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Once Valued at $1.8B, OnLive Was Sold For Only $5M

gabebear writes with details of what happened to OnLive back in August: "In a firesale, OnLive, which was once valued at $1.8bn, was sold for practically nothing. Workers are mostly losing their jobs and stock options and investors are having to write off their investment." More details.

168 comments

  1. Surprise by ledow · · Score: 2

    Surprise? There is none.

    1. Re:Surprise by Wrexs0ul · · Score: 2

      Surprise? There is none.

      Only as long as I'd misread that as OnStar.

      Unless your name is Akamai, what purely streaming company is valued at $1.8bn?

      -Matt

      --
      --- Need web hosting?
    2. Re:Surprise by Anonymous Coward · · Score: 1

      Yes, there is. The fact that someone was stupid enough to believe that OnLive was worth 1.8 billion dollars is surprising.

    3. Re:Surprise by Anonymous Coward · · Score: 0

      I interviewed there about sometime a year ago.

      One interviewer bluntly told me he was staying only because of his options, poor guy.
      Another interviewer was so stressed that I felt he was going to have a heart attack on the spot.
      Another third person was stretching the truth about their capabilities.

      As part of looking into working there, I used their product, and felt the latency was annoying and not going to go over well.
      I'm not really a hard-core gamer so it didn't really excite me.

      Seemed like a frantic place, albeit in a nice location (downtown Palo Alto). Too far from where I live, so I didn't follow through.

      Anyway, glad I didn't go there.

      Ya never know....

  2. OMG! by slashmydots · · Score: 4, Insightful

    OMG you know what this means?! They FINALLY realized that you can't stream 60FPS video streams of 1920x1080 over the internet!

    They may have even discovered that gamers don't tolerate an internet connection level of input delay in their games! And that serious gamers want to own their own gear! And that gamers do other things than games on their computer so they own a faster computer anyway! And that rendering a 1920x1080 video stream locally also takes a fast computer!

    1. Re:OMG! by serviscope_minor · · Score: 2

      OMG you know what this means?! They FINALLY realized that you can't stream 60FPS video streams of 1920x1080 over the internet!

      And with low enough latency for it to be worth a damn.

      --
      SJW n. One who posts facts.
    2. Re:OMG! by DragonTHC · · Score: 1

      the input lag was a pain.

      They realized that no one would pay the prices they were charging to rent a game.

      --
      They're using their grammar skills there.
    3. Re:OMG! by Necroman · · Score: 5, Informative

      From the employee comments that were posted when OnLive went belly up, that doesn't sound like it was the case at all. I don't have links for any of this (it was either on /., reddit, or some other site), but the basic idea was:

      * The tech seemed to work pretty well. I think it was best if a customer was within 50 miles of a data center.
      * The cost of games through the service was near the same price as retal box versions (difficulty #1, as customers didn't feel like they had ownership of the games).
      * OnLive had a hell of a time getting titles available on their systems when they hit the streets. So not having AAA games available when they launched made it difficult to attract people.
      * The CEO was bull-headed. From one story I read, he was trying to get an exclusive contract with EA for being the only streaming gaming service EA used, but EA was also partnering with another company that had similar tech to OnLive. The CEO of OnLive flipped out and told his staff to pull all the EA games from their system 2 weeks before launch.

      --
      Its not what it is, its something else.
    4. Re:OMG! by CastrTroy · · Score: 2

      I'm trying to think of a game that requires high quality graphics but that doesn't need a low input delay. Card games, chess, turn based strategy games could work on this, but you really don't need graphics for this. Something like Final Fantasy (old ones anyway, don't know if the new ones have changed). Some tower defense games would probably work out fine. However, even the really visually stunning games like these don't require fast computers to play. The games that required fast computers are the ones that have a bunch of stuff moving on the screen at the same time, and have to respond to a lot of inputs, and therefore, can't be played on a remote server because the input delay is too big. Any games that would work on a remote server could be easily run on even a very low power client computer.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    5. Re:OMG! by vlm · · Score: 2

      I'm trying to think of a game that requires high quality graphics but that doesn't need a low input delay.

      Those virtual woman pr0n "games". If you're only going to last 2 minutes then a few ms of latency here or there are not a big deal. Pr0n supposedly defines all new/growing technologies anyway. The real ones are always saying slow down, so as long as the virtual ones keep latency below the 30 minutes or so that real ones demand, it'll be OK. Relatively short gameplay helps with bandwidth caps too.

      Any games that would work on a remote server could be easily run on even a very low power client computer.

      Yeah well now you add even more constraints. Its not a game, but I'd think some sorta "mythtv" virtual remote DVR would pretty much fit your definition.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    6. Re:OMG! by gl4ss · · Score: 5, Insightful

      OMG you know what this means?! They FINALLY realized that you can't stream 60FPS video streams of 1920x1080 over the internet!
      They may have even discovered that gamers don't tolerate an internet connection level of input delay in their games! And that serious gamers want to own their own gear! And that gamers do other things than games on their computer so they own a faster computer anyway! And that rendering a 1920x1080 video stream locally also takes a fast computer!

      they didn't realize that yet. they realized that they can transfer the valuable assets for pennies on the dollar to an entity they control while screwing the other investors and employees out of their shares.

      the ceo(and most of the board) were assholes and still are, simple as that.

