, when I upgraded it to what was mid-range then -- and it still runs new games just fine.

      The simple fact of the matter is that most games have to run well on current-gen consoles, and current-gen consoles are stuck with 2005-vintage technology. So there's no reason to upgrade beyond a certain point, unless you absolutely have to play with every single setting maxed out.

    8. Re:Monthly charges AND per game by Cryacin · · Score: 1

      Reversely... yes, that's a totally cromulent word.

      --
      Science advances one funeral at a time- Max Planck
    9. Re:Monthly charges AND per game by iamhassi · · Score: 2, Interesting

      "Really? My friend spend about $1000 bucks in 2005 or 2006 for a Quad Core from Intel and has upgraded the Ram Once and it's lasted him this whole time."

      Does your friend also have a time machine? Because the first quad core was released Nov 2006, the 2.667ghz Core 2 Extreme QX6700, and it cost $999 just for the processor.. In terms of benchmarks, it's about half the performance of a modern $230 i7-930.

      Quad didn't become popular until the Q6600 was released April 2007 for $266.

      --
      my karma will be here long after I'm gone
    10. Re:Monthly charges AND per game by dangitman · · Score: 4, Insightful

      So, who is the target group? Gamers won't go for this, because of performance issues and the fact that they already have gaming platforms. Non-gamers won't go for this because they don't play games. Casual gamers won't want to pay the monthly fee, and have plenty of cheap alternatives.

      --
      ... and then they built the supercollider.
    11. Re:Monthly charges AND per game by sonicmerlin · · Score: 2, Informative

      You're very jaded, aren't you? If you understood anything about the issues with resale in the retail channel, you'd understand that game publishers are disincentivized from discounting because they are constantly undercut by used game resellers. If you've ever used Steam you'd see how often publishers use massive discounts to spur sales of older games. Recently I remember a campaign for a $5 Bioshock when Bioshock 2 was being hyped.

    12. Re:Monthly charges AND per game by shutdown+-p+now · · Score: 1

      I'd have to get all my games through them, I'd only be able to play when my Internet works

      Not just any kind of Internet, either. At the moment, they're a requiring 5Mbps connection (they say they will also support a reduced-quality mode that runs on 1.5Mbps).

      Which also leads me to ask: how much traffic will this thing actually eat? And how likely would be a person who games reasonably often to run into their ISP's cap (where such are common)?

    13. Re:Monthly charges AND per game by iamhassi · · Score: 1

      "If you're paying $400/yr, you're not a cheap bastard. Sorry to shatter your world-view, but you really aren't."

      Agreed, who needs to spend $400 every year to keep up with games? Maybe if you throw in the price of the games I could easily see reaching $400 a year, but $400 on just hardware? Let's see, that's a new i7-920 and $200 left over for a decent motherboard and ram, so what are you going to buy next year? Ok, $400 for video card.... then what, new processor? Pretty sure the i7 920 wouldn't be outdated by 2012.

      March 2008 you could have bought a Core 2 Quad Q9300 for $266 retail. That gives you $140 left for ram and mb. Let's say you went a little over, $140 wouldn't cut it, spent $240 on mb and ram, leaving you with $300 for 2009. Feb 2009 $300 would buy a Radeon HD 4850 X2 2 GB card. It's two 4850 GPUs built onto one PCI-E card, so basically it's like having two 4850 video cards. It should run everything you throw at it. So now it's March 2010, you have your Core 2 Quad 9300, your mb, your ram, and two 4850 video cards. What else do you need?

      --
      my karma will be here long after I'm gone
    14. Re:Monthly charges AND per game by shutdown+-p+now · · Score: 1

      To add to the above - their current FAQ just talks about "SD" and "HD", conveniently omitting what they mean by it. But Google remembers the older version, which had it all spelled out:

      For HDTV resolution (720p60), OnLive needs 5 Mbps.

      So it's 1280×720. Which is kinda meh these days for PCs, when a 24" (1920x1200) can be had for so cheap. It's definitely not what I'd call "HD".

    15. Re:Monthly charges AND per game by Tromad · · Score: 1

      I've spent $600 over the past 4 years and my computer can play anything I throw at it that I am interested in. The only game that caps my CPU is Empire total war and even then I'm getting 30fps with high detail. Core2duo, 4gb ram, radeon 4770, all dirt cheap now and able to handle 98% of games out there.

    16. Re:Monthly charges AND per game by Wovel · · Score: 1

      But do you know it will run midrange better than OnLive?

    17. Re:Monthly charges AND per game by SETIGuy · · Score: 1

      Just a guess... The target audience is people who spent too much money on a Mac and then realized it can't play most of the games that are out there. So now for $15 a month, Apple will let you PC play games running on a remote PC. What I don't get is why is there a Windows version?

    18. Re:Monthly charges AND per game by Anonymous Coward · · Score: 0

      Macs run Windows too, you know. I'm no Macfag, but come on - it's the 21st century, update your trolls accordingly.

    19. Re:Monthly charges AND per game by bnenning · · Score: 2, Informative

      I might be. I enjoy games but am far from a hardcore gamer. I've been completely out of the PC gaming world for many years, due to the annoyance of keeping my hardware up to date and my refusal to allow it to be compromised with malware like StarForce. If this service actually works, which I'm still hugely skeptical on, I'd definitely consider it for a reasonable price.

      --
      How to solve most of our problems: 1.Lots of nuclear plants. 2.Cure aging.
    20. Re:Monthly charges AND per game by Ruede · · Score: 1

      you dont need an internet connection when you like to play singleplayer games.
      you need one though when you want to do the same for playing it on onlive. so cut out the isp costs....

    21. Re:Monthly charges AND per game by Suddenly_Dead · · Score: 1

      My last major upgrade was in 2007. It wasn't super high-end; it's a Core 2 Duo E6600 and a Geforce 8800 GTS with a cheap motherboard (P5B-E) and okay RAM. Everything still runs more than acceptably. I've also overclocked the CPU and GPU moderately, which brings most new games past "more than acceptably" and up to "runs on High at 1920x1080 at more than 50 FPS". This is probably the longest I've had a PC last at this level of performance.

      What are you buying every year?

    22. Re:Monthly charges AND per game by CyberSaint · · Score: 1

      Last Mac-head I asked about dual booting gave me some shtick about "corrupting the sanctity of his hardware" when I asked him if he dual-booted. There is likely a small but significant niche of Mac 'gamers' who would be willing to give this a whirl. I'm with the GP on this one though, dump the Windows client and build a Linux version. The Windows version is just redundant in most cases.

      Hell, if they made a Linux client where the performance wasn't too bad (In the neighborhood of competitive with running under Wine, with broader compatibility) I might even consider dumping my Windows partition... maybe.

    23. Re:Monthly charges AND per game by h4rr4r · · Score: 1

      How the hell?
      A Core 2 Quad machine from dell just needing a decent video card ~$500. The video card ~$150.

    24. Re:Monthly charges AND per game by sanosuke001 · · Score: 1

      How do you justify taking into account internet connectivity costs? If someone has a computer, there is a reasonable assumption (99.99% of people with a computer) that they will require an internet connection regardless of whether they use this service or not.

      Second, if you use this service, as long as you play one game every four months, you break even.

      I still wouldn't use the system; I don't trust digital retailers. I like having control over the software I buy.

      --
      -SaNo
    25. Re:Monthly charges AND per game by h4rr4r · · Score: 1

      Who cares if it is only half the performance of an i7-930?

      Name one game that requires more than that CPU?

    26. Re:Monthly charges AND per game by h4rr4r · · Score: 1

      You could even get a nice Core2Quad and still not end up spending $400/year.

    27. Re:Monthly charges AND per game by h4rr4r · · Score: 1

      What issues?
      First sale?
      Reality?

      Or maybe even the fact that the resold games provide the funds many gamers use to buy new games?
      Last title I payed full price for was the Orange box, give me that level of value or I will wait or buy used.

    28. Re:Monthly charges AND per game by sonicmerlin · · Score: 1

      Game publishers would gladly lower their prices to attract more sales, but they can't because they are always undercut by used game stores. Price at $20 and Gamestop sells for $10. Price at $10 and Gamestop sells at $5. Essentially after the first few weeks of a game's release when everyone buys new copies, a publisher often receives very, very little because people are buying used.

      It seems irrational, but people's budgets for buying new games are not positively affected by selling old ones. For most people that kind of super-rational, research oriented purchasing decision is merely a dream.

    29. Re:Monthly charges AND per game by cgenman · · Score: 1

      Digital distribution lowers distribution costs to the point where $5 steam sales are possible. Gamespot, I'm guessing, would never put up with that, as they would have to take a loss on their meager margin. Which is to say, I doubt that the lack of sales is due to being "undercut" by used game sales in the retail space (which would, after all drive down prices). But rather by the realities of distribution costs and their lack of power over pricing.

      The parent's point was that by purchasing a digital copy through this service, they have the legal right to do whatever. They can revoke legally purchased copies due to their mistake (1984), shut down validation servers on a whim (MSN Music), decide that your legally purchased copy was intended for a different country (Modern Warfare 2), suddenly decide they don't like the content and remove it from your phone (app store), etc. It has been shown time and time again, that within protected digital distribution channels the consumer currently has no rights.

      So yes, the fear that the companies will engage in shortsighted anti consumer behavior for profit is completely founded. So far, the few competitors in this space know that their futures depend on adoption, and adoption depends on consumer trust. But once one service becomes dominant, then what? We've seen the ever tightening schedule of online multiplayer going dark, in an attempt to drive consumers towards purchasing new iterations of Sports Game X. Once a game has been out for a few years, why keep the validation servers up? Will OnLive keep old XP servers around once Windows 2015 comes out?

      Will game developers find ways to subtly degrade the experience of older titles, in order to prop up sales of the new ones?

    30. Re:Monthly charges AND per game by Monkeedude1212 · · Score: 1

      How do you justify taking into account internet connectivity costs?

      I justify it by using it in both scenarios: I have not discluded it at all - I have factored the cost of internet into all equations.

      The only money I left out was the cost of games (as I'm not sure onLive's prices and people pay different prices for new games, used games, steam as a retailer, etc etc)

    31. Re:Monthly charges AND per game by h4rr4r · · Score: 1

      If the new price was sub $10 more folks would by new. I would pay that for just the new box on the shelf.

    32. Re:Monthly charges AND per game by quadrox · · Score: 1

      furthermore, for that $280 extra you get to have a powerful computer which can also be used for video editing (think vacation video etc.), image editing, software development, rendering, you name it.

      With on-live you likely have a crappy computer (and you still NEED a computer, so maybe you don't save $280 AT ALL) which can mostly only be used for gaming (only through onlive) and light office use.

    33. Re:Monthly charges AND per game by totally+bogus+dude · · Score: 3, Interesting

      You keep saying that and I'd really like to see where you get this information from, i.e. [citation needed].

      Buying video games is clearly discretionary (purely entertainment), which means people are going to make such purchases from discretionary income. Selling things second-hand gives people more discretionary spending ability. It seems highly unlikely that at least some portion of this wouldn't go back into buying new games. After all, if they have games to sell, they must have bought them new at some point, right?

      Gabe Newell seems to think that pricing isn't all that important. This is in regards to piracy, but it seems reasonable it would hold true for new games, as well: he's certainly not going to be discussing the second-hand market here. Video here (statement at 5:25).

      Also, there seems to be an element of circular logic here: games have to be sold at high retail price because many people aren't willing to pay that and instead buy it second-hand (at a lower price). Presumably this leads to publishers increasing the retail price to make up for the "losses" from the second-hand market, leading even more people to resort to the second-hand market. Nice self-fulfilling prophecy.

      I don't think the cheap Steam sales demonstrate any kind of willingness on the part of publishers to lower their prices, given how new-release titles are still just as expensive on Steam (which, to the best of my knowledge, effectively prohibits re-sale). This only seems to happen for products that are effectively obsolete, and as a way to increase exposure for new products (e.g. Bioshock as you mentioned: what better way to get people interested in Bioshock 2 than to have them play Bioshock 1 just before its release?). This is more about the cost structure of digital distribution vs. retail distribution than anything else, i.e. it's actually feasible to sell a game for $5 and make money on it on Steam, whereas packaging and shipping a product and putting it on retail shelves for $5 just isn't going to happen. Retailers who have a large stock paid way more than $5 for it already and won't want to take a loss, and the margins on selling product at that price point would be too small for most publishers to want to bother with.

    34. Re:Monthly charges AND per game by quadrox · · Score: 1

      THIS.

      This is exactly what is wrong with current DRM infested digital distribution models. This is precisely why I will keep boycotting them.

      Thank you for putting it so eloquently and concise, I just wish I had mod points to mod you up. This post deserves a +10 insightful.

