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Trouble At OnLive

Lashat writes "News of trouble at cloud gaming provider OnLive is trickling out of various sources. According to Forbes, all employees received their walking papers today. Rumors of a shutdown, buyout, or re-formation as a new company are plentiful, but the company hasn't announced anything yet. The article quotes an email sent to InXile CEO Brain Fargo from an employee within the company: 'I wanted to send a note that by the end of the day today, OnLive as an entity will no longer exist. Unfortunately, my job and everyone else's was included. A new company will be formed and the management of the company will be in contact with you about the current initiatives in place, including the titles that will remain on the service. It has been an absolute pleasure working with you and I'm sure our path with cross again.' OnLive's Director of Corporate Communications told Forbes, 'No, let me be clear. We are not going out of business.'" While the question of whether OnLive-as-an-entity will continue is still up in the air, an internal source confirmed to Gamasutra that OnLive's entire staff has been laid off, and OnLive employees were seen outside headquarters with 'moving boxes.' Kotaku says the company has filed for protection against creditors in California (not bankruptcy, but similar).

31 of 142 comments (clear)

  1. Not "Going out of Business," Persay... by CanHasDIY · · Score: 4, Insightful

    More like "Business going out.. of country"

    Yea, I'm accusing them of ditching the American staff that grew the company into what it is today, so they can outsource the jobs to the 3rd World.
    Here's hoping they prove me wrong.

    --
    An enigma, wrapped in a riddle, shrouded in bacon and cheese
    1. Re:Not "Going out of Business," Persay... by gl4ss · · Score: 2

      if they were just moving the things elsewhere, that would have been done in a different fashion.

      they're out of money, out of liquidity - so instead of leaving employees hanging and telling them to come in without knowing if they'll be paid they showed them the door.

      --
      world was created 5 seconds before this post as it is.
    2. Re:Not "Going out of Business," Persay... by medv4380 · · Score: 2

      Oh, and here I thought it was going bankrupt so that they can use their Cloud Gaming patents to become another SCO

    3. Re:Not "Going out of Business," Persay... by wiegeabo · · Score: 2

      If they're doing that, so what?

      Sounds like the company was about ready to go out of business anyway. So those jobs were gone no matter what.

      If moving to another country keeps them in business, then so be it.

    4. Re:Not "Going out of Business," Persay... by wiegeabo · · Score: 3, Insightful

      So it's better they just fire everyone and go out of business?

      That makes no sense.

    5. Re:Not "Going out of Business," Persay... by AmberBlackCat · · Score: 3, Interesting

      I figured they're just filing bankruptcy and reopening under another name so they can erase any money owed and keep moving along.

  2. It's true by Caerdwyn · · Score: 5, Informative

    Ex-Onlive employee here (I left a couple of years ago). I've been hearing from my OnLive friends... yup. Big big layoff. Hire these people if you see 'em, folks, they're good workers who know their stuff and have a work ethic.

    The tech works, and has been fine for almost three years now; I was doing all my gaming through OnLive when I worked there, and was about 50 miles form the data center. The trouble as I see it is the same that I saw back when I left: it ceased being a technology play when it worked well enough, and turned into a business development play. They needed to:

    • sign the majority of the major publishers
    • get them to release new titles simultaneously with physical retail
    • convince the publishers to charge somewhat less than physical retail and
    • form revenue-sharing-based transit agreements and peering deals with major ISPs to keep OnLive traffic out of the bandwidth caps

    Unfortunately, none of the biz dev plays were driven to success.

    Tech is easy. Business is hard. CUtting deals is hardest of all.

    --
    Everybody gets what the majority deserves.
    1. Re:It's true by Caerdwyn · · Score: 4, Funny

      I'm an ex-employee, too. Weren't you the guy who used to suck my dick in the restrooms every day at about noon?

      No, that was some troll from Slashdot.

      --
      Everybody gets what the majority deserves.
    2. Re:It's true by ledow · · Score: 2

      And tech (as in physical hardware) doesn't exist without a viable business behind it.