      --
      world was created 5 seconds before this post as it is.
    7. Re:OMG! by The+MAZZTer · · Score: 1

      Don't forget they were paying for a lot of servers that were just idling because they overestimated demand.

    8. Re:OMG! by ArhcAngel · · Score: 4, Interesting

      It was on The Verge and it is pretty obvious Steve Perlman was both the architect and destroyer of OnLive.

      --
      "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
    9. Re:OMG! by noh8rz10 · · Score: 0

      adventure games always worked well for me. assassin's creed, deus x, saints row, just cause.

    10. Re:OMG! by Anonymous Coward · · Score: 0

      OMG you know what this means?! They FINALLY realized that you can't stream 60FPS video streams of 1920x1080 over the internet!

      They may have even discovered that gamers don't tolerate an internet connection level of input delay in their games! And that serious gamers want to own their own gear! And that gamers do other things than games on their computer so they own a faster computer anyway! And that rendering a 1920x1080 video stream locally also takes a fast computer!

      This always sounded like something that was dreamed up in Marketing without running it through anyone deeply technical.

    11. Re:OMG! by Verunks · · Score: 2

      Known for QuickTime

      if only he destroyed that as well

    12. Re:OMG! by Anonymous Coward · · Score: 0, Informative

      You do know that none of those are adventure games, right? An adventure game is something like Space Quest or Dreamfall.

    13. Re:OMG! by 0123456 · · Score: 1

      They were paying for a lot of servers that were just idling because, per the GP, "it was best if a customer was within 50 miles of a data center."

      If you need your servers to be within fifty miles of your customers for the service to be viable, you need a metric fsck-ton of servers installed all over the world, which completely defeats the point of a 'cloud' service.

    14. Re:OMG! by icebraining · · Score: 1

      Wasn't the alternative bankruptcy? Did they purposely sabotage the company? Didn't they lose the invested money too? Then why is it paying something being an asshole?

    15. Re:OMG! by Anonymous Coward · · Score: 1

      High latency is just bonding time.

    16. Re:OMG! by tlhIngan · · Score: 4, Insightful

      Wasn't the alternative bankruptcy? Did they purposely sabotage the company? Didn't they lose the invested money too? Then why is it paying something being an asshole?

      Well, what happened was pretty scummy. After all, what happened was all of a sudden, an unconfirmed rumor popped up that OnLive was bankrupt. The official company line though was everything was fine. Then two weeks later everyone got the news that OnLive was taken over by OnLIve.

      Effectively, the investors in the original OnLive could've gotten out (but instead lost it all), while the CEO and management, and half of the engineers got "transferred" to the new company and the rest were pretty much shown the door.

      The execs losing their investment? Most likely not - it pwas probably written in that they got 100 cents on the dollar for their investments by the new OnLive. Everyone else, got screwed as usualy.

      Hell, even the employees with no jobs were basically kicked out without severance, or the option to plead their case in bankruptcy court. The company effectively went bankrupt, fired everyone, got "bought out", management re-hired, and half the fired engineers re-hired.

      It's basically a way to downsize without paying benefits and screwing over investors, while management walks away with nothing's changed. Probably a very creative loophole in the law.

    17. Re:OMG! by luis_a_espinal · · Score: 1

      * The CEO was bull-headed. From one story I read, he was trying to get an exclusive contract with EA for being the only streaming gaming service EA used, but EA was also partnering with another company that had similar tech to OnLive. The CEO of OnLive flipped out and told his staff to pull all the EA games from their system 2 weeks before launch.

      If this is true, the guy was a f* moron. Flipping out is not a wise way to conduct business, specially when trying to partner out with filthy rich industry mammoths like EA. What the hell was Perlman expecting to get out of this? He should have partnered out with EA regardless, get the goddamn foothold first and fight for exclusivity later.

      As they said in my old country, the one who gets pissed off first is the first one to lose.

    18. Re:OMG! by Anonymous Coward · · Score: 0

      That doesn't play to the ignorant masses as well as claiming it's all a conspiracy to dupe the common man,er, worker out of their rightful millions

    19. Re:OMG! by bloodhawk · · Score: 1

      Of course the official line is everything is ok, while I think onLive is a moronic idea that is trying to appeal to a niche that doesn't really exist (too expensive for casuals, not good enough for hardcore) You can't start announcing, "at current rate we will be bankrupt in 6 months or 3 months", this would instantly terminate any hope of recovery as investors or more importantly potential investors will run a mile. This isn't something unique to OnLive, a company is always a going concern until they run out of time to find new money/investors or a way to turn the business around. OnLive is a lame duck concept, if execs were bought of with shares in a new company they will lose that too.

    20. Re:OMG! by h4rr4r · · Score: 1

      Not if you limit it to just big cities.
      Then this could work quite well.

      The problem is they wanted to be everything to everyone and as such ended up being nothing for no one.