    35. Re:Monthly charges AND per game by GigaplexNZ · · Score: 1

      you dont need an internet connection when you like to play singleplayer games.

      But you need it to post on Slashdot in between single player sessions, check emails, download patches to fix bugs found while playing single player games, connect to the activation servers for a lot of the modern single player games etc. Shame on you fellow Slashdotter for suggesting that one does not require the internet.

    36. Re:Monthly charges AND per game by GigaplexNZ · · Score: 1

      You could have just ignored it in both cases and the difference between the two scenarios would still be the same.

    37. Re:Monthly charges AND per game by skingers6894 · · Score: 1

      There is likely a small but significant niche of Mac 'gamers' who would be willing to give this a whirl.

      That niche got even smaller with the recent Valve announcement of Steam coming to the Mac.

    38. Re:Monthly charges AND per game by mister_playboy · · Score: 1

      Maybe GTAIV? They really managed to inflate the CPU requirements on that game with their terrible porting job.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    39. Re:Monthly charges AND per game by Narpak · · Score: 1

      This only seems to happen for products that are effectively obsolete, and as a way to increase exposure for new products (e.g. Bioshock as you mentioned.

      Don't know what you mean by "obsolete", but I got Bioshock during christmas sale for about 4.67€ and Dead Space for 6£, both gave me a good gaming experience I would say, and both, at least Dead Space, is relatively new. A mate got Arkham Asylum during the same sale, 33€ (I think it was) down from 49€. Personally I don't buy second hand games, but I'll happily buy games when they have a discount on Steam.

    40. Re:Monthly charges AND per game by totally+bogus+dude · · Score: 1

      Relatively new? Dead Space was over a year old - that's bargain bin territory for most games. Bioshock was two years old when you bought it on special, with a sequel on the way - hardly walking off the shelves on its own now, was it? Arkham Asylum was still fairly current at only 3 months old, but it was still well outside of the initial sales period. A lot of companies release games right in time for the Christmas holiday, so it's not surprising companies would have a game that came too early for the Christmas sales period on sale at a discount.

      Understand that by "obsolete" I mean in terms of primary sales, not in terms of the game itself. There's plenty of very old games that are still excellent to play today, however there's very little money in them because very few people buy old games. There's a lot of not-so-old games that are pretty hard to buy new these days, especially from bricks-and-mortar stores, due to limited shelf space and so on.

      Digital distribution solves that issue, and also makes it easier to give a discount, as I mentioned before. Not having to worry about distribution logistics makes it a lot easier. It seems pretty tough for even major manufacturers to do promotions on their goods across many different retailers, so for a video game publisher to do that on their margins would almost certainly be a money-losing exercise. I think stores that have low prices for games are simply trimming their profit margins in an effort to clear stale inventory that's no longer selling. But if it's just a matter of getting Valve to discount the price and put up a nice banner, it's an easy to eek a few extra sales out of a product that's no longer on the radar. Plus like all sales, it's likely to stir some interest that will result in additional purchases after the sales period is over.

      Essentially, most consumers are pretty fickle and the majority of a game's sales come early in its life. This is particularly true of the really commercialised mass-market offerings; more in-depth, hard-core or niche products probably have a smoother sales curve as word-of-mouth slowly spreads. But for the big titles, it's the initial release period where it's in all the magazines and so on where the real money is.

    41. Re:Monthly charges AND per game by Monkeedude1212 · · Score: 1

      Not exactly - look at the beginning scenario.

      If you don't factor in a monthly cost for internet access, you don't know where your $1000 begins or ends. You could play forever on $1000.

      Thats not true - Well I mean it could be if you stuck to single player only games but I doubt thats the case. I also left out electricity, though that has minimal effect on the scenario.

    42. Re:Monthly charges AND per game by KDR_11k · · Score: 1

      And that's if you don't have an old PC to reuse the drives, case, etc from. My last upgrade was 300€ and that brought a 5+ year old PC up to current level, playing almost all games (the one exception is Shattered Horizon but that's expected from a game made by the people who made 3D Mark) at full detail with a perfect framerate.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  7. Re:What is this? by Dthief · · Score: 5, Informative

    Did you read the article? The difference is steam allows you to download games to your own computer, whereas this service allows you to play a game remotely off of their computer. The benefit is you dont need a kickass top of the line computer (just a fast internet connection) to have your performance match that of other players. So you are paying them to get computer upgrades, instead of doing it yourself. Is it worth it? thats a different issue. But the model is very different from Steam

    --
    www.RacquetUp.org - Helping Detroit Youth
  8. Well good luck to them by Sycraft-fu · · Score: 5, Interesting

    I just don't see this succeeding, especially after seeing the leaked preview article. The problem is that on top of the cost of the service, you have to have a good net connection. While it uses like 1mbps for the stream, you need more like a 10mbps connection to keep the latency low. Remember that you don't just have to take ping time in to account with data transfer, but the time it takes to transfer all the data. Ok well good connections cost more money and thus aren't so much the domain of the budget user which is their target user. I mean I've got a connection with low ping times and plenty of bandwidth, however I won't be buying since I also have a video card.

    Another problem is that because of the compression on the video stream, you are not going to get the highest quality video, no matter what the settings on the host computer are. Part of their selling point is that you get the max quality of new video cards on your current system. No, not really. Looking at the gameplay vids you get more like mid to lowish quality video. Fine, but that isn't nearly so expensive. $100 will get you a video card that will look as good or better than what was shown, and that is not nearly such a barrier for entry.

    Yet another problem is that their service requires you to be near one of their data centers, so that pings are low. Fair enough, latency can kill this, but that means their potential user base is less than it would be otherwise. There will be users who want the service and can't have it because their ping is too high. Some may even be near a data center physically, but too far Internet wise.

    Finally there's the ever present lag issue. While the test showed some kinds of games to be playable, the lag is there and was noticeable in relation to a native system.

    I just don't see this as having a big enough market. If they truly could deliver a gaming experience the same as owning a $1500-2000 system over low bandwidth net connections, sure. However they can't. They can (almost) deliver the experience of owning a $500 system with a $100 graphics card added on over a moderate bandwidth net connection to some areas.

    1. Re:Well good luck to them by WrongSizeGlass · · Score: 1, Informative

      Back in Jan the performance didn't exactly get two thumbs up even from actual beta testers who complained about the lag issues.

    2. Re:Well good luck to them by DominicFalcon · · Score: 1

      The cost isn't exactly ideal either. For their cost plus an estimated $6 per title for 2 weeks (competitive with brick and mortar game rentals) over two years, you could buy a console and a GameFly account for many of the same benefits. You wouldn't have the same game selection as with the PC, but you would avoid all the latency and a large number of the connection issues.

    3. Re:Well good luck to them by Anonymous Coward · · Score: 0

      No-one cares if it delivers the experience of a $2000 system or the experience of a $200 system. What they care about are games.

      What OnLive really needs to do is to sign up with Nintendo, Sony and Microsoft to run games from Wii, PS3 and XBOX360. Good fucking luck. :-)

    4. Re:Well good luck to them by Guysmiley777 · · Score: 1

      One review site that got sued for posting thoughts about the beta of OnLive basically said that the latency from the time you input a command to the time it shows up on the screen made 1st/3rd person shooter type games entirely unplayable. You would "overshoot" your target when trying to aim at something, and that problem is not solvable, end of story. REAL gaming systems render the client side with virtually zero latency from the controller, so when you let go of the thumbstick your cursor stops NOW. The OnLive setup can't see into the future to know when you're going to press a button or move a controller stick.

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    5. Re:Well good luck to them by sonicmerlin · · Score: 3, Informative

      Ars is citing the PC perspective article. That was the stupidest article to be citing, because the guy who wrote it wasn't authorized to use the beta, and was 2000 miles (twice the allowed 1000 mile maximum distance) from a game server. The service constantly warned him about huge lag issues and sometimes wouldn't even let him log on.

      The author of the ars article, Ben Kuchera, purposely never mentioned this and made some hand-waving comments about how he'd round up some beta users who had negative comments about the service. Seriously, he never did. The entire ars article was totally unprofessional, and the PC Per article was repeatedly debunked as being worthless.

      The fact that you're still spreading this FUD speaks to how you've already pre-judged the service and aren't interested in doing actual research or waiting for an unbiased and accurate review to find out what it might be like.

    6. Re:Well good luck to them by sonicmerlin · · Score: 1

      That review site was PC Perspective, and the man who wrote it hijacked a friend's account and was 2000 miles (twice the recommended limit of 1000 miles) from the nearest game server.

      In fact the server constantly warned him about his lag, and sometimes refused to let him even connect. The preview was hardly professional and mostly a disservice. But then, you either already knew that or simply weren't interested in the facts, and wanted to smear the service in your mind because anything new scares you.

    7. Re:Well good luck to them by Rockoon · · Score: 1

      I know who you work for. You'll be needing a new job starting in July.

      --
      "His name was James Damore."
    8. Re:Well good luck to them by illumnatLA · · Score: 1

      Lag would be a big issue. Games like World of Warcraft are built from the ground up with latency issues in mind. It's part of the reason they have things like a 'Global Cooldown.' Even then, especially in things like PVP, it's not exactly perfect.

      I can't imagine that 'twitch' games like first person shooters could be anything but annoying given even minimal lag.

      --
      Web hosting that doesn't suck!Dreamhost
    9. Re:Well good luck to them by Anonymous Coward · · Score: 0

      Dude, I'm glad you're defending onlive. I do video CDN backend design for a living. OnLive *will not work* even at those prices, assuming everyone has 10mbps at home, it just will not be enjoyable. The amount of bandwidth and CPU/GPU time, it just doesn't make sense.

      Think of this. They need to send commands back VERY FAST to prevent players from seeing lag. 1mbps upstream is pretty common, that'll do nicely. Most cable modems aren't too laggy especially if they have some well placed datacenters (no idea how many they do and who theyre with) However, the clients are downloading at 8mbps for what I would call *decent* but not nearly locally-rendered quality video. Now cable modems and DSL are usually half duplex. So you're going to lag one side or the other if you get even close to maxing them out. So you implement QoS to provide atleast 64kbps of high priority data on the upstream (how you do this without OS level help I dunno) - now your downstream is likely impeded to 5mbps when theres a lot of movement.

      It's just not ready yet.

    10. Re:Well good luck to them by Sycraft-fu · · Score: 1

      Also the lag is always going to be noticeable to some extent because it'll be input/interface lag. With something like WoW on a local machine, lag can be dealt with to an extent because your client extrapolates what is happening in terms of actions (like if a player is moving they'll keep moving) but more because your interface and local actions respond right away.

      No such luck on this, the lag is for display. So you'll get lag that can be noticeable even in things like turn based strategy games.

      Under a certain point this is fine, most LCD monitors have some display lag which works the same way. However if you start talking 100ms, which isn't hard to have happen on the net, you will notice. Also any of this lag will be cumulative with display lag, so if your display takes 33ms (2 frames) to display and you've got 100ms of network latency you are at 133ms (8 frames).

    11. Re:Well good luck to them by sonicmerlin · · Score: 1

      You're only uploading your controller inputs. How much upload bandwidth does that require? Don't you think they've thought of this? This is the same guy who developed Quicktime, the Xband modems used in Sega Genesis and the SNES, and webTV. The guy knows how to deal with bandwidth constraints and video compression.

      They know exactly how fast they have to send data back. They've been developing this service for years, doing various tests to determine people's reactions to various levels of input and video lag.

      I'm certainly no expert, but they wouldn't have received so much funding from so many major players if they hadn't demonstrated anything. I recommend you watch this video to hear him answer point by point the technical arguments made against the service: http://www.youtube.com/watch?v=5Qv4-GEK9Yo&feature=related

    12. Re:Well good luck to them by bemymonkey · · Score: 1

      I've watched the video, and I still don't buy it...

      Have you played multiplayer games online before? Have you noticed the issues you get when you play, say, Counter-Strike or Team Fortress, or any other moderately fast-paced game, at a ping over 30? How about with a ping of 100, or *gasp* 200.

      In this traditional client-server model, only small packets of data are being sent back and forth - player positions, where they're shooting, the direction they're facing etc. In OnLive, there'll be a whole video stream clogging up the pipe, which causes ping time to skyrocket... I don't know the technical details here, but try playing a traditional multiplayer game or even using Skype while someone's streaming Youtube HD over the same connection (say 50% of the available downstream used). It gets laggy and unbearable...

      That's basically what Onlive will be like...

    13. Re:Well good luck to them by NeutronCowboy · · Score: 1

      I know how funding is allocated, because I work with a guy who does exactly that. The amount of hot air that can be turned into cold, hard cash is astounding. Perlmann certainly has his speech down, and I recognize a lot of his arguments, speech patterns and rhethoric - it's pretty much all bullshit with no hard facts.