      The problem is quite simple - you have to buy computers capable of running the game, buy the game, buy the techs to support that all, buy the datacenter space and bandwidth to keep up, buy other things to capture the image and compress the streams, etc. and then sell it to the user for less than the cost of the game itself.

      It doesn't work. And, that aside, it was nothing more than video-streaming of a moving image, something that we've had sorted for about 10 years now, and sending inputs to remote programs. It was basically "VNC with knobs on", optimised for games and nothing fabulous. The problem is not the tech, it's the business not existing behind it.

      Some things work in the cloud because you can make savings, consolidate hardware, use one user's downtime to run another's uptime, etc. But with games, there's just too much required.

      I used it. Once. They were offering free full-plays of WH40K: Space Marine. I got an account, got the game. Admittedly, it was a relief not to have to install much and to just connect straight to the game. But once inside, to me, it was an inferior window onto the game. Good enough to see what it was like, but only good enough to actually BUY the game elsewhere.

      And I can't *imagine* the expense that my hour-or-so playthrough actually required to deploy that quickly and hand me a working copy of the game on a remote server with 1Mbps+ streaming of the video image.

      There never was a problem with the tech once broadband became popular. There was *ALWAYS* going to be a problem with the business model, back-end hardware required, and aiming it at gamers. And, to be honest, even a techie should have seen that coming.

      It's literally back-of-the-napkin maths that would have stopped me ever working for them. But hell, as a consumer, I took advantage of a free run-through of a (then) full-price game and then ended up buying it off Steam (which was the same price as OnLive "lifetime" subscription which only actually lasted three years).

      OnLive's business model required people to own a computer in order to play games on a remote computer. The problem is, at the quality level that they could play them, most people already had a computer capable of playing them because of the LUDICROUS specs on even basic hardware now and OnLive was just an unnecessary level of indirection.

  3. Good riddance by WaffleMonster · · Score: 3, Insightful

    I never understood the appeal given many games must really suck to play with all the control latency and video buffering.

    How much more can a used xbox/titles really cost over time vs subscription cost of onlive service?

    No secret I've always had a negative opinion mostly due to the egregious waste of bandwidth and resources but also for failing to see the market value.

    My bet at the time they would be done in three months and they lasted quite a bit longer so excellent job on execution.

    1. Re:Good riddance by Guspaz · · Score: 3, Informative

      I tried it out. Latency wasn't great, but was tolerable. Major problem was image quality; no matter how fast a connection you threw at it, the bitrate never scaled high enough for good quality under high motion.

    2. Re:Good riddance by Onymous+Coward · · Score: 3, Insightful

      Jesus H. Christ, people! What's so insightful about "I don't get it because I imagine it would suck" when there's a freakin' free trial available?

      Go play the free games and decide for yourself just how good the technology is.

      It's not hard and then you can stop talking out your ass.

  4. The customers have spoken by Hentes · · Score: 3, Insightful

    We still don't want computing to be a rentable service.

    1. Re:The customers have spoken by fm6 · · Score: 2

      What, you're under the impression that OnLive is a typical public cloud service? They rent virtual desktops, and there doesn't seem to be much demand for that.

      More typical are services like Windows Azure and AWS, which concentrate on backend services. Those are very healthy indeed.

  5. Still was going to have a real tough time by Sycraft-fu · · Score: 5, Interesting

    They can crow all they like about tech, the fact of the matter is that latency, which will be interface latency with remote video rendering, and quality will always be problems. Onlive promised to offer "maximum quality" on any device. The idea that instead of a $2k gaming rig you could get that on a cheapie computer. Ok well that might have been cool. However instead you got a 1280x720 4:2:0 video stream that was heavily compressed. That meant low rez and a loss of fine detail. Hence really you were getting the kind of thing that a low end video card or even integrated video can offer, and of course those don't have latency and downtime issues.

    When the day comes that everyone has high end internet connections, maybe it is more feasible. However when you are trying to compress to a 1 mbps stream, quality won't be so impressive compared to cheap systems and that makes it a hard sell.