    21. Re:OMG! by Sir_Sri · · Score: 1

      And with low enough latency for it to be worth a damn.

      The lag between pushing a button a console controller and the console actually being able to respond to it is about 100ms btw. Lag with onlive isn't really the issue. They were looking to be bought out by Sony or MS or nintendo, to have their tech folded into their respective services. But those guys can all just build their own.

    22. Re:OMG! by Anonymous Coward · · Score: 0

      Not if you limit it to just big cities.

      There are a heck of a lot of big cities in the world. And do you really want to be advertising a 'cloud' service that's limited to 'just big cities'?

      'Cloud' only really works if you can centralize everything in a few locations for load-balancing. Having to install enough servers to handle peak load plus overhead in every big city on the planet gets expensive, fast.

    23. Re:OMG! by Anonymous Coward · · Score: 1

      WRONG. Go talk to the XIM3 developer for some actual information... X360 controller delay is MUCH MUCH smaller than 100ms.

      its more like 8ms.

      100ms would mean that xbox only polls the controller 10 times a second. HAHAH that would be a JOKE for any type of game that requires precision.

    24. Re:OMG! by Sir_Sri · · Score: 2

      100ms would mean that xbox only polls the controller 10 times a second.

      As a developer, that's not what happens no. I said the time to respond is about 100ms, in a good fps. The killzone guys did a good writeup on this a few years ago, they had something 133 ms and needed to get it down to 100.

      "Lag" isn't just the RTT of the signal, first of all you have buffering, so the console can be 100ms behind and still *always* be 100ms behind for example, even polling every 1ms (or 1ns for all it matters). Think light or sound, no matter what you are always hearing/seeing the event some amount of time *after* it actually happened, because there is a finite propagation speed.

      Secondly, I pointed out including the time to respond. Consoles controllers are significantly slower responses than PC mouse/keyboards, that's why XIM3 can even exist and have a business. But onlive was a PC business. You can play most PC games at 50-80ms of lag without any serious problems, and we know this because even single player gaming on a console you're playing with ~100 ms of lag due to the controller. PC players would be at a disadvantage against others without that lag, but that's well within the 'regular internet' lag tolerance you have to design for (which is still up around 200ms). Lag on onlive was, I'm sure, a problem they had to think a lot about, but they actually managed to solve it reasonably well. It is a bit like the difference between a console and a PC, and they're both manageable for gaming, but put them in the same room and the PC guys have a distinct advantage.

      The big market for an outfit like onlive was to sell their technology to the big console guys or to Cisco/NDS (nds just bought by cisco) who make the set top cable boxes. For the big console guys especially it would give them the ability to run legacy games natively and stream them to users for example, or to offer a 'full' gaming experience to someone who knows nothing about their PC and can't be bothered/afford to build one themselves. Not exactly the /. crowd, but a big market. MS however can build their own cloud, Sony bought Gaiklai and it doesn't look like nintendo feels the need to pay big bucks for onlive, and their hardware might actually not need most of what onlive offers since they have working ways to natively run even NES games on the DS.

    25. Re:OMG! by HaZardman27 · · Score: 1

      I tried out onLive a while back via a free trial offer. I played a single-player game, and while the lag wasn't absolutely game-breaking, I could definitely notice it and did not enjoy dealing with it (note that this was on a 30Mbps connection in the US, so I probably have a better connection than what their average customer would have).

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    26. Re:OMG! by am+2k · · Score: 1

      It's basically a way to downsize without paying benefits and screwing over investors, while management walks away with nothing's changed. Probably a very creative loophole in the law.

      Well, but by doing that, they've gotten rid of all trust and confidence by investors and customers alike, which is their most important asset. Short-term gains over long-term viability.

    27. Re:OMG! by Rich0 · · Score: 1

      They were doomed anyway - their partners control the content and just as with all the other streaming services out there the partners will control their profit margins and roll out competing services once they are viable. Especially for stuff like games which are software. I think the only reason Netflix does as well as it does is that they managed to get their stuff installed on household appliances that don't get replaced often, and that the movie industry doesn't grok software.

      I agree that cutting off EA was a dumb move. However, long-term if EA saw them making lots of money they'd just offer their own software and cut out the middle man.

    28. Re:OMG! by petermgreen · · Score: 1

      I think it was best if a customer was within 50 miles of a data center.

      I'd think it would be more about internet connection type than distance.

      50 miles of fiber should add less than a millisecond to ping time. One ADSL hop with interleaving enabled to make up for a poor quality line or one congested router can easilly add many times that.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    29. Re:OMG! by slim · · Score: 1

      'Cloud' only really works if you can centralize everything in a few locations for load-balancing. Having to install enough servers to handle peak load plus overhead in every big city on the planet gets expensive, fast.

      But this is Akamai's model, and it's very successful. They're constantly negotiating to put servers on the "edge" of as many ISPs services as possible.

  3. The Bell Tolling? by A10Mechanic · · Score: 0

    Perhaps subby was trying to make a comparison to another over-valued corp. Aka, Facebook?