      I really hope for your sake you have a golden parachute in case of a buy-out. That's the only way you'll make mint with OnLive.

      --
      Those who can, do. Those who can't, sue.
    14. Re:Well good luck to them by Narpak · · Score: 1

      The author of the ars article, Ben Kuchera, purposely never mentioned this and made some hand-waving comments about how he'd round up some beta users who had negative comments about the service

      PC Perspective may have broken the End User Licensing Agreement, a Non-Disclosure Agreement, and probably annoyed OnLive to no end when the site borrowed someone's beta account for a detailed write-up on the performance of the service, but with the testing done far outside the beta's supported area, the write-up has caused no small amount of controversy.

      The final, production version of OnLive promises to adapt to your Internet connection and location every time you connect, but for now each beta account is linked to a single OnLive location, configured to your ISP and the client you're using. "If you change any of these factors, OnLive Beta may not even run, or if it does, the lag and/or graphics performance may render games unplayable," the company explains. "OnLive will try to detect these conditions and warn you, but when you are using OnLive in a different location, you are not providing us with usable test data." The fact that Ryan Shrout was outside that area means, according to OnLive, there was no possibly way to give him a good experience. "The reason location is so critical is because of the speed of light. If you are more than 1,000 miles from an OnLive data center, then the round trip communications delay ('ping' time) between your home and OnLive will be too long for fast-action video games." It's also a matter of optimization for your particular situation. "Your Beta account will only connect to the data center it was originally assigned to. So, if you are assigned to our West Coast data center and then try your Beta account from the Midwest or East Coast, you'll find the lag impaired to the point where most games are unplayable. And, depending on how your Beta account was configured for the characteristics of your home ISP, you may see degraded image quality or controller/mouse performance on a different ISP."

      We heard from many beta testers after our story went live, but few were willing to speak on the record... for the obvious reasons. One user did agree to give us his take on the service, provided we keep his anonymity.

      From the Ars article.
      Seems like the Ars article mentioned it and specified that their comments was from ONE beta tester.

    15. Re:Well good luck to them by Guysmiley777 · · Score: 1

      I am of the opinion that the input latency will make the gaming experience worse than if you were playing on a console in the room with you. And in fast paced action games it will make the experience unplayable.

      You say I'm totally wrong because of an ad-hominem attack on the site that posted the information, then accused me of being "afraid of anything new"? I guess your argument doesn't convince me.

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
  9. guaranteed failure by SethJohnson · · Score: 4, Insightful

    The business model is flawed from square-one. This is going to sink into bankruptcy very, very quickly. The overhead is pretty significant and profit is required rapidly to keep it afloat. The problem is that there is very little incentive for anyone to sign up. They are competing with consoles AND pc games, yet they only offer pc games. People that are inclined to play PC games already have hardware that can handle it. Those who are not inclined, are on consoles. If their hardware isn't state-of-the-art, they play older games and save for newer hardware. $14.95 a month is so steep, it is only really the type of subscription fee that could be paid by someone who has enough money to buy a computer serious enough to play contemporary games.

    This will join cue-cat, divx, and broadcast.com in the tomb of ideas that suckered investors yet were non-movers in the marketplace.

    Seth

    1. Re:guaranteed failure by Anonymous Coward · · Score: 1, Informative

      This will join cue-cat, divx, and broadcast.com in the tomb of ideas that suckered investors yet were non-movers in the marketplace.

      In addition, it will join the Power Glove, Virtual Boy and Sega CD in the tomb of gaming products that had great ideas behind them, but failed because the technology wasn't there yet.

    2. Re:guaranteed failure by Xugumad · · Score: 1

      Yeah... they might be just about competitive against PCs, but on a 4-5 year console lifespan they're not even in the same ballpark...

    3. Re:guaranteed failure by sonicmerlin · · Score: 1

      $15/month is steep, but it depends on the cost of games. If people get a discount for buying them through OnLive, that right there is a huge incentive.

    4. Re:guaranteed failure by AmberBlackCat · · Score: 1

      I have a $400 laptop with integrated graphics. So no Duke Nukem Forever for me. But I have an internet connection and can possibly pay $15 a month. If the service actually worked as its advertisements claim, it would be something to think about. So the point of all that is, while the people who play PC games tend to already have the hardware for it, this could appeal to people who would play such games but don't have the hardware for it. But I think they should ask Vonage what happens to companies whose service depends on your internet connection. And I personally like to buy things, not rent them.

    5. Re:guaranteed failure by Wovel · · Score: 1

      I am sure Mark Cuban is all torn up about the 6 Billion dollars (well I think after he sold it all of he actually walked away with about $4B) Yahoo paid for broadcast.com. Since Yahoo merged it into all their other media services it is difficult to call it a "failure". It is difficult to call it much of anything at all. It was clearly not worth $6B or $4B (Cuban has alluded to his own disbelief several times in interviews). In another 24 months Google would have likely paid even more after streaming media over the Internet really took hold.

    6. Re:guaranteed failure by Madsy · · Score: 1

      Yeah, I guess OnLive will work the day we break the speed of light, or invent time travel.

    7. Re:guaranteed failure by Anonymous Coward · · Score: 0

      If the speed of light was the only bottleneck, then a service OnLive would work quite well.

    8. Re:guaranteed failure by Stuntmonkey · · Score: 1

      People that are inclined to play PC games already have hardware that can handle it.

      I think you suffer from observer bias. There is a huge market out there for fun games that are quick and easy to play, where performance is secondary. Look at pretty much any Wii game, or a game like Farmville, or anything on the iPhone. The revenue from these games is enormous. The people who play them won't go out of their way to buy a gaming PC. They have never heard of NewEgg, or Frys. Many have no idea what a video card is. They probably have a $400 underpowered laptop with integrated graphics. They definitely aren't willing to shell out $65 for the latest game, sight unseen. State of the art games make no revenue from this casual gaming crowd today, and services like this potentially give them a way to do so. Don't view this as the same product delivered in a different way (like Steam); this is a fundamentally different product, with a different target market.

      I think a big factor in their potential success is how cheap and easy is it to try out. If they can keep the up-front costs low (or zero) so the casual gamers can get a taste, they may be able to convince a good number of them to spend $30+ a month for the service. But the key is it's got to be cheap and easy to try, to get people hooked (a formula that's worked for Farmville, and many iPhone/XBox Arcade games with free trials). To me the $15 up-front commitment is a problem.

    9. Re:guaranteed failure by Anonymous Coward · · Score: 0

      You're not secretly afraid of not being able to bit torrent your games anymore, are you? $14.95 a month is not that steep. I'm thinking here from an Australia perspective so US$14.95 would equate to roughly AUS$17 which is $3 less than the cost of a World of Fail subscription for 1 month. They are clearly basing their business model on Blizzard's business model, but don't have any additional software development or maintenance costs outside of their SDK and compression technology.

      If OnLive can offer games at cheap prices, pre-render all games at high specs 100% of the time and do it all at decent speeds it's a win for them. Sign me up. I don't mind paying for games.

    10. Re:guaranteed failure by Stuntmonkey · · Score: 1

      (replying to myself, hit submit too early)

      Phase 2 of this type of service would be the Netflix strategy: Get the "adapter" embedded into as many TV-connected devices as possible. Cable boxes, Blu-Ray/DVD players, even TVs themselves. You could pull in a huge number of potential gamers if the service was simply a part of the hardware they already own (...and if it's cheap and easy to try). Imagine the potential market for a game like World of Warcraft, if literally anyone with an enabled TV could try it free for an hour, with no hardware or shrink-wrapped game to buy.

    11. Re:guaranteed failure by quadrox · · Score: 1

      While I agree with most of your post (i.e. that the entire concept is stupid), I believe there are enough stupid people who will get suckered into it - it's largely a question of marketing.

      I don't think they will be a big success, but I predict the service will be tolerable enough to stay slightly profitable.

  10. Cloud Computing by mprinkey · · Score: 4, Insightful

    I can't wait for this newest bubble to burst. Thin clients haven't really been embraced for office apps where 95% of the functionality can run in the browser and it will work reasonably well. How can you expect to compete with native apps on PCs where performance is cheaply had so long as you don't need to run at the highest settings...or on consoles which look almost as good? The problem for game companies is that many folks have realized that they can play year old games on cheap new hardware to great effect...after the game is reduced to 50%.

    I don't see the market niche. Hardcore gamers won't touch it. Casual gamers will baulk at the $15/month by in BEFORE you get the privilege to buy/rent a game. So, who will want this unless the games are steeply discounted? $180/year could be well spent on local hardware upgrades.

    1. Re:Cloud Computing by ScrewMaster · · Score: 3, Insightful

      I can't wait for this newest bubble to burst. Thin clients haven't really been embraced for office apps where 95% of the functionality can run in the browser and it will work reasonably well. How can you expect to compete with native apps on PCs where performance is cheaply had so long as you don't need to run at the highest settings...or on consoles which look almost as good? The problem for game companies is that many folks have realized that they can play year old games on cheap new hardware to great effect...after the game is reduced to 50%.

      I don't see the market niche. Hardcore gamers won't touch it. Casual gamers will baulk at the $15/month by in BEFORE you get the privilege to buy/rent a game. So, who will want this unless the games are steeply discounted? $180/year could be well spent on local hardware upgrades.

      Besides ... they'll have to contend with Valve's Steam.

      --
      The higher the technology, the sharper that two-edged sword.
    2. Re:Cloud Computing by sonicmerlin · · Score: 1

      Right... and you think the majority of people in the US upgrade their computers every 2 or 3 years to play the latest games? Do you understand the appeal of being able to play Crysis on a netbook, or even on your Wi-Fi enabled smartphone? Or on... god forbid Linux?!

    3. Re:Cloud Computing by mhajicek · · Score: 1

      We use thin clients and Citrix windows a lot at my company, and they barely function well enough to get the job done. Good luck if you try running a video through one.

    4. Re:Cloud Computing by LordLimecat · · Score: 1

      I can't wait for this newest bubble to burst

      Has it occured to you how beneficial it would be for this to succeed within a casual gamer niche, in terms of what it would mean for bandwidth caps and internet speed? More high-bandwidth apps pushing the envelope is a good thing.

    5. Re:Cloud Computing by h4rr4r · · Score: 1

      1. crysis will be unplayable with the level of lag between input and action.
      2. there is no Linux client and likely never will be one.

    6. Re:Cloud Computing by sonicmerlin · · Score: 1

      Have you even bothered researching the solutions they've implemented to overcome issues of input lag?

    7. Re:Cloud Computing by Wovel · · Score: 1

      No offense to your company, but than they suck. There is a lot wrong with using Citrix (IMHO), but usability in a properly configured installation is not one of them.

    8. Re:Cloud Computing by slimjim8094 · · Score: 1

      This is perfect for my NeoMagic MagicGraph256ZX, you insensitive clod!

      Seriously... the only use I can see for this service is the ever-relevant "I don't have a 3d accelerator" group. Even a built-in Intel card is far more than sufficient to run most games pretty well. And "pretty well" is the absolute upper limit of how good this can be.

      (sidenote: that's the 2d-only graphics card I had in a IBM thinkpad from like 1998. it even had a "NT4.0 or Win95" sticker on it)

      --
      I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
    9. Re:Cloud Computing by h4rr4r · · Score: 1

      You cannot overcome the speed of light.

    10. Re:Cloud Computing by Anonymous Coward · · Score: 0

      It's balk.

    11. Re:Cloud Computing by Anonymous Coward · · Score: 0

      I think if they'd broken the laws of physics we'd have heard about it - and if they haven't then it doesn't matter what they've implemented it'll still be lagged to hell.

  11. Ubisoft + DRM by Anonymous Coward · · Score: 0

    Wow, only $15 to not be able to play a game offline, and not even play it at all*

    *only when DRM authorization servers are offline. Uptime not guaranteed. Some restrictions apply. See retailer for details.

  12. Broadband Cap? by wisnoskij · · Score: 4, Interesting

    Has anyone heard how much this will eat into broadband cap?
    and what internet speed is needed to play?

    Their is one thing I know, I would not want to be stuck with a game that I cannot play till the start of a new month because I decided to watch a few youtube videos.

    --
    Troll is not a replacement for I disagree.
    1. Re:Broadband Cap? by QuantumG · · Score: 1

      Seeing as you need a 5Mbps connection to play, I'd assume quite a bit! :)

      --
      How we know is more important than what we know.
    2. Re:Broadband Cap? by Sycraft-fu · · Score: 1

      It seems to use 1mbps for their "HD" stream, which is 720p (sorta, rather low quality 720p from the look of it). For that they currently say you need 5mbps, earlier it was seeming they were saying 10mbps. It's possible they refined things, but more likely that they've just decided that excluded too many potential customers and will screw people with worse service.

      So the 1mbps thing seems to be pretty solid in terms of usage. That translates to about 440 megabytes per hour of gameplay.