    1. Re:Still was going to have a real tough time by Caerdwyn · · Score: 5, Informative

      Where do I begin...

      With OnLive, you could play Crysis at 30fps on medium settings at 720p on a Celeron-equipped netbook with an Intel GMA950. So no, you were not getting the kind of thing integrated video can offer.

      Latency depends entirely upon the quality of the network link between you and the data center. OnLive was not intended for people in Yellowknife or Cheyenne or the Azores; it was for people in densely-populated well-wired urban areas in which they had data centers. That's a lot of people, but no, it's not everyone, nor is there any sort of requirement that it be for everyone. Part of the setup was a latency/bandwidth test that you were supposed to run before you signed up. And if your ISP oversubscribed your last-mile connection to the point where you couldn't use it between 7pm and 10pm... yeah, that's a problem, but it's not universal, and it's not anything OnLive could do anything about, any more than Ford is responsible for whether on not your street has potholes. I suggest beating your ISP over the head with a lead pipe in such cases.

      Yes, there's a loss of single-pixel detail. It's not perfect, and there is no requirement that it be so (any more that there is a requirement that lossy audio be forbidden for sale). Expectations must be reasonable (as must expectation-setting).

      OnLive's video was tuned for 4 to 6 mbps with less than 30ms of latency, with low packet loss (less than 1%). Under such circumstances, it did well. When network conditions deteriorated, it had some automatic fallbacks to keep the framerate above 30fps for as long as possible; it would remain at least usable down to 2.5mbps/5% loss, though it wasn't pretty under those conditions. It was far, far more than glorified RDP and VNC (it wasn't a video memory buffer; the hardware captured and processed the digital video stream from a DVI interface and the digital audio stream as taken from SPDIF outputs, and injected control with a virtual USB HID). It was good tech. Low latency was achieved by essentially running unbuffered and a couple of other things that I'm not sure whether I could talk about yet.

      But as I mentioned earlier, the real failure was the inability to make the deals with third parties that would turn that tech into something worth paying for.

      --
      Everybody gets what the majority deserves.
    2. Re:Still was going to have a real tough time by locopuyo · · Score: 2

      But the image quality is still bad because it is compressed.
      I don't know about you but I can't stand playing a game with input lag. Those old LCDs with 16 ms response time make games unplayable for me. OnLive's latency is much worse than that.
      If you're playing some casual facebook game you probably don't care about input latency, but playing any serious game with fancy graphics having a latency like that is a deal breaker for most people. Especially for multiplayer games.
      But if you want to play against me with an input lag along with the regular network lag you get from multiplayer games be my guest.

    3. Re:Still was going to have a real tough time by Onymous+Coward · · Score: 3, Insightful

      I'm no anonymous voice. My UID makes that clear, whippersnapper.

      A single 2560x1600 screen cap from a video stream over an unknown quality connection? That's your proof? It's like you're saying JPEG and MP3 don't work because they're lossy.

      With the reporting and public opinion being heavily against you, one can only wonder what it is that helped you form you opinion.

      Experience. I though that was clear. Actual experience. The thing that you don't have. This is what irks me about particular detractors, the ones talking out their asses. They make comments about the service quality without having even tried it. Maybe you can't get it at home, but go visit a friend and try it there, jeez. It's free. And then you'll be able to talk about it knowledgeably.

      And you'll see that quality is not a binary thing. All the little factors come together in a complex way to make the gaming experience. You can't just sum latency, framerate, and resolution to get a scalar value of quality, saying the system is good or bad. You have to play it. Conceiving of quality in black and white terms is the same conceptual trap as thinking that there's a "best" product, solution, distro, car, or whatever.

      Just give it a try and think for yourself.

  6. A shame for Ouya if not kept alive by QuasiSteve · · Score: 2

    Seems a shame for the Ouya platform if their 'deal' with Onlive isn't kept alive after the restructuring/relaunching/whatever they're doing over there.