    1. Re:The Bell Tolling? by Anonymous Coward · · Score: 1

      Herp! I hatez da fasebooks cos i don't have no frieeeeendddsssss.
       
      Is this going to be like the endless flood of stories I read ten years ago about how every move by Linux/Apple was another nail Microsoft's coffin and there would be some wild wave where apple/Linux would take over the entire PC market in just a year or two? Keep me laughing, let me here your ideas.

  4. Network conectivity by firex726 · · Score: 1

    I wonder how much the state of our network connectivity had with their failure.

    More and more providers roll out BW caps, over sell their network BW, and raise their prices for the higher tiers.

    1. Re:Network conectivity by alen · · Score: 1

      so?

      almost anything you can do in the cloud you can do locally for the same price

    2. Re:Network conectivity by tuffy · · Score: 1

      So long as the companies providing you internet are also in the business of providing content, there's always going to be a limit to how much competing content they'll allow over that internet connection. This manifests as bandwidth caps that only cap services other than the internet provider's.

      --

      Ita erat quando hic adveni.

    3. Re:Network conectivity by firex726 · · Score: 5, Insightful

      Sure, but their whole basis was that they were streaming it from the Cloud.

      Why if I have a 20gb BW cap would I stream HD content when I could go buy the game on DVD and play it locally?

    4. Re:Network conectivity by DragonTHC · · Score: 1

      the point is, you could try out a new game through onlive without spending a cent.

      But if your provider has a cap, you can only play for so long each day.

      I have a certain ISP who now delays my netflix streams by over a minute. They used to start within 6 seconds, now they start after 2 apparent minutes of buffering or such.

      They say they have abandoned data caps and have now moved on to extreme filtering. Traffic gets delayed while going through the *IAA machines.

      my bandwidth isn't slower, but sometimes the delays are annoying.

      --
      They're using their grammar skills there.
    5. Re:Network conectivity by alen · · Score: 1

      are you pointing to google dns or something similar?

      netflix has their data inside the ISP's networks. unless you live way out in the boonies the data is already close to you and its not like you have to go to the internet to get it

      google and some of the other dynamic DNS's will cause crazy routing issues for content if they route your DNS queries far away

    6. Re:Network conectivity by alen · · Score: 1

      i know google play is into this always streaming thing but with itunes when i buy media i have a local copy and can play them without going to the internet

      even if i had a 250GB cap like comcast is testing i'm sure i can be well within it and let the heavy users pay up

    7. Re:Network conectivity by Anonymous Coward · · Score: 0

      I have a certain ISP who now delays my netflix streams by over a minute.

      Let me guess.... Comcast?

    8. Re:Network conectivity by Anonymous Coward · · Score: 0

      netflix has their data inside the ISP's networks. unless you live way out in the boonies the data is already close to you and its not like you have to go to the internet to get it

      No, they had their data inside the ISP's networks. Last I checked, they started partnering with Level 3 and put all their data inside Level 3's network. That's what started the entire Level 3 vs. Comcast thing a while back.

    9. Re:Network conectivity by DiEx-15 · · Score: 1

      I can only get a 3Mbps from my ever so out of date monopoly teleco.

      I may as well stick my head, computer, and router in molasses. It'd have the same effect as trying to play a game on Onlive.

  5. Valuation by Lieutenant_Dan · · Score: 4, Insightful

    I once valued my microwave at $1,100,000 but ended selling it for $20 on Craigslist. There was disappointment all around.

    As well, I once had an idea for a jetpack that I valued at $20 billion AUS dollars ("billion" with a "b"). Unfortunately I sold that idea for a pint of Fosters to work colleague.

    --
    Wearing pants should always be optional.
    1. Re:Valuation by Bill,+Shooter+of+Bul · · Score: 1

      I can do better. I once sold 1/10 billionth of my remote controlled shower head idea to my younger brother for $1.00. Therefore its worth 10 billion dollars, and I am a billionaire. My accountant advises me to keep it in paper to prevent paying capital gains tax.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    2. Re:Valuation by Jawnn · · Score: 4, Funny

      I once valued my microwave at $1,100,000 but ended selling it for $20 on Craigslist. There was disappointment all around.

      As well, I once had an idea for a jetpack that I valued at $20 billion AUS dollars ("billion" with a "b"). Unfortunately I sold that idea for a pint of Fosters to work colleague.

      Yeah, but you didn't sell shares to clueless investors. Loser.

    3. Re:Valuation by firex726 · · Score: 1, Troll

      > $20 billion AUS dollars

      And how much is that in real money?

    4. Re:Valuation by Lieutenant_Dan · · Score: 1

      Ahhh, step 2. You're right. I'll do better next time. I'll sell shares of my clock radio on Craigslist next. Your cut, because it was your idea, will be 10%. What title do you want in "Lieutenant Dan's Clockradio Company GMBH"? I have dibs on Chief Privacy Officer.

      --
      Wearing pants should always be optional.
    5. Re:Valuation by Anonymous Coward · · Score: 0

      Crap, you should've told us sooner. Here on Slashdot, we're a bunch of capitalists who would've been interested in short handed sales...