      As for speed you'll need I don't think there'll be a hard and fast answer. The faster your net, the lower the lag. Remember that with data transfer latency isn't ping time, it is ping time PLUS the time it takes to send all the data you need. So assume you are sending 100kbits of data. That'd take 100ms on a 1mbps line, but only 10ms on a 10mbps line.

      Figure if they are saying 5mbps that's the minimum that'd work and figure 10mbps for a more realistic good experience (since we all know lines have hiccups and slowdowns).

    3. Re:Broadband Cap? by Petrushka · · Score: 1

      An earlier report mentioned it would chew through 1.5 Mb/s; the figure you quote is probably more realistic. But even using the smaller figure, if you had a cap of, say, 30 GB/month, you'd eat through it in 44 hours.

      Or at 5 Mb/s, 13 hours. Enjoy your half-hour of gameplay per day!

    4. Re:Broadband Cap? by QuantumG · · Score: 1

      1.5Mbps is the figure quoted for SD, which won't be available until next year.

      --
      How we know is more important than what we know.
    5. Re:Broadband Cap? by cbhacking · · Score: 1

      Going by other comments in the thread, it sounds like the stream is bout 1 Mbps (for perspective, that's in the ballpark of a Skype video call on my system). To put it another way, it'll eat a megabyte of cap every 8 seconds, 2 hours and 15 minutes of OnLive gaming will use up just over 1 GB of your bandwidth.

      --
      There's no place I could be, since I've found Serenity...
  13. partner up? by akabigbro · · Score: 1, Interesting

    They should think about partnering up with the developers of Google Chrome OS. This seems like a match made in heaven.

  14. Mayday! Mayday! by PapagenoX · · Score: 3, Interesting

    This is so going to go down in flames. I give it 6 months.

  15. Do not want by dave562 · · Score: 3, Insightful

    I'm probably missing something here, but why would I want to pay $15 for the privledge of buying software from OnLive?

    1. Re:Do not want by DragonTHC · · Score: 1

      you're not buying anything.

      you're playing the games remotely.

      the games are running remotely. hehe. As if that will ever work.

      You're paying to play them remotely. No word on if rentals will cost anything over your monthly fee.

      Seems doomed to epic failure.

      --
      They're using their grammar skills there.
    2. Re:Do not want by Anonymous Coward · · Score: 1, Funny

      Because they REALLY like your money.

    3. Re:Do not want by dave562 · · Score: 1

      Oh, I see. Remote, 3d accelerated gaming. Color me skeptical. In the business world they are having problems getting 20+ people on 8+ core terminal servers. Those people are only running business apps that while potentially processor intensive while running queries, don't have nearly the overhead that a typical FPS has. I'd like to see some internal documents from the company about how many people they are planning to cram on each server, and what the specs on those servers are. Is there even a decent virtualization solution for 3d video cards?

    4. Re:Do not want by sonicmerlin · · Score: 1

      Hopefully they offer a discount to the games. I feel like that's the best way to attract customers. The real sweet spot would be a $10 discount, so anyone comparing the retail version and the OnLive version would constantly be confronted with the choice of paying more or less for a game.

    5. Re:Do not want by illumnatLA · · Score: 1

      You know... to experience what this 'service' would be like, load up a game on a friend's computer who lives at least a few hundred miles away. Connect to that friend's via a VNC client or other form of remote access and see how well that game plays. That's basically what OnLive is providing for $15/ mo.

      --
      Web hosting that doesn't suck!Dreamhost
    6. Re:Do not want by SETIGuy · · Score: 1

      I'm pretty sure they do the 3D on the remote side and send highly compressed display data which is decoded locally. I don't know if they are doing full frame video compression (ex. H.262/3/4 codecs), or just sending portions of the display that have been updated (ex. VNC or RDP).

    7. Re:Do not want by h4rr4r · · Score: 1

      Wow a $10 discount?
      So $59.99 and no monthly fee or $49.99 and $15/month which means $64.99. Do you know what a discount is? This would be more expensive and if you ever decide to call it quits with the service you lose all your games.

      I paid sub $20 for a both Monkey Island 1 & 2. I played those last, a few months ago on a small device I hacked, lets see that happen with onlive.

    8. Re:Do not want by sonicmerlin · · Score: 1

      Why not? With Steam you have game companies constantly engaging in huge sale events where they slash game prices to $20, $10, or even $5. Once you band-aid the loss of sales to the used game retail channel you can price it super-low without risk of being undercut.

    9. Re:Do not want by Wovel · · Score: 1

      Wow you are super smart. Just kidding, I am not your mother.

    10. Re:Do not want by h4rr4r · · Score: 1

      It does not matter if you are undercut. If that was your only concern you would price games at $.99.

      There is no such thing as a lost sale, if I was going to pay $10 for a used copy I would not have bought it new for $50. These thing only exist in the minds of mentally deficient MBAs.

    11. Re:Do not want by sonicmerlin · · Score: 1

      Gah...that's what I'm trying to say to you. If they didn't have to compete with game resellers like Gamestop, who makes far more profit off of used games sales than new ones, publishers themselves could drop their titles to $10 to stimulate sales. Even if they drop it to a $.99 Gamestop can STILL undercut them, just because they'll buy it used for $.10 and sell it back for $.50. Steam has these sort of super-low discount price events all the time because publishers don't have to worry about resale losses.

  16. OnFail Remote Gaming Service by Anonymous Coward · · Score: 0

    These scam artists and clowns need to hurry up and fail and go away. Everyone is tired of hearing about this turd of a gaming service.

  17. Steam is different by Sycraft-fu · · Score: 1

    Steam just sells you games to play on your system. You buy a game, Steam downloads it to your computer, and you run it. The idea with Online is that they run the game. You just have a little video playerish client that you use. You don't need to have hardware that can run the game.

    Both online services, but different ideas. Onlive is for people who want to play games on a low end system. Steam is for people who want to play games on their computer, but can't find their pants to go to the store and buy them.

    1. Re:Steam is different by ScrewMaster · · Score: 0, Redundant

      Both online services, but different ideas

      I agree. But they're still going to have to contend with Valve's Steam.

      --
      The higher the technology, the sharper that two-edged sword.
    2. Re:Steam is different by Cryacin · · Score: 2, Funny

      but can't find their pants to go to the store and buy them.

      Thank GOD for steam!

      --
      Science advances one funeral at a time- Max Planck
    3. Re:Steam is different by Wovel · · Score: 1

      What does everyone keeping saying that (You even said twice after admitting you were incorrect).

      Steam is just another vehicle for traditional game sales.

    4. Re:Steam is different by Anonymous Coward · · Score: 0

      You even said twice after admitting you were incorrect

      He didn't admit to being incorrect. They're still going to have to contend with Valve's Steam.

    5. Re:Steam is different by nitehawk214 · · Score: 1

      but can't find their pants to go to the store and buy them.

      Thank GOD for steam!

      I don't see the problem here. The sign said "No Shoes No Shirt No Service". Nowhere did the sign mention pants.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
  18. a option for the ipad perhaps by radradrobotank · · Score: 3, Funny

    Not a WOW player, would WOW be playable on a ipad using this service? WOW players are used to subscription services, whats a extra $14.95 a month if you can play WOW in the bath.

    1. Re:a option for the ipad perhaps by cbhacking · · Score: 1

      Joke or not, this is an interesting question. The iPad might actually have sufficient hardware performance (if OnLive ported the client to ARM) but the input would be... awkward. I can't even play real-time games with a digitizer stylus that offers precision, hover, and the ability to right click, while covering less of my screen than a finger. Multi-touch or not, the iPad's input capabilities (excluding bluetooth peripherals that you'd need a desk to use) are utterly inadequate for this type of gaming.

      That said, with a mouse and keyboard, the iPad might be able to do this if OnLive could get their client into the store. Of course, a four-year-old laptop could be had for less money that would offer better performance, have a bigger display, include a built-in keyboard, and allow one to use a wired mouse (cheaper, no battery issues). Anybody who would use this service on an iPad almost certainly already has a traditional computer capable of running their client better.

      --
      There's no place I could be, since I've found Serenity...
  19. What am I missing by GKevlin · · Score: 1

    On newer HTPC's (which if they are using 720p seem to be the target for a service like this) Adobe flash and other applications can run into CPU bottlenecks rather easily. Even if there are a whole lot of people out there that want this service, it seems entirely dependent on OnLives ability to squeeze blood from the stones that are super-efficient processors like Intel ATOMs. Though, Adobe has shown cleverness in shifting some of the load onto GPUs in Flash 10.1 beta, will Onlive be able to deal with that stacked with network latency as huge bottlenecks.

  20. Seriously? by celibate+for+life · · Score: 1

    I want to meet people who think this OnLive Service has any chance of succeeding, so I can point and laugh at their faces.

    1. Re:Seriously? by sonicmerlin · · Score: 1

      I think this is going to be enormously successful. The internet infrastructure in the US has lagged behind unfortunately, but I still think this is good enough to work. The sheer novelty of playing Crysis on a Wi-Fi enabled phone or a netbook alone should be great PR.

    2. Re:Seriously? by celibate+for+life · · Score: 1

      /point
      /laugh

      Bear in mind this is a virgin laughing at you.

    3. Re:Seriously? by Cryacin · · Score: 1

      /point
      /laugh
      /fart in your general direction

      Bear in mind this is a non virgin laughing at you.

      --
      Science advances one funeral at a time- Max Planck
    4. Re:Seriously? by sonicmerlin · · Score: 1

      I'd be willing to put my money where my mouth is if I could figure out how to invest in their company. I think this is going to be *huge* and will transform the gaming market, and if it's successful here there's nothing preventing them from expanding into other territories.

    5. Re:Seriously? by Anonymous Coward · · Score: 0

      I'd be willing to put my money where my mouth is if I could figure out how to invest in their company. I think this is going to be *huge* and will transform the gaming market, and if it's successful here there's nothing preventing them from expanding into other territories.

      No IPO yet and we already have astroturfers trying to pump this company. Yet more proof this is going to fail miserably.

    6. Re:Seriously? by sonicmerlin · · Score: 1

      Wouldn't the lack of an IPO indicate larger chance of success? Normally you would want people to invest in your company and pay you lots of money before you crashed and burned if you really thought you would fail.

    7. Re:Seriously? by NeutronCowboy · · Score: 1

      You forgot the number one rule of social marketing: don't lie. People don't like to be lied to.

      --
      Those who can, do. Those who can't, sue.
  21. I've seen a demo recently -- it was pretty cool! by Thagg · · Score: 1

    I don't know if I'd use this for games, but I saw a demo of this running some very expensive software recently, and it was pretty amazing. If you could rent time on the software at a reasonable price, and get good performance over OnLive, it might be worthwhile.

    Say you are a CAD designer. It turns out that there are six or seven high-end CAD packages, that each have their strengths and weaknesses. If you could rent the one you need for a particular job, it might be a good deal, rather than fork out $5000 per package.

    It does require that the software vendors allow this kind of thing -- after all, they win when somebody buys there software, whether the person uses it every day or just a few times a year.

    --
    I love Mondays. On a Monday, anything is possible.
  22. After looking at Steve Perlman's track record... by cunina · · Score: 1

    I'm sure OnLive will be every bit as successful as WebTV was. And for the same reasons, too.

  23. They need to start cutting deals with ISPs by Flipao · · Score: 1

    And get a cut off the broadband line rental, the monthly fee is far too high. I see far more future on Dave Perry's Gaikai service, it uses far less bandwidth, runs on Flash and is aimed at casual gamers. Onlive look far too greedy and are setting people's expectations far too high.

  24. Re:What is this? by Anonymous Coward · · Score: 0

    ...this service allows you to play a game remotely off of their computer. The benefit is you dont need a kickass top of the line computer (just a fast internet connection) to have your performance match that of other players.

    Something about this just doesn't smell right.

    Ever work on a terminal server? That's basically what they are offering. There are latency issues inherent in this model. There are enormous bandwidth requirements to stream fully rendered high quality graphics in real time. My machine would still need to be pretty powerful just to display this video in real time.

    Fishy I say.

  25. Re:I've seen a demo recently -- it was pretty cool by dangitman · · Score: 1

    Say you are a CAD designer.

    If you are a CAD designer, wouldn't you just design your own CAD package, instead of running somebody else's?

    --
    ... and then they built the supercollider.
  26. Greetings OnLive Shill/Fanboy by Sycraft-fu · · Score: 2

    The reason why people aren't "doing actual research" is because OnLive doesn't allow it. They are being very locked down about the process. As such people have to get what they can get. If OnLive doesn't like it they are more than welcome to stop being dicks and open the service up to review services.

    However, I suspect they know it isn't that great and are hoping to catch as many people as possible on launch day based on hype.