    Ouya simply doesn't have the hardware to run e.g. battlefield. However, it has the hardware just fine to run an Onlive client, meaning even the 'hard core' gamers (if they can deal with the bit of latency) could get their fill.

    It's unfortunate that it appears not enough publishers were willing to go with Onlive - although I suspect that's a combination of income from game sales themselves and pressure from certain hardware companies that like seeing their logo slapped on triple-A titles.

    Hopefully they can reorganize, rethink their business strategy, and get to a successful formula.

    On the other hand.. outside of the Ouya.. take a budget graphics card, drop it into a computer from 2 years ago, and you'll still be gaming along with the guy next door with a $4k setup - just slightly less flashy. Add to that data use limits likely to make their comeback (many ISPs in the U.S. already do, iirc), and perhaps it's just not as attractive as it was when they first launched.

    1. Re:A shame for Ouya if not kept alive by Anonymous Coward · · Score: 2, Insightful

      even the 'hard core' gamers (if they can deal with the bit of latency) could get their fill.

      No "hardcore" gamer is going to accept heavily compressed and blurry chroma subsampled video streams. Even a low quality video card gives better quality output.

  7. Re:LOL by Dahamma · · Score: 2, Insightful

    I'm going to have to agree with the AC... gamers and/or anyone with any reasonable technical knowledge clearly knew this was an F-ed company from the start. The only people who seemed clueless were the investors and various naive media pundits who habitually fall for unproven CES demos...

  8. Re:WOW, people are still renting gaming by scot4875 · · Score: 3, Informative

    GP said computing, not gaming. WoW and EQ players don't rent the computers that run their game clients.

    --Jeremy

    --
    Jesus was a liberal
  9. That's what I don't like about Corporatism by rsilvergun · · Score: 3, Insightful

    the entire company's about to be gutted but that leadership will come out smelling of roses. How many times have we watch a company collapse and reform as a legal entity with no debt? I wish I (with my large looming debts from years of paycuts) could do that... back to the grind stone, except I don't really have a nose left to grind after 30 years of this $@!T

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  10. Was just a way to remove employee equity? by Graemee · · Score: 5, Interesting

    It been reported that this move to fire the staff was just a way to remove the employee equity in the company, thus making the owners more of a share of the sale price. Steve Perlman may be a giant Scrooge. http://techcrunch.com/2012/08/17/source-onlive-found-a-buyer-cleaned-house-to-reduce-liability-prior-to-acquisition/

  11. that is why we need unions in TECH by Joe_Dragon · · Score: 5, Funny

    that is why we need unions in TECH so employee don't get f* over.

    1. Re:that is why we need unions in TECH by Anonymous Coward · · Score: 2, Insightful

      Right, so that the investors get screwed instead. Why would someone invest in a company (say, GM) when the company's just going to be handed over to a labor union, stripping the stock from the people who invested and allowed it to exist in the first place?

  12. Re:LOL by farble1670 · · Score: 3, Insightful

    spoken by someone that clearly has never used the service.

    i'm a subscriber and have purchased several games spanning the spectrum, including defense grid gold (a higher-end tower defense game), osmosis, some permutations of warhammer 40k, and homefront (first person shooter). all of these games were $10 for unlimited play (with the stipulation that the company needs to still be in business i guess).

    i can play all of them on my mac, windows pc, and android tablet. except homefront which required keyboard control to do anything useful. they all ran pretty great as long as i was on fast broadband.

    it was a pretty awesome idea. no more installing gigabytes of crap on your PC. no more compatibility problems. games that just work wherever and whatever platform you are on.

  13. Re:LOL by TemperedAlchemist · · Score: 2

    Oh please.

    When OnLive first came out and said they could do this there was a shitstorm of, "it's scam, this is impossible." I was one of the few that told this vocal majority sit down and wait to see what they had to offer before they go making stupid unsubstantiated claims. Once the service arrived for people to play the naysayers were wrong, it did work. Not without some technical issues, but OnLive was working hard to solve them (like wireless networks).