    6. Re:Valuation by jd2112 · · Score: 1

      You could have just given the jet pack idea to your work colleague and not have to suffer through a Foster's.

      --
      Any insufficiently advanced magic is indistinguishable from technology.
    7. Re:Valuation by 91degrees · · Score: 1

      The thing is, apparently sane people valued OnLive at $1.8 billion.

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

      Are these the same "sane" people that valued facebook? You get two industries that don't understand one another when you have the tech companies being valued by the financial industry. The financial industry wants everything to be another giant like google. They don't really understand what the actual technology is or how it will supposedly fit into the big picture. Then you get tech companies that all believe they are going to be the next big thing to revolutionize an industry, even when it defies common sense to think that most of the time.

      Streaming video games was/is NEVER going to be the next big thing in the gaming industry. We have consoles, phones, desktops, laptops, we have gaming centric peripheral devices like mice, keyboards, monitors with low input lag and 120hz. There isn't a niche of people that "wants to play games but cant afford hardware." Games are available on pretty much every piece of computer hardware. If we are talking about the AAA big titles, people will buy hardware specifically to run them the best, to make their hobby more enjoyable. If they aren't that serious about it, they'll just play it on slower hardware. Either way it'll have less lag running locally.

    9. Re:Valuation by jburroug · · Score: 1

      >> $20 billion AUS dollars

      >And how much is that in real money?

      About $20,484,000,000 USD.

      --
      "Listen: We are here on Earth to fart around. Don't let anybody tell you any different!" - Kurt Vonnegut
    10. Re:Valuation by Anonymous Coward · · Score: 2, Funny

      >> $20 billion AUS dollars

      >And how much is that in real money?

      About $20,484,000,000 USD.

      Not USD, GP asked for real money!

    11. Re:Valuation by 91degrees · · Score: 1

      Are these the same "sane" people that valued facebook?

      I did say "apparently sane". Honestly, I have no idea how anyone who had ever played a game thought that the idea of streaming video games would work, given the latency involved. Or why they thought the business model was going to be so huge.

      But these are people who are allowed control over their own money and apparently have a reasonable amount of it. So, apart from this very odd decision, most people would assume they were sane.

    12. Re:Valuation by slapout · · Score: 1

      So, what did you put in your microwave that was worth $1099950?

      --
      Coder's Stone: The programming language quick ref for iPad
    13. Re:Valuation by Jawnn · · Score: 1

      OK. I'll take COM (Chief Odds Maker), the guy who figures out when it's time to bail and leave the investors holding the bag.

    14. Re:Valuation by smash · · Score: 1

      Sanity and incompetence are not necessarily mutually exclusive.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
  6. Really bad business idea flops miserably.... by Anonymous Coward · · Score: 0

    ... news at 11.

  7. Bet we'll be seeing this with Facebook one day too by crazyjj · · Score: 4, Funny

    Once over-hyped at $28 billion, Facebook sold today for $523 and a case of beer.

    --
    What political party do you join when you don't like Bible-thumpers *or* hippies?
  8. Sad by roninmagus · · Score: 1

    Sad, I didn't even know they had sold. I used OnLive's service for a few months and enjoyed it. Only quit due to changes in my personal budget. I wonder if the "spectate" mode is what took them down, where people could watch others play for free? Looks like Twitch has filled that spot.

  9. but its the cloud by alen · · Score: 4, Funny

    i remember when onlive first came out i dumped my xbox and all my games in the garbage to join up. i mean gaming in the cloud is so much better than doing from a hard drive

    i know you end up paying more than owning physical games, but its da cloud. its the future and so much cooler

  10. Overvalued dot com company goes bust by tomhath · · Score: 1

    More at 11.

  11. who is onlive by fermion · · Score: 1
    Even as someone who is not a gamer, I would think that I might have heard about a 2 billion dollar company.

    So where did the value come from. Facebook was worth gagillion dollars, but was offered for less than 100 billion and is now worth around 40 billion. Like so many people on this site, who believe a product is worth what it cost of what the seller believes it is worh, market realities are a harsh mistress.

    --
    "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    1. Re:who is onlive by Anonymous Coward · · Score: 0

      Even as someone who is not a gamer, I would think that I might have heard about a 2 billion dollar company.

      Right, but as evidenced, they WEREN'T a $2B company, hence you never heard of them.

  12. Re:Bet we'll be seeing this with Facebook one day by Anonymous Coward · · Score: 0

    They'd only get a case of beer from me. Really cheep beer at that.
    Ew, PHP.

  13. Re:Bet we'll be seeing this with Facebook one day by azadrozny · · Score: 1

    Depends on the brand of beer. I am not sure I would bid anything over Pabst Blue Ribbon.

  14. Eh by oGMo · · Score: 5, Interesting

    They may have even discovered that gamers don't tolerate an internet connection level of input delay in their games!