    Don't like it? Then go tell OnLive (or the relevant person, if you work for them) to let some real reviews happen. Allow review sites in without NDAs, let them test games in their way. Until that happens, expect more of this.

    Also appreciate that people are starting from the technical knowledge of why this is likely to be crap (as I outlined in my post) and then finding that the only real information out there not from the company's PR department backs up that assertion.

    1. Re:Greetings OnLive Shill/Fanboy by sonicmerlin · · Score: 1

      You don't have the slightest amount of technical knowledge about this service. I mean what the devil does this even mean? "Remember that you don't just have to take ping time in to account with data transfer, but the time it takes to transfer all the data." They've specified the bandwidth required to run their service at each resolution. Everything you said is just asinine.

      There was a great video where the creator of the service presented in front of a university class discussing the technology and overcoming the issues of lag and distance. You should find that and watch it before spouting off.

      I also don't know what "videos" you're referring to. I don't see how a non-sanctioned cam video of a game running on a laggy, unauthorized connection could possibly be telling. It sounds to me like you've decided beforehand that the service would fail, and are twisting facts to fit your viewpoint.

    2. Re:Greetings OnLive Shill/Fanboy by Sycraft-fu · · Score: 4, Insightful

      Sorry but I do understand how it works, because I understand networking and video compression both very well. That's all it does. Input from the player's PC is sent to the OnLive servers, the game does with it what it will, the resulting image stream is then compressed and sent to the client PC.

      As for ping time and bandwidth mattering if you don't understand, it means you don't understand networking. So, a ping is more or less a small (or zero) payload packet that you send to a server and get a response. Very low overhead. It represents minimum round-trip transit time. Meaning if you have a ping of, say 100ms, your computer will start receiving data from the server not less than 100ms from making the request. Ok, all well and good. However real data isn't 0 bytes. There is an actual data stream to transfer before you can use it. You have to get all the data. How fast that happens depends on the speed of your connection. so suppose your payload is 100kbits. On a 56k modem, it would take about 1800ms to transfer which with a 100ms ping would mean 1900ms from the time a request was sent. On a 1mbps connection, it would take only 100ms to transfer, total of 200ms. On a 100mbps connection it would take 1ms to transfer, 101ms total.

      As such both ping AND transfer rate play in to what kind of lag you get with actual data.

      That is one of the reasons why they are saying you need a bigger connection than the actual data stream, other wise the transfer of the video would add too much lag.

      Sorry if you want this thing to be great, but there are real issues of the Internet and so on that they are contending with, things that PR speak can't make go away. You can't magically tell someone's connection to have less lag.

    3. Re:Greetings OnLive Shill/Fanboy by Sycraft-fu · · Score: 2, Informative

      Yes, I have watched video before. Here's something to try: Watch a video and then click the seek bar to a part you haven't downloaded yet. What happens? Lag. Your computer asks for the data, but it doesn't have it right away. As such your playback stalls until it can download the data it needs.

      Same deal here. Yes, there will be video streaming continuously. The question of lag is how soon do I see video of my actions? I press a button, that press has to be sent to the server, processed, the screen compressed, and transferred back. Until my client has received all the data to display the frame, it can't do so. The lag is the time from when I press that key until I see the result.

    4. Re:Greetings OnLive Shill/Fanboy by WrongSizeGlass · · Score: 4, Informative

      Dude, are you seriously...? Your description of lag is utterly idiotic. You obviously don't have a clue what you're talking about. With onlive you're basically streaming *video* and uploading your controller or keyboard inputs. Have you never watched a video before? Have you ever netflixed before? As for sending inputs it's the same as playing any game online.

      It's not as simple as just 'streaming video'. Video is already complete and is just waiting to be sent. This is a game which needs to react and respond to your input. Your data needs to be sent to their server, which needs to process it, generate the game's response and send that back to you. Since turning your character makes the entire POV of the game move you've got to redraw everything at a full screen resolution high enough to make it a quality gaming experience. It's simply gonna suck.

      Taking into consideration the amount of CPU & GPU cycles the games listed in the article take, there will definitely be lag and stuttering and crappy frame rates and all the other stuff you get when your desktop computer doesn't have enough horsepower to play your game of choice.

      Better update your resume because OnLive will be DOA before you know it. I sure hope they aren't trying to get people to buy annual subscriptions.

    5. Re:Greetings OnLive Shill/Fanboy by h4rr4r · · Score: 3, Informative

      It is not the same as playing other games online, the local client has many tricks to make lag less noticeable, this device will not be able to do that.

      If you have a 50ms ping time, you will have 50ms between button press and action taking place. Lots of fun to play an fps that way, and forget about competing against folks with real computers.

    6. Re:Greetings OnLive Shill/Fanboy by sonicmerlin · · Score: 1

      Rather than try to explain it myself, I highly recommend you watch this video demonstration done at Colombia University: http://www.youtube.com/watch?v=5Qv4-GEK9Yo&feature=related

    7. Re:Greetings OnLive Shill/Fanboy by cryptoluddite · · Score: 1

      There is an actual data stream to transfer before you can use it. You have to get all the data. How fast that happens depends on the speed of your connection.

      That's not really true though, that you have to download "all of the data" before you can see it, is it? For instance with JPEG2000 you can see the entire image with just a fraction of the file downloaded because the rest of the file is a series of refinements on what came before it.

      For instance if the game is running at 30 fps, but the local display box is displaying at 60 fps then the stream can be encoded as one small packet to give your eye the gist of the scene followed by fuller details of the same game frame. So in this case you only have to download "half of it" before you can show it.

      Shills notwithstanding of course.

    8. Re:Greetings OnLive Shill/Fanboy by slimjim8094 · · Score: 1

      The fact of the matter is that the Internet is not instantaneous.

      I'm playing TF2 on my computer. Somebody shoots at me. What's my lag in firing back?
      Receive bullet data -> draw new frame -> My reaction time -> button click -> software noticing click and running 'fire' code -> sending 'fire' data -> waiting for the response

      The significant parts of the above scenario are "Receive bullet data" (a few bytes), My reaction time (a few hundred ms, better on a good day), sending "fire" data and waiting for a response (send/recv a few bytes, another hundred ms at best).

      So this entire scenario could take, at a minimum, about half a second. That assumes good reflexes, good framerates, and a fast connection.

      I'm playing TF2 on this service. Somebody shoots at me. What's my lag in firing back?
      Receive some compressed video -> display it -> My reaction time -> button click -> software noticing click and sending it to server -> server running "fire" code and redrawing display -> receiving some compressed video -> display it

      Most video games send information as "pyro at coords xxxyyyzzz", "fire weapon 523 in direction xxxyyyzzz". This is significantly smaller than even the most compressed video - in most games, it fits in a single packet. Hence the "lag" time between the server and client exchanging a bit of information is very close to the "ping" time.

      But OnLive doesn't (and can't) do that - it requires local rendering. So their minimum lag time is the ping time *times* the amount of information divided by the number of packets, plus the total information divided by the worst connection bandwidth.

      In other words, assuming that everything else was instantaneous (video rendering and compression, game code running), OnLive's best ping time is *STILL* a large multiple of a local client's.

      Any modern video game does all sort of interpolation, motion compensation, etc - stuff that keeps all the clients guessing, in a predictable way, how everybody is going to move between updates. This allows you to shoot someone running between the two locations your client's been told about and still score a kill. *OnLive can't do that* because it requires local rendering.

      It's not a question of technological wizardry, nor fancy trickery. There is a lag issue *defined* by the way the Internet works, and it can't be escaped.

      --
      I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
    9. Re:Greetings OnLive Shill/Fanboy by cgenman · · Score: 1

      As a console game developer, most players experience 100ms response times as a bad, sometimes nauseating lag. It's far enough behind to induce seasickness if you're not careful / use mitigating tricks. 50ms is about the most you'd ever want in terms of player delay, but it really should be below 20ms.

      If your baseline ping is already 100ms, you're already at the point of a poor player experience. Hopefully for OnLive's sake, they've found ways to minimize pings.

    10. Re:Greetings OnLive Shill/Fanboy by Anonymous Coward · · Score: 0

      "If you have a 50ms ping time, you will have 50ms between button press and action taking place."

      That's not too bad, plenty of console players have been using TVs with > 100ms processing lag. No it won't compete with real PCs, but I doubt that seriously competitive multiplayer games are their target market.

    11. Re:Greetings OnLive Shill/Fanboy by NeutronCowboy · · Score: 1

      "Remember that you don't just have to take ping time in to account with data transfer, but the time it takes to transfer all the data."

      Or, as it is known colloquially, LoC/sec - i.e bandwidth. Since when is bandwidth an asinine concept?

      There was a great video where the creator of the service presented in front of a university class discussing the technology and overcoming the issues of lag and distance.

      Yes, I remember the summary. "We've overcome the limitations of time and space to bring you gaming nirvana." Or some similar bullshit. Their solution is not new, not innovative, and simply consists of throwing huge resources at the fundamental problem: no compression algorithm gives you better than realtime performance, and no prediction algorithm is perfect.

      The reason I have decided the system will fail is because it does not address the fundamental problem: the game is severely degraded to the point of being nearly unplayable. Sure, it will work for some people - people who are within 100ms round trip of the servers and with steady bandwidth in the >5Mbit/sec range. But how many are there in that class? Then there's the business model which I find to be disgusting.

      You sure you're not Mr BizDev from OnLive? Cuz you really sound like every marketdroid I've ever met. With some extra asshole thrown in, courtesy of the anonymous internet.

      --
      Those who can, do. Those who can't, sue.
    12. Re:Greetings OnLive Shill/Fanboy by NeutronCowboy · · Score: 1

      Yes, because clearly you have no idea what you're talking about and are incapable of describing your product properly. All the description of lag that you so quickly dismissed are spot on. There is no magic in computers. And your analogy of streaming video and uploading keyboard inputs is so naive that I know you've never dealt with the insides of a computer, an online game, a webserver or a router.

      There is no machine and no algorithm in the world that can predict what I will do for every quarter-second interval for my entire gaming session. As a result, onLive will not be like video. OnLive can work - for a game like Myst. Or maybe Zork. Or one of those terrible interactive movies from the 90s. For UT? Starcraft? Yeah right. I'd like to see an unapproved video that shows that.

      --
      Those who can, do. Those who can't, sue.
    13. Re:Greetings OnLive Shill/Fanboy by sglane81 · · Score: 1

      That's not really true though, that you have to download "all of the data" before you can see it, is it? For instance with JPEG2000 you can see the entire image with just a fraction of the file downloaded because the rest of the file is a series of refinements on what came before it.

      For practical purposes it is true. What you're referring to is called interlacing. Monitors do it as well as many video and image formats. A simple interlacing technique using two passes would download half of the image and display every other line. This produces a rough idea of what the image will look like ( which looks a little better than garbage ). The subsequent pass fill in the other lines. This does not reduce the amount of bandwidth consumption. If it did, you would see horribly detailed images. All this does is reduce the perception of the actual latency. You can't really use this technique with a video codec, but you can with a still image. Video codecs use different techniques such as dropping frames or only sending data which has changed from the previous frame ( black pixel stays black: don't send ).

      Also, this debate assumes TCP. If this product were using TCP ( which I highly doubt ), it would require all of the packets to be there for each frame. Some packets take longer than others so the client would block until all of the packets are there then it would reassemble them in the correct order. I would imagine this service would be using UDP with a custom developed codec which is highly tolerant of missing data.

      --
      This is the Internet. You can say "fuck" here. - AC
    14. Re:Greetings OnLive Shill/Fanboy by WrongSizeGlass · · Score: 1

      Who knows where OnLie placed their server to make sure the response times were fast? How many other users were sharing that network connection? Probably none. Who knows if they lied to Columbia and told them the sever needed to be in the next room for [insert special technical requirement here]?

      Include real world distances, response times and traffic on shared broadband connections (like cable) and you've got a dismal gaming experience.

      They've been working on this for 8 years, and I don't doubt that they've busted their ass and developed some very interesting technology, but they need to get some cash coming in instead of going out.

      If they're able to deliver the promised gaming experience with some magical new technology then they'd better serve their shareholders by selling it to carriers, ISP's and content providers to make the whole internet respond that fast instead of just their games.

    15. Re:Greetings OnLive Shill/Fanboy by Anonymous Coward · · Score: 0

      You seriously think they upload the command(button press) and don't execute it in a local shell program for the game in the set top box (STB)?

      Dear god...seriously if they did it that way then the deserve to fail, but all this talk about ping without any consideration for ICMP throttling really doesn't lend credence to the "I know what I'm talking about". Also you made me google "bandwidth mattering" just to make sure I wasn't crazy....