    What OnLive did was downright bloody incredible. They really pushed the limits of internet and business to try to make this a reality. Now you didn't have to have a top of the line PC to play games at a respectable FPS, you could just use OnLive. Not only this, but they began their game library began to expand and get quite a few respectable titles, and even managed to come out with a low monthly access fee for what turned out to be a pretty extensive list of games, considering what they were doing. This was, as I had believed, an incredible solution to piracy and hardware challenges at the same time.

    So why am I hearing a bunch of crap about the latency and video compression? Stuff that, in my experience, really didn't seem to affect me -- the latency was something you just kinda got used to. All I hear is a bunch of bigots unwilling to admit that this company did something innovative and did it pretty damn well.

    It makes me think when car phones came out a bunch of people complained about how it couldn't work /everywhere/ and with perfect quality. Do us a favor and come down from your pompous pedestal and maybe actually see that the company accomplished quite a bit.

  14. Re:LOL by Dahamma · · Score: 3, Interesting

    Once the service arrived for people to play the naysayers were wrong, it did work. Not without some technical issues, but OnLive was working hard to solve them (like wireless networks). ... in my experience, really didn't seem to affect me -- the latency was something you just kinda got used to. All I hear is a bunch of bigots

    And some people are happy with VHS tapes on a 19" TV, congratulations. But the majority of the PC gaming market are not those people. They are willing to pay for the best video quality and lowest latency, so no, the technology, while impressive for what it managed to accomplish, did not accomplish what it *needed to*, which is be a replacement, not a shadow, of high end PC gaming. Casual PC games are already largely server-based with no significant hardware requirements, and thus have no need for what they built. They tried to break into the high end 3D gaming market with a product few people wanted, and it failed. As the "naysayers" and "bigots" CORRECTLY predicted.

    So in the end, those people saying it wouldn't succeed were right and YOU were wrong. Have fun with all of your useless OnLive game "purchases" once they shut down.

  15. I wouldn't have. by tlambert · · Score: 2

    if they were just moving the things elsewhere, that would have been done in a different fashion.

    they're out of money, out of liquidity - so instead of leaving employees hanging and telling them to come in without knowing if they'll be paid they showed them the door.

    I'd be an asshat for it, but it's pretty easy to deprive people of stock options the same way that the PGE/Enron thing played out with no discernible profit to the operating company that was left after the dust settled from which to reclaim damages. "Sorry guys, we are victims too!". I was pretty screwed that way once, but that was once too many.

    You derez the current company to zero your debts then rerez as a new company that buys the old company's assets at fire sale prices to claim a tax loss on the old company holdings while transferring ownership to the new company at a new basis price.

    This is pretty much "offload debt to the employees while protecting the named investors" 101.

    The only place this doesn't work is real estate, and for that you have an LLC per property to keep yourself on the "I didn't sell the property, I sold the company that owns the property, so the property tax should not go up" side of things (Hi Kaiser family trust! Send me money K PLZ THX!).

  16. Re:LOL by grumbel · · Score: 2

    But the majority of the PC gaming market are not those people.

    I think even the majority of PC gamers wouldn't mind the ability to continue playing their games on the go on their phone or have the ability to check out a game demo within seconds instead of an hour to download a few gigabytes. Or how about playing that latest Crysis game without having to by a new PC? OnLive would have allowed all of that.

    The problem with OnLive was simply lack of integration, when you have to compete with Steam, than sure as hell you will have a hard time. If OnLive would have been simply a part of Steam that you could use when you want to, I am sure as hell PC gamers would have loved it. Another problem was that they simply a little to early, bandwidth are still to limited to make high quality video streaming possible for everybody. They also entered at a bad point into the PC market when most PC games were targeted for 7 year old consoles and thus had very low hardware requirements.

    Either way, OnLive as a company might be toast, but I that kind of streaming technology is here to stay and I wouldn't be surprised if another company will be successful with it in the not so distance future.