    Eh. I tried OnLive to see how well they accomplished what they did. Latency wasn't the main concern, but then I have a reasonable connection (~25Mbps) and may be geographically near one of their data centers. The main problems are more the following:

    • The rendering quality was often crap; this may be a function of the encoding, but it doesn't matter. Washed-out colors, blurry video, and heavy artifacting don't make a great experience.
    • Price model. This was too good to be true. Pay for the game or like $10/mo for their PlayPack stuff. Let's give them the benefit of the doubt and say that they can provide sufficient rendering at $700 a box on average for any given game. They need one rendering unit for every player. They need to pay for bandwidth and energy to run all these units, plus people to maintain them. They need to stay upgraded, generously, every year or two, to play the latest stuff. That's quite a bit of money to support a single user paying $120/year.
    • Casual/hardcore disconnect. Is this for casual gamers who don't want to pay for a gaming PC? Or hardcore gamers who want to play all the latest stuff? A casual gamer can likely find plenty to play on their phone or the web; a hardcore gamer isn't going to be satisfied with the limitations. There may be a niche, but it doesn't seem big enough to support the model.

    In the end this always seems to fail at a financial level: if it's cheap enough per-player that a $10/mo fee can cover licensing, hardware, and utility, then it's probably cheap enough the user is going to have his or her own device (e.g., a smartphone). If not, then it's not going to work anyway.

    And it's not a matter of volume. Nintendo, Sony, and MS have volume on their consoles, and they still sell for $200+, often at a loss, and the only maintenance cost is warranty support. Making up for this on licensing isn't an option for OnLive, since they don't make any games. There are no exclusives.

    The only way this might work (financially, at least) is a subsidized hardware console with a reasonable contracted subscription fee, and first-party game support as well as third-party exclusives. Gamestop might be trying this, but it's unclear if they're actually funding games or just providing a similar service.

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    1. Re:Eh by vlm · · Score: 1

      The only way this might work (financially, at least)

      Demo mode? Get the publishers to foot all the cost and players get to try the new WWII FPS sequel number 25235 for only two minutes at a time without having to install or download anything except the service client?

      Then again, since sequel number 25235 is all about selling the sizzle not the steak, the publishers might not like that very much if they're trying to ship an absolute dog and don't want anyone to hear about it for the first week or so.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    2. Re:Eh by Baloroth · · Score: 1

      They need one rendering unit for every player. They need to pay for bandwidth and energy to run all these units, plus people to maintain them. They need to stay upgraded, generously, every year or two, to play the latest stuff. That's quite a bit of money to support a single user paying $120/year.

      They only need on renderer per player at any given time. So if most of their players play for, say, 2 hours a day, they can theoretically get ($120/year)*12, or $1,440 a year/render unit, which is... possibly economical. The problem, obviously, is that they need extra capacity for peak hours, plus bandwidth costs, plus tons of data centers to minimize latency, all of which results in massive overhead. Plus it only works if users have moderately beefy connections, and anyone who does is likely to have their own gaming machine of some kind. Maybe if they had partnered with a game studio to produce some smash-hit exclusive, they could have pulled it off, but the Internet and computers aren't quite fast enough for what they wanted to do, not yet anyways.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    3. Re:Eh by oGMo · · Score: 1

      The problem, obviously, is that they need extra capacity for peak hours, plus bandwidth costs, plus tons of data centers to minimize latency, all of which results in massive overhead.

      That's the point. You can't get away with paying for minimum capacity, so you have to always pay for maximum capacity. I've heard they cut corners and not all games got premium hardware, but that just brings down the average price. What happens when the majority of your player base wants to play the latest new thing?

      Someone with existing cloud services might be able to pull this off, as well, if they charged hourly for usage and bandwidth. At least then they could repurpose the capacity when it's not in use. That said the pricing might not be so attractive, and without lots of specialized hardware it's probably not possible to achieve sufficiently-low latency.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    4. Re:Eh by Desler · · Score: 1

      Latency wasn't the main concern, but then I have a reasonable connection (~25Mbps)

      The speed of your connection has nothing to do with latency. I can get 40mbps down on my Verizon LTE but the latency is always about 110-160 ms.

    5. Re:Eh by smash · · Score: 1

      It depends. Connection type does affect latency, on my 10 meg fibre here i have 1ms to the next hop. I have 30ms across the country (australia).

      I didn't see onlive working as a gaming service, but being able to run any PC app via an iPad or other thin client app could have been a huge win. Streaming 1080p video at 60fps though? Not unless you're on 100 meg fibre in Japan or Hong Kong.... and doing it to a fairly local service.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    6. Re:Eh by Anonymous Coward · · Score: 0

      That's the point. You can't get away with paying for minimum capacity, so you have to always pay for maximum capacity.

      That's not true at all. An excellent example of this is the public switched telephone network (PSTN). Can half the nodes on the network pick up, get a dialtone, and place a call to the other half of the nodes? You may never have been aware of this, but the answer is no. Not even close. Telcos massively oversell their call switching capacity, IIRC by a factor of 10 or more. It's not uncommon for people to have difficulty placing calls during extraordinary regional demand spikes such as natural disasters. This is one reason why there are RF bands reserved for emergency services -- they can't absolutely rely on the PSTN (or cellphones connected to the PSTN) for communications.