    16. Re:Greetings OnLive Shill/Fanboy by Wandering+Idiot · · Score: 1

      Here's something to try: Watch a video and then click the seek bar to a part you haven't downloaded yet. What happens? Lag. Your computer asks for the data, but it doesn't have it right away. As such your playback stalls until it can download the data it needs.

      That's a bad analogy, as what you're talking about is mostly the wait to fill up the video buffer before restarting playback, which is dependent on bandwidth, not ping times. It's true the ping time would set an absolute minimum on the time it would take to start playback, but it's dwarfed by the buffering time.

    17. Re:Greetings OnLive Shill/Fanboy by Wandering+Idiot · · Score: 1

      You seriously think they upload the command(button press) and don't execute it in a local shell program for the game in the set top box (STB)?

      I'm not sure what you mean by this. If it was running a version of the game in the local set tob box, the box would just be a gaming PC, and the entire service would be pointless.

    18. Re:Greetings OnLive Shill/Fanboy by Anonymous Coward · · Score: 0

      This device/software seems to do exactly that which is why they can demo the technology publicly. Do not underestimate 8 years of research.

      The real question for me is exactly around multiplayer: Will I be able to play non-Onlive users or only Onlive users on the service?

  27. Doesn't seem to be much demand by Sycraft-fu · · Score: 1

    Remember that at a business, this kind of thing has long been possible and without many of the drawbacks. I can set up a Windows Terminal Server and more or less any Windows software can be run off that on to anything that can do RDP, be it a low power Windows box, a Linux box, or a thin client. All processing is done on the server and on a LAN, interface speed feels extremely near native.

    However, it is extremely unpopular. You just don't see it used hardly at all. Instead businesses buy people their own computers and software. They could be doing this central model if they wanted, and companies would support it if they did, but very few seem interested.

    The whole thin client/big server thing just isn't popular and doesn't seem to be getting there. It died off when the microcomputer became cheap and despite number predictions of it coming back and technologies oriented that way (like the Sun Ray) it hasn't gained anything other than a token market.

    1. Re:Doesn't seem to be much demand by Wovel · · Score: 1

      Thin clients are gaining popularity in many corporate IT environments, not losing it. Your confused and/or misinformed.

    2. Re:Doesn't seem to be much demand by nolife · · Score: 1

      They are gaining in some segments. The disadvantage is the dust on "standards" for virtual desktops is FAR from settling and the ROI is still not even close, some suggest it is still 1.5-2 times more for thin clients overall compared to plain old desktops when you add the additional backend storage and CPU and additional NOC and admins compared to the plain old Tier 1/2 and hardware techs that support full desktops. Even basic things like what communications protocol to use for them is changing daily along with what codecs to translate and accelerate locally and how to do it, how to integrate your companies VOIP suite into the thin clients, different methods of handling USB etc.. We've been testing some WYSE and HP thin clients for some time now with Xen and VMView. They work but they are FAR from being "there" yet.

      --
      Bad boys rape our young girls but Violet gives willingly.
    3. Re:Doesn't seem to be much demand by Sycraft-fu · · Score: 1

      You also run in to the ever present problem of "What happens if the server goes down or gets messed up?" Virtualization is offering a potential solution to some of that but you still have the problem that you move everything in to a single point of failure. Network goes out? All work stops. Server goes down? All work stops, etc.

      Currently, if a central server goes down, often you have a setup where it'll interfere with some stuff, but not everything. Since the individuals have desktops, the can continue on any work not reliant on that server.

      Also any configuration issues become a much bigger deal if everything is running on a single, central, image. You mess something up and ALL the clients could be down.

      I'm not saying this kind of stuff doesn't have some place, but in most cases individual computers seem to work better and that seems to be what people still like.

    4. Re:Doesn't seem to be much demand by nolife · · Score: 1

      Ideally you would never use a system like that with a single point of failure. If you did, the "point of failure" would be who ever made that decision. The technology is there for redundancy and standard practice in the VM server world already. The problem comes from trying to justify the cost of that redundancy for the desktops. That is the main reason the ROI is just not there for the average deployment yet. 100GB of storage and 4GB ram on a desktop computer is cheap, 100GB of storage stored on a FC SAN and replicated and backed up or snapshots and 4GB memory for each desktop that is virtualized is not as cheap. The costs can be offset with thin provisioning and memory over commitment/sharing but it is still costing a lot more. It will be a few years before virtualizing desktops will be considered cost effective. Right now, the availability and consistent product or desktop presented to the end users coming in remotely or locally is the main selling point.

      --
      Bad boys rape our young girls but Violet gives willingly.
  28. It took me awhile... by Anachragnome · · Score: 1

    It took me awhile to figure out what the point in all this was. Well, besides someone making themselves a middleman for profit.

    What it boils down to is this. Piracy, as far as computer games are concerned, is essentially the use of an executable(and it's associated files) without permission.

    This whole scheme is simply testing the viability of never letting that executable out in the wild in the first place. No executable to crack, no piracy. Obviously, this will not work unless they also stop selling boxed games or downloads. Don't like paying for something and not have something to show for it? Don't buy the service. Buy the boxed version. Otherwise, if this service is successful, the next step IS the discontinuation of boxed game sales.

    From my perspective, no executable, no money.

    Don't let them get this one out of the barn...Put your money where it does what YOU want.

    1. Re:It took me awhile... by h4rr4r · · Score: 1

      Then new software houses will rise up and sell you boxed games that you want.

      Small software houses are already getting my money for their DRM free and Linux games. This just means less money for the big guys if they decide not to sell boxed at all.

    2. Re:It took me awhile... by sonicmerlin · · Score: 1

      Actually I remember a video in which Perlman himself has said the lack of piracy is a questionable benefit because you don't really know if the pirates would have bought the game in the first place. The guy's not an idiotic game company CEO. His pitch to the publishers has mainly been about how they don't have to pay royalties to retailers and they won't lose money to game resell channels.

    3. Re:It took me awhile... by Wovel · · Score: 1

      What Linux games are you paying for? And of course, if you are playing games on Linux, you are definately one of the people that would have a superior gaming experience with OnLive.

    4. Re:It took me awhile... by h4rr4r · · Score: 1

      World of goo, penny arcade. Via wine I play many mass market titles.

      The onlive experience cannot be better, as it prevents me from having the games when I want how I want. I have no interest in renting games, I like to play games from 20 years ago.

    5. Re:It took me awhile... by mjwx · · Score: 1

      Piracy

      Ahh, the McCarthyism of our day.

      You sir, are you or have you ever been a pirate. [audience gasps in horror]

      Now the horror is subsiding the scaremongers of piracy are being revealed. I purchased Bad Company 2 (for the PC) because I read it was a good game but what clenched the deal was EA's stance on DRM (with Bad Company 2 and Mass Effect 2) that I should not have to activate my game (I do realise that a mostly multiplayer game has a limited life span, mostly, I still play BF1942 at LAN's). If Ubisoft and Take 2 continue with their anti-piracy crusade with more and more restrictive DRM schemes they will quickly find that their competitors have locked them out of the market (captured the point, one might say) and they have no real way back in. After all, amongst us gamers who would shell out good money for a lag plagued gaming experience on a shared server when you can get better graphics and response times on a mediocre gaming box at home.

      Just like McCarthyism, one day average people will wake up and realise that the problem they describe does not exist.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    6. Re:It took me awhile... by Jedi+Alec · · Score: 1

      If Ubisoft and Take 2 continue with their anti-piracy crusade with more and more restrictive DRM schemes they will quickly find that their competitors have locked them out of the market (captured the point, one might say) and they have no real way back in.

      Ehmm, sure. Because once they learn their lesson and accept a game we might want with no DRM/DRM that is acceptable to us, we're going to boycot them because of the DRM in the previous games?

      --

      People replying to my sig annoy me. That's why I change it all the time.
    7. Re:It took me awhile... by pandrijeczko · · Score: 1

      Like me, he could be playing commercial (Windows) games on Linux through WINE or Cedega; if it's the latter then he's paying for a Cedega license as well.

      Sure, it'd be nice to have some games run natively on Linux but, apart from a bit of messing about (that you probably do anyway as a Linux user), most games that can be made to run do run as well as they do on Windows.

      --
      Gentoo Linux - another day, another USE flag.
    8. Re:It took me awhile... by mjwx · · Score: 1

      Ehmm, sure. Because once they learn their lesson and accept a game we might want with no DRM/DRM that is acceptable to us,

      erm no. this is an economic argument. The reason Ubisoft et al. have not abandoned PC due to the horrific imagined rate of piracy is because it is still profitable. Despite all their complaining PC games are still selling... well.

      Now you see if Ubisoft leave the PC market the money being spent on Ubisoft PC games will not disappear, it will instead be redistributed amongst the other players in the market or shock horror, maybe a new one, in other words it will create a vacuum in supply so another supplier will move to fill it. But seeing as there is a finite amount of money that will be spent in the gaming market (yes I know, try telling that to the publishers) so any players on the outside will find it difficult to get a share of that money (just like the market now).

      DRM as far as I'm concerned is not a technological or social issue, its a legal issue and should be dealt with in that way.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  29. Also it's not really 1280x720 by Sycraft-fu · · Score: 2, Insightful

    At least not in the same way your computer is. All video on your computer is sent losslessly, 4:4:4 to your monitor. Full colour resolution per pixel, no blocking of any kind, etc. Gives a very sharp image. This? Not so much. You aren't going to get great quality 720p video, even with the highest end codecs like H.264. It'll be ok, but plenty of artifacts (and that's at 30fps not 60). However they can't do H.264, even if they had infinite compression power, it takes a heavy hitter of a system to decompress, or a videocard that can help the process. So they did their own thing. Well guess what? You can have detail, low bandwidth, or low CPU usage but not all 3.

    Looking at screenshots taken from the service, you do lose a good deal of detail. The textures get smeared, the colours are less distinct, etc. All the typical stuff anyone who's played with video compression is familiar with.

    So you aren't getting the same experience as you would with a card on the system doing 1280x720, unless you maybe turned the detail down a good bit. There's no solution except to use more bandwidth, or more CPU power decoding (and even that has limits, more bandwidth is the only truly scalable solution). For 720p in Blu-Ray quality you are looking at probably 7mbps minimum, maybe more.

    1. Re:Also it's not really 1280x720 by WillDraven · · Score: 1

      It sure sucks that here in america we see 7mbps and go "oh well crap, we're not getting that now are we." As I understand it thats considered slow in many other parts of the world.

      --
      This is my sig. There are many like it but this one is mine.
    2. Re:Also it's not really 1280x720 by Sycraft-fu · · Score: 1

      If you actually look at the speeds they really get, it is slower than they claim. It's a case of getting a high physical signal rate without the capacity further up to back it up.

      Regardless, this service, by its nature, will need a line faster than what the data rate is by a good bit. Their current service that requires 5mbps minimum uses only a 1mbps data stream. So a 7mbps datastream would need more than 7mbps. If it needed the 5x as this one did, you'd want a 35mbps line.

      I'm not saying it isn't possible, just that in general you'll discover those willing to pay for a better line will also be willing to drop a C note or two to get a graphics card and thus not need it.

  30. The ultimate in DRM and anti-piracy by drfreak · · Score: 1

    People have been upset lately at publishers like Ubisoft requiring an internet connection to play a game. This totally trumps even that model, as you need an internet connection to stream the game content. Not only that, but how can you make a pirated copy of a game you aren't even running the code to?

    1. Profit!

  31. Can I HomeBrew this? by DeadboltX · · Score: 4, Interesting

    Any idea what kind of software they are using to relay the "real time" video from their servers to your computer? I'd love to be able to have my weak laptop connect up to my powerhouse gaming machine for same gaming on the couch, but programs like VNC are waaaay too slow to do this.

    If these companies are achieving moderate detail over the internet, how can I accomplish this on my LAN?

    1. Re:Can I HomeBrew this? by GenP · · Score: 1

      Special low-latency compression hardware.

    2. Re:Can I HomeBrew this? by slimjim8094 · · Score: 1

      A LAN is just about the only place an idea like this could work.

      The key is to encode down to h.264 or some other *video* codec that can be smart about how it removes redundancy. VNC and other remote-desktop programs treat the screen as a series of still images, not moving pictures, so they couldn't ever work for something like this.

      This OnLive thing is crazy, but I bet you could pull it off over the LAN. You'd need some video encoding hardware though.

      --
      I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
    3. Re:Can I HomeBrew this? by bemymonkey · · Score: 1

      Dude, there was actually a buzz a few months back about a piece of hardware that does exactly that... think it was a set top box of some kind that takes direct video from a console or gaming PC and streams over LAN.

      I'm pretty sure it was on Engadget...

    4. Re:Can I HomeBrew this? by L4t3r4lu5 · · Score: 1

      If you have a gaming PC, you have gaming peripherals.

      Couch-gaming is great until you realise that you have a small keyboard, are hunched over a small screen, and have no mouse (touchpad / clitmouse doesn't count).