      Same thing applies to ISPs. You might get a "6 megabit" DSL connection, but that's 6 megabits between the ISP's internal network and your home. You share the ISP's backbone connection with all the other customers, and your ISP does not buy backbone capacity by summing up the peak rate promised to all subscribers.

      A service like OnLive isn't exactly like a telco or an ISP, but they'd have been fools to plan their business on one render server per customer instead of one render server per active customer during peak demand (plus a bit of margin).

    7. Re:Eh by Rich0 · · Score: 1

      The PSTN still has to plan for maximum capacity. Maximum capacity doesn't mean everybody using the system at once - it means the highest volume you'd normally expect to see.

      Most of the time most of the phone lines in the country are idle, especially the last mile. However, copper wire is fairly cheap and lasts decades, so that isn't such a big deal. Computer/console hardware able to play the latest games has neither virtue.

    8. Re:Eh by makomk · · Score: 1

      That was basically the business model of Gaikai, the more successful competitor bought out by Sony for $380 million

  15. Activision by Andrio · · Score: 1

    I remember once seeing Activision's CEO praising OnLive and its concept.

    Figures that HE would love the notion of games being completely out of control of the player. That's the first step in turning games into a pay-per-view service where you play the first hour for 10 dollars--I mean 9.99--and then 4.99 for each additional hour.

    Unless you want the bonus content. Then it goes up by 1 dollar per hour. Oh, and if you want to play with double the health, that's just an extra 50 cents per hour! Ammo clips are 25 cents each, too.

    --
    The Internet King? I wonder if he could provide faster nudity.
  16. Where's the Beef? by TPS+Report · · Score: 2

    I beta-tested OnLive a long time ago, and by the third day it was back in the box, ready to be shipped back. It took a long time to pre-buffer a game. The game prices were too high. The resolution wasn't that great, and it didn't have most of the games I actually wanted to play. A company with an existing revenue stream could get into this market and support the initial losses with their other products. Valve/Steam could do this. Valve already has an existing profitable business model (digital distribution of games on PC/Mac). They're branching out into distribution of apps. They already offer Steam on TV. But I just don't see the draw yet. A decent, $500 PC can run most games on acceptable settings. A gaming console is only $300 and there are tons of games available.

    I can see something like a hardware add-on that does game streaming, but both Sony and Microsoft (XBLA) offer game and video downloads. So I'm not quite sure where a dedicated game-streaming device will fit in (and be profitable). If I wanted to spend $50 on a game, I'd get it for PC or a console and have a much better experience.

    I don't think the market for something like this will happen until most of the US has affordable, reliable, and reasonably fast (10 mbit+) internet. And when it does happen, I think it's going to be a side-market by an already-profitable company.

    --
    I was told that I could listen to the radio at a reasonable volume from nine to eleven...
    1. Re:Where's the Beef? by JK_the_Slacker · · Score: 1

      The main interesting draw of this for me was its inherent upgradeability. Yes, $500 will buy me a PC that will run most games... today. What about two years out? What about four years out? Five? If OnLive had been handling that on their side, that could have been a very, very interesting proposal if I could keep that $500 pc for five or ten years without missing out on the latest games.

      --
      I'm waiting for a "-1 somepeoplejustshouldn'tgetmodprivileges" meta-moderation.
    2. Re:Where's the Beef? by Splat · · Score: 1

      Well said. If Ouya succeeds, it will also be a nail in the coffin of this business model. When you can do a gaming console for $99, or you've got stuff like Roku's for $79 with gaming baked in you no longer need a dedicated "gaming box"

    3. Re:Where's the Beef? by Anonymous Coward · · Score: 0

      What about six? What about twelve years? Thirteen?

    4. Re:Where's the Beef? by rk · · Score: 1

      I finally upgraded my gaming system this year from a system I built in 2006. Even the old system could play most of today's games acceptably well if the settings aren't set very high (a notable exception was Fallout: New Vegas for some strange reason... took forever to load). The old system was fairly buff but by no means cutting edge for 2006. The same is true for my new system except for it's 2012, and I expect to get 5-6 years out of it, too. My total cost was about 550, and that included a decent 22" monitor. I reused my case and PS. Everything else was new (Mobo, CPU, memory, GPU, HD, optical drive). For sure, the new system plays those same games much better now; my FO:NV load times went from 5 minutes to about 10-15 seconds. I think some people think you have keep upgrading every one to two years to play PC games. Certainly if you want to see them with every bit of eye-candy turned on full blast that's likely true, but to actually just play the games? It's really not necessary.

    5. Re:Where's the Beef? by Anonymous Coward · · Score: 0

      The main interesting draw of this for me was its inherent upgradeability. Yes, $500 will buy me a PC that will run most games... today. What about two years out? What about four years out? Five

      Dunno, but I paid $750 for a PC from Dell 6 years ago and it still plays games just fine. Ya, I have to turn down some of the advanced graphics options on the newer games, and can't run most of them at much more than full 1080p resolution (most TV's are still only 1080i), but that's without any compression or artifacting and I don't have any network latency either. For a hardcore gamer my machine "sucks", but for almost anybody else it's more than adequate and still has a few years of life left in it.
      This isn't the early 90's anymore, you don't have to buy another computer every six months just to be able to load a game.