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    5. Re:Can I HomeBrew this? by bjoeg · · Score: 1

      StreamMyGame.com

      Though this is more like VNC, where your powerhouse PC run the game and stream video to and controls from another PC.

    6. Re:Can I HomeBrew this? by grumbel · · Score: 1

      You can't homebrew this easily, at least not when you want quality gaming. One problem is that all normal video compression is mostly useless for this task, as the latency is to high, they have developed special algorithms for the task to keep the latency extremely low. The second problem is that they have their special compression stuff in hardware, not software, as normal general purpose hardware is just to slow for the tasks. So to replicate this you wouldn't just need a gaming box, but also a second powerful box just for the compression. So it would be easier to just buy a gaming laptop.

    7. Re:Can I HomeBrew this? by Anonymous Coward · · Score: 0

      http://www.streammygame.com/ claims to allow you to do this.

    8. Re:Can I HomeBrew this? by cbhacking · · Score: 1

      I don't know of anything that does what OnLinve does, although Remote Desktop (tsclient/rdesktop) or Live Mesh (now available for Mac, http://mesh.com/ might work well enough to try. RD can save bandwidth by just sending the draw commands (rather than the rendered frames) over the network, which is a big advantage when working remotely on a slow connection. You actually can use this technique for gaming, but it uses the client's video card, which negates the purpose. For gaming on a fast LAN, though, it might be able to push rendered frames rather than draw commands, using the server's GPU to do the work.

      OnLive uses lossy compression to provide the video stream, which of course neither of the services I've mentioned above do (they're designed for working remotely, and having your documents blurred by compression artifacts wouldn't go over well). It would be an interesting project, though.

      --
      There's no place I could be, since I've found Serenity...
  32. Lol by nataflux · · Score: 1

    It's like playing a game at youtube quality, as well as having control delays.

  33. Re:What is this? by nolife · · Score: 1

    Comcast launched a similar service years ago. I think I tried it once.

    http://www.comcast.com/About/PressRelease/PressReleaseDetail.ashx?PRID=228

    --
    Bad boys rape our young girls but Violet gives willingly.
  34. Not the point of onlive by Francis · · Score: 1

    You're missing the biggest point of onlive - they maintain the gaming machines for you. Instead of you having to upgrade your computer every few years, and having to live with a sub-par gaming machine towards the end of its effective life cycle, onlive's servers will be continually upgraded to keep up with the games.

    So now you can game on your netbook, your Mac, your TV or even your cellphone.

    There's inherent advantages to this approach - you don't have to worry about downloading/installing games, hardware specs are always properly matched, you can play the same game, pause and restart from different terminals, you can share replays with your friends, etc.

    But one of the biggest things is that since all the gaming code runs at the server end, this will almost eliminate cheating. No more aimbots, wallhacks, network hacks, etc. It's all just mouseclicks and video.

    You'll have to decide if $15/mo is worth it for you, but I think the charge is reasonable given what they have to support. You definitely get more for your money than a subscription to XBox Live.

    --

    --
    #include <malloc.h>
    free(your.mind);
    1. Re:Not the point of onlive by h4rr4r · · Score: 1

      And if you ever decide to quit, you lose the thousands you spent on games.

    2. Re:Not the point of onlive by B1oodAnge1 · · Score: 3, Informative

      Instead of you having to upgrade your computer every few years, and having to live with a sub-par gaming machine towards the end of its effective life cycle, onlive's servers will be continually upgraded to keep up with the games.

      You are assuming that the onlive experience will be better than a sub-par gaming machine. It won't be.
      A $600 desktop will easily be able to run crysis at a higher resolution and a higher frame rate, without the input lag.

      --
      RUGBYRUGBYRUGBY
    3. Re:Not the point of onlive by LingNoi · · Score: 2, Informative

      A typical high end machine will last you 4 years minimum. At $15 a month for 4 years that's $720. You'd be better off just spending the $720 up front on a high end machine or games console.

      The end result of using this service for 4 years then cancelling is that you loose all your games and can not resell them.

    4. Re:Not the point of onlive by Totenglocke · · Score: 1

      A typical high end machine will last you 4 years minimum. At $15 a month for 4 years that's $720. You'd be better off just spending the $720 up front on a high end machine or games console.

      The end result of using this service for 4 years then cancelling is that you loose all your games and can not resell them.

      Exactly. You can build a very good gaming system for around $800 and it will last you (without having to upgrade ANYTHING) at least 4 years, depending on what kinds of games you like, it could last a good 6 years or more.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    5. Re:Not the point of onlive by Francis · · Score: 1

      Well, my main point was the flexibility and security of the solution, but okay, let's look at your example.

      Let's assume your $600 PC is good for 4 years. Per month, that's only $2.50 cheaper than OnLive. And at the end of 4 years, I'm not completely convinced it will be able to keep up with the modern games. To use your example, when Crysis came out, new-ish gaming rigs were struggling to keep up, forget about base 4-year-old gaming rigs. OnLive (if they do it right) will make sure they have hardware capable of keeping up whatever game you want.

      Now, like anything new kind of system, there's advantages and disadvantages. I'm noticing that most people on Slashdot seem to be focusing on the negatives. All I'm saying is that $15/mo is not an unreasonable price to pay for the service.

      --

      --
      #include <malloc.h>
      free(your.mind);
    6. Re:Not the point of onlive by ben0207 · · Score: 1

      And the main advantage: after those 4 years are up, you will still have a working PC and all of those games you've bought for it. Whereas with OnLive you will have thrown away $720 and if you cancel the service you will have nothing to show for it.

      --
      cmd-q.co.uk - some sort of stupid fucking internet bullshit
    7. Re:Not the point of onlive by GigaplexNZ · · Score: 1

      Per month, that's only $2.50 cheaper than OnLive.

      And you can use it for other things than just games. Plus, you still need at least some kind of machine to connect to OnLive, which you haven't factored in that cost.

    8. Re:Not the point of onlive by Nikker · · Score: 1

      Don't forget the bottleneck is the bandwidth and latency of your connection. Right now very few ISP's strive or even guarantee a certain level of performance and you need 5mb/s connection just to get 720p. So if I bought a new system right now for around lets say $600 I would be able to take pretty much any game off the shelf and play at 1080p no lag and won't kill my monthly cap in a week. 4 years from now lets say Crysis $n+1 comes out and brings some crazy new concepts in that make me have to play it at 1280x1024 (still better than 720p) whats so bad with that? Until fiber is at your door step and you have 500GB+ bandwidth a month it's really just a waste of money and time. The $15/month is really just renting additional hardware to augment your own but they still are only able to provide service less than a PS3 for $300 and a 360 for about the same. So your really better off getting a console, if you want to play PC games then 720p isn't going to cut it for most since you can probably take a mid-high level rig from 4 years ago and play Crysis or any other game at the same resolution.

      --
      A loop, by its nature, continues. If that didn't make sense, start reading this sentence again.
    9. Re:Not the point of onlive by B1oodAnge1 · · Score: 1

      The bottom line, as I see it at least, is that OnLive will give you the performance of a 4 year old gaming computer (assuming it even does that well) on 100% of games and a 4 year old gaming computer will only have to reduce quality for the newest games.

      Using our $600 computer example, in 4 years it will be running brand new games (lets say Mass Effect 3 or Half-Life 3) at low resolution and at lower framerates than would be optimal, however it will still run every other game (Crysis or ME2 for example) maxed out at 1920x1200 with nary a stutter.

      With OnLive you never get to run any games at a nice resolution or high framerates.

      --
      RUGBYRUGBYRUGBY
    10. Re:Not the point of onlive by dave420 · · Score: 1

      They should allow people to buy the games via their service, and have physical discs mailed to the user, and allow the user to then play them on their service. Then if the service goes tits-up, all the users still have the games they paid for, though they'll then have to buy/make a computer good enough to play them.

    11. Re:Not the point of onlive by Anonymous Coward · · Score: 0

      That's true. But if you have an internet connection capable of supporting onlive, it is very likely that you have access to a computer of some sort :)

      But on the other hand, there are advantages of OnLive (that I've mentioned previously) that cannot be had by building your own game rig.

      It can never be a true apples-to-apples comparison, each approach will have its own advantages. All I'm saying is that $15/mo is not an unreasonable price to pay for the service.

    12. Re:Not the point of onlive by Francis · · Score: 1

      I've never claimed that OnLive doesn't have any drawbacks or limitations. That would be silly. What it gives you is a different set of advantages and disadvantages from building your own gaming rig.

      As for your example, it's difficult to give it any weight, because all the numbers are made up. You could just as easily have said, "But what if in 4 years, Crysis $n+1 comes out and brings up some crazy new concepts that make me have to play it with a 50 foot draw distance?" That would suck no matter what resolution or framerate you get.

      As for the console example, yes, that's always been understood that consoles provide good gaming value compared to building a dedicated gaming PC. That's one of the reasons I have a PS3 and no PC Gaming machine. But! Don't forget in your xbox 360 example, if you want to play over the Internet, that'll be an extra $50/year.

      But, like I said, there's advantages to the OnLive setup over traditional console or PC gaming. I'm not saying it's better, or it's for everyone. It's up to you to make that decision given your personal circumstances. All I'm saying is that $15/mo is not an unreasonable price to pay for the service.

      --

      --
      #include <malloc.h>
      free(your.mind);
    13. Re:Not the point of onlive by KDR_11k · · Score: 1

      Instead of you having to upgrade your computer every few years, and having to live with a sub-par gaming machine towards the end of its effective life cycle, onlive's servers will be continually upgraded to keep up with the games.

      We'll see about that, they might end up with some beancounter figuring out that the cost-benefit ratio of continuous upgrading is too high so you might see upgrades too infrequently. They'll need some serious hardware to run high end games for thousands of users and upgrades will be costly.

      But one of the biggest things is that since all the gaming code runs at the server end, this will almost eliminate cheating.

      Only among terminal gamers, I don't expect many terminal-only games so any regular computer gamers can still cheat.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Not the point of onlive by KDR_11k · · Score: 1

      Now let's calculate how much they have to oversell their capacities so they can afford all that upgrading themselves. After all they can't sell you something that costs them more than you and I'm fairly certain upgrading once every 4 years isn't going to cut it if you're trying to sell your service as not needing upgrades.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Not the point of onlive by Totenglocke · · Score: 1

      Yes, they SHOULD, but that's not in the game companies' best interest.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
  35. Eve users dream by Anonymous Coward · · Score: 0

    This service is Awesome for people who run more then one account at the same time on any MMORPG, most "serious" losers have taken on this ugly habit. It will allow for someone to Play a game on their home computer at premium graphics levels while their alt farms on the remote computer, it will also open the door for developers to make games that could never come close to running on a home PC accessible.

    they will make alot of money.

    mark my words

  36. If you are interested in PC gaming by Sycraft-fu · · Score: 1

    I'd say don't bother with this crap, and look at Steam and Impulse instead. So long as you have a reasonably modern PC (dual core, 2GB RAM, PCIe 16x slot) you'll have no problem turning it in to a gaming PC. $100 will get you a card that'll do just fine and $200 will get you one that'll basically let you max out detail. So, knock in the video card and you've got the hardware sorted. Then get accounts with Steam and Impulse. They are online games services so you don't need to go out to buy your games. They also carry plenty of casual and budget titles. Finally, they'll deal with your DRM concerns. They clearly state if a game has DRM (past the included DRM of needing to have the client) and if so, what kind. So you can easily only buy games with no additional DRM. They allow for reinstalls, multiple computers and so on. You retain the option of buying anything retail, of course.

    PC gaming is pretty cheap and easy right now, if you are so inclined. If you are interested, I'd be happy to recommend some video cards, just let me know a general budget.

  37. Wow by Anonymous Coward · · Score: 1, Interesting

    Lots of comments, and not a single person that's tried it.

    Guess what. I've tried it for some time now.

    Yes, I'm posting as Anon because of the NDA. I've got to watch this carefully...but...here's my take...

    What I can say is, every one of you that is saying "but I want a gaming rig" will continue to have a gaming rig. What you're not seeing is the ultra-small, ultra-cheap box that you can buy to replace your overpriced Xbox360/PS3. It's not about playing it on your computer. That's secondary. It's about playing it as a console. A console that you will never upgrade, will never overheat and have a RRoD, never have the console vendor screw you every 18 months with a cheaper version of the same hardware that you paid a fortune for, and the hardware inside never goes obsolete. And a console that is affordable. Think $49 for a game console, which just barely gets you a 8-year-old design, a PS2. Not $299. Parents are willing to pay less to have happy kids, and that's the market. Not college teens, or older people with incomes - kids. Think this through. The whole "play it as a streaming movie on your computer" thing is secondary. That's just a bonus. None of you are looking at the segment of Mac users that can't play PC games. Now they can.

    Upgrades? Why upgrade at all? That's their problem. No more figuring out video cards. No more e-peen waving about overpriced, overbuilt systems. No more hassle. All of those upgrade issues go away - it's up to them to upgrade their systems to make it work. Nevermind that the video card is probably a rendering engine ASIC attached to another ASIC that spits out a stream of compressed video. Get those made as a single custom ASIC for a few bucks a chip and suddenly, memory and CPU are all you have to worry about. Intel is already doing "lookie-me" with their 40+ core CPU. Guess who'll probably line up to be the first customer there, eh? Looks like that hardware is getting *cheaper*, not more expensive; the primary cost of a new system is approaching the point where the video card is overtaking even the CPU in some cases. If the video card is fixed, never-changing, then what does that mean? And if you control the ability to make it do "new" things, then does it really matter?

    The problem they face is not the hardware, it's the software. I can't say any more than that, other than their license fees must be outrageous. Yet if they can pull off subscriptions for just $15, that tells me that they've got an ace up their sleeve. And every time I look at it, it comes back to speculating as to how they are approaching their hardware.

    Yes, the model has flaws - they really should do $25/month pricing and all-you-can-eat gaming (where it's a universal rent service, you pay a flat rent and get any game, so long as you pay rent), instead of $15 basic service followed by rent/buy online. I don't disagree. But don't go saying that it's 100% flawed. Look at it in terms of hassle vs. money, and think like a value buyer, one that lacks your technical background. And suddenly, it makes alot more sense. There are lots of gamers that buy gaming rigs without knowning shinola about how to build a computer. And there are those who know exactly what they are doing. The former are their target market; the later are competition.

    Let's not count the chickens until they hatch. Maybe they will die. Maybe they will overturn game consoles as we know them today. Maybe it changes and mutates into something else. In the meantime, wait and see.

    1. Re:Wow by h4rr4r · · Score: 1

      My PS2 games I can play today, the minute their contract ends with the publisher that made these games players will be SOL.

      They will drop games over time, if they last long enough.

    2. Re:Wow by Anonymous Coward · · Score: 0

      I can understand your stance. I own a PS2 as well...or at least, had owned, before it died. I also have two copies of the original Total Annihiliation. Good luck playing that on modern hardware. Much easier to just download the spring project and install it.

      Still, I wish I could say more without the NDA...but again, wait and see. It'll be interesting.

    3. Re:Wow by sonicmerlin · · Score: 1

      Yeah... I feel like a religious wing-nut preaching the benefits of the OnLive deity here, but I'm just reacting to the insanely negative attitudes on this forum. It's amazing how conservative Slashdotters are. They're just afraid of change and it colors all their thoughts and arguments. Oh well.

    4. Re:Wow by Wovel · · Score: 1

      Everything new sucks. Everything anyone expects to be paid for sucks.

      Welcome /.

    5. Re:Wow by h4rr4r · · Score: 1

      PS2 emulators are available. Heck you can run a virtual machine for old games. This is just a way to remove control from the end user. Delay has to be there, not only for the distance but also for the encoding of the video.

    6. Re:Wow by h4rr4r · · Score: 1

      No, we just have very sensitive bullshit detectors.

    7. Re:Wow by bemymonkey · · Score: 1

      Damn, I wish I had mod points. To be honest, I'd forgotten all about the little console replacement box.

      And, with a console-type controller, the input lag might not even be that noticable... Do you have any comments about that, by any chance?

    8. Re:Wow by mjwx · · Score: 1

      I feel like a religious wing-nut preaching the benefits of the OnLive deity here,

      Yes you do, attempting to introduce an irrational and unprovable system which by the application of reason seems certain to fail spectacularly. That analogy is remarkably apt.

      They're just afraid of change and it colours all their thoughts and arguments.

      And this does not apply to you of course. Note I have corrected one of your misspelled words, it should give you an indication of where I am from (OK I added a U to colour, which means I'm not from the US) and I cant see this thing working in most nations dues to broadband speeds being so bad or unreliable.

      Now lag is a serious issue, thus far I cant even get decent streaming SD TV, let alone HD TV. Now you are trying to convince me that I can get a box to replace my gaming rig (A$1500, not that expensive at all) and it will be able to take input and respond with video data whilst simultaneously taking more input data imperceptibility and without interfering with my game (read: slowing it down) when I cant even join a Team Fortress game on the other side of the country and maintain a low enough ping to make it playable.

      Latency killed this idea in its inception, the only ones who haven't realised it yet are you and the people selling it.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    9. Re:Wow by sonicmerlin · · Score: 1

      Maybe that's why they're not testing it in the UK for a reason? What proof do you have that it won't work (for people other than you)? Even after going through beta they're still preparing for launch. They haven't had an IPO so this isn't about stealing people's money. What makes you think this is so impossible?

    10. Re:Wow by grumbel · · Score: 1

      They're just afraid of change and it colors all their thoughts and arguments.

      There are plenty of reasons why you should be afraid of this. This service basically means perfect DRM, the code never leaves the servers, so there is no way to make a backup. If the server goes down or they decide to remove a game, then its gone for good with no way to recover it for a user. This also means no more used sales or normal shop sales, so they have plenty of freedom to dictate the price that they want. One might also worry about privacy issues, as they will be able to tell exactly what you played and when you played it.

      Now of course, technology behind this is brilliant, but it also means you give up almost all control to a third party.

    11. Re:Wow by mister_playboy · · Score: 1

      From reading your posts in this thread, it is very obvious you are either an employee of, paid shill for, or investor in OnLive.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
  38. Extreme Brite White by eduglous · · Score: 0, Offtopic

    The amazing system removes several layers of blots that gather on your enamel due to continuous intake of colored and intoxicated beverages gently and safely. Extreme Brite White

  39. Re:After looking at Steve Perlman's track record.. by sonicmerlin · · Score: 1

    From wiki: WebTV (eventually renamed MSN TV) was profitable in its 18th month of operation, and continued to operate profitably each month thereafter. In 2005 it grossed US$150M annually with 65% gross margins, and had grossed over US$1.3 billion in revenue.[6] Microsoft’s acquisition of WebTV also brought with it the teams that created Microsoft’s TV platforms,[2] including the hardware for Microsoft's Xbox 360.[7] WebTV products have been sold worldwide, deployed to both DirecTV and Dish Network satellite customers, and retailed under license by many major electronics companies and media conglomerates, including Sony, Sega, Philips, RCA, and Panasonic.

    Sounds like a success to me.

  40. They won't say by Sycraft-fu · · Score: 1

    They claim it is proprietary and there is some reason to believe that may be true. Also, it may well not be software that they use to do the encoding, but hardware. You hook a device up to the DVI port that has an ASIC on it just for video encoding. Works much faster. You find stuff like that used in security camera systems these days. The cameras feed to a card that has chips that do MPEG-2, MPEG-4, H.264 or whatever encoding right on the ASICs on the card, and hand the compressed off to the system. Gives higher frame rates, lower CPU loads, more cameras, etc.

    Whatever it is that they've got, they won't say. To they extent they've released information about it, it has been nothing but marketing doublespeak that doesn't tell you anything useful.

  41. Demo of Input Latency by sonicmerlin · · Score: 1

    This is a great site with a demo of input latency to determine how you might feel about a possible service like OnLive: http://galbraiths.org/feedback.html

  42. waste of the tech (if it works) by sixsixtysix · · Score: 1

    all doubts aside(and i do have many, many doubts), i think, if this works, it would be one of the biggest tech breakthroughs in recent years. perhaps, the games are not simply 'run' in the cloud, but ported to work on a much lower level with the hardware, perhaps with a custom os, and rendered directly to compressed video stream? regardless of how, it seems that they are really squandering this tech, if they want to use it just for this. if it can do 1080p(that's what i am guessing their hd stream is) with a 5mb connection, what can it do on-site? why not interactive cgi movies? what about some sort of vr system (or is that still dead)? so much cool stuff could come out of this and i think using it for remote gaming as first step seems like a total waste.

    --
    ...
  43. Re:After looking at Steve Perlman's track record.. by NeutronCowboy · · Score: 1

    And it's dead as a doornail. Perlman is looking for the same deal now: a buyout by a major publisher before his business model goes belly-up.

    --
    Those who can, do. Those who can't, sue.
  44. Dear Marketing Drone by mjwx · · Score: 1
    Nice speach, but having spent the last week inducting a new "Business Development" (read: marketing and sales) person into our organisation my BS filter is set to extreme and not much of that got through.

    You have re-iterated the marketing spiel without touching on the issues that are really worrying people (I.E. you deliberately avoided them). No mention on how you will deal with lag, slower network connections, Competition with RAM and CPU, different resolutions and bandwidth requirements.

    Instead you waffle on about tired points (upgrading, oh the horror), attempting to degrade the entire community by using the lowest members as the standard.

    Next we have obvious sales pitches that hide the real cost,

    subscriptions for just $15

    Just $15, per month, plus a fee per game. Oh sorry ignore most of that, it's Just $15.

    that tells me that they've got an ace up their sleeve.

    Or someone is telling porkies about the true capabilities of their system (the marketing guy said you flat out lie to win a tender, worry about fulfilling the actual work order after you've won it).

    This is really just a poorly disguised piece of marketing fluff with no actual information so please troll elsewhere, whilst not all /.ers have such a highly tuned BS filter this week, most are in good working order.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  45. I doubt it can be done by SmallFurryCreature · · Score: 1

    We are talking about hosting here, pure and simple. You rent a server, and that costs money. Oh you can get a 256mb VPS for next to nothing, but that is because that is cheap to setup. HD space, traffic, these are cheap to scale up. MEMORY is the killer for servers. If you want 4gb on a VPS, then that must be machine with X*4gb for every VPS that runs on it, and memory scales badly with price. 16gb is NOT 4x4gb price.

    So, how are they going to run what is effectively a PC for 14.95 a month? How are you going to fit a 1gb vid card and 2gb memory and a dualcore in a rack and not get killed by the location costs alone? Especially since they got to run windows for each server.

    Now, they can save some costs because not to many people will game 24/7, so they can share the same server across multiple accounts BUT because they themselves admit you MUST be within a certain distance from the server, they will also have a lot of low times, when people are not playing but their servers are taking up space and getting old.

    And the fee is X for the box, 14.95 for the subscription, 30 for the internet connection and then you still don't have any actual games...

    And lets see, 299 for a regular console. Substract the box price, leaves 250. That is just 16 months before you break even. You then own your regular console, and have absolutely NOTHING with this service.

    No, it is an interesting idea, but I doubt it is going to work. The hardcore gamers want the performance of the local hardware and for the casual gamers, paying a fixed fee every month, having to buy a piece of hardware, extra fees for the games... that is just to much hassle.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  46. Re:What is this? by wye43 · · Score: 1

    The performance of full-cloud gaming will never match the games directly run on your machine.Never. 720p with latency on input? Don't make me laugh.

  47. Rest of the world by bjoeg · · Score: 1

    Any ideas when the european launch will take off? Guess Australia and Asia has the same question.

  48. Where is my by Anonymous Coward · · Score: 0

    picture of my favourite Borg?
    The article clearly states that his presence is required!

  49. Re:What is this? by Anonymous Coward · · Score: 0

    Yea, computational power becomes cheap faster than networking quality does (bw and lag).

    This is only a good solution for game devs and publishers, as it reduces piracy to zero and gives them total control of the system (instant upgrade of software and hardware for the whole user base).

  50. Ubisoft DRM is better as does not need super high by Joe+The+Dragon · · Score: 1

    Ubisoft DRM is better as does not need super high speed internet to work.

    ON live needs 24/7 Internet with good speed trying doing that on cable when a lot people on the same node try to use this at the same time it will fail just like cablevisons network DVR systems will fail.

  51. Re:After looking at Steve Perlman's track record.. by sonicmerlin · · Score: 1

    I think you're missing the point that the service made money and was incorporated into many of the set top boxes that most people use today. Not to mention the talents of the engineering team Perlman put together were very real.

  52. Re:What a steal! [missing th point] by Anonymous Coward · · Score: 0

    You're missing numbers. There's a limit to how low Gamestop can go, as it has retail overhead. Furthermore, your "huge chunk of profit" is complete conjecture. Not to mention that it is complete conjecture over the price of an item YOU HAVE ALREADY BEEN PAID FOR.

    While you have 100% valid ideology, you miss the reality and certainty that *all* publishers mark up their titles because if you can buy a game used you are not buying the new game at a lower price towards the end of its life. If you can buy mario kart in 3 years used for $10, then why would you pay $15 (discounted after years of publication) for it new? I'm exaggerating here because mot games are on 6 month cycles these days. Publishers are missing the long tail return of the product because the market is flooded with used copies, no matter how good the game is.