    6. Re:Where's the Beef? by Rich0 · · Score: 1

      Some of that is driven by the console market. The consoles haven't been coming out as often lately, and since game makers target consoles their PC versions render well on contemporaneous hardware. The graphics hardware on the PS3 looked pretty nice at the time, but it is cheap to get a comparable video card for a PC today. The CPU/RAM in current consoles is starting to look more and more comparable to what you find in a decent smartphone these days.

      When the next generation of consoles comes out get ready to upgrade your PC...

  17. What this actually was about by Anonymous Coward · · Score: 5, Interesting

    OnLive had a pile of debt and a pile of employees with a pile of stock options.

    The "bankruptcy" invalidates all those stock options and means that half the employees can be sacked. Many of those may not be needed because they worked on things like early stage development which is no longer needed.

    But guess what? The new company that "buys" the assets of the old company then basically becomes identical to the old company, except that you have suddenly sacked a lot of people, and the remaining employees including the CEO gets 2X the stock options they used to have.

    What's interesting is that the creditors and investors of the old company were happy with it being sold at only $5m. It wouldn't surprise me if the investors in the new company are identical to the investors in the old company.

    1. Re:What this actually was about by Anonymous Coward · · Score: 0

      ...And a bunch of patents.

          The SCO model isn't dead yet. Expect a bunch of patent lawsuits to follow.

    2. Re:What this actually was about by symbolset · · Score: 2

      This wasn't about gaming. It was about putting a permanent end to their very dangerous cloud desktop tech. That was a disruptive threat.

      --
      Help stamp out iliturcy.
    3. Re:What this actually was about by Anonymous Coward · · Score: 1

      That was a ... threat

      If you were in their target market and had even used it for a few minutes, you'd understand that it was no such thing.

  18. Re:Bet we'll be seeing this with Facebook one day by Anonymous Coward · · Score: 0

    I'd go as high as Old Style, maybe Schlitz .

  19. Are people acutally surprised? by Githaron · · Score: 3, Insightful

    With Onlive's ridiculous pricing, are people actually surprised? The last time I took a look at Onlive they were "selling" games at about the same price as retail. Why would I want to pay retail price for something I am essentially renting from a new and untested company while having no recourse when they go under?

    1. Re:Are people acutally surprised? by Bosconian · · Score: 1

      I don't get the bashing of OnLive. I like the voyeuristic aspect of watching others play, which can be pretty awesome and funny at times.

      I started on a 2.4 or 2.6 GHz P4 and it rendered pretty well with lags only between severe frame differences.

      I also keep a look out for sales, and can pick up a game for under $5, like Assassin's Creed II, plenty of casual games, and Just Cause II (maybe 7.50 for the sale). I think I spent $10-15 on Borderlands GOTY.

      I know I have maybe 3 years to play it if they survive that long, and it kind of irks me that there's no provision for mods or ever getting my save games out of the service. But I was surprised at how playable the service is, and how good it looks considering the streaming. I'd say for a 720p picture it's about 75% of the detail of a local render. I can put up with the occasional disco, lag, fuzz, timejumps, and digital audio crapping out because the tech really is neat and it brings a bunch of games to me that I never would have even thought to buy before perusing the catalog.

      I agree that pricing any item close to retail is out of the question for leasing a game through this medium, because the cons outweigh the keen factor and convenience here.

      Still, $10 for all you can play still seems like an awesome deal, but I never bit because I tend to play in bursts.
      So I like the service and believe that it does have a place and can survive for a while, but I still play a bunch of stuff locally.

      I'm still waiting to get the Bluetooth controller so I can test it out w/ Android tablets. It looks like a nice piece of gear, but it's $50 from what I remember.

      --
      Scarce, scared, scarred, sacred... -Col. Bruce Hampton
    2. Re:Are people acutally surprised? by Githaron · · Score: 1

      I wasn't really bashing Onlive, just their pricing. When it first came out, I tried a couple of its 30 minute previews. While it was slightly annoying, for what it was, it wasn't that bad. I am sure it works better for people closer to a major city. Personally, I don't have a use for it because I have a beast machine but I an see why some like it. That said, I just took a look at their PlayPack. While there are a few gems, for the most part, I was not impressed with their selection. Their other games are too expensive to "buy" when I don't actually control the copy I "bought". If they had all the games I wanted to play for $15 to $20 a month within a year of their release date, I might consider them but right now they are not even on my list of potential sources of video games.

  20. Re:Bet we'll be seeing this with Facebook one day by pla · · Score: 1

    Depends on the brand of beer. I am not sure I would bid anything over Pabst Blue Ribbon.

    Pffft, that would only appeal to hipsters - And everyone knows they all still use MySpace for the irony-cred.

  21. No surprise by thetoadwarrior · · Score: 1

    Their service won't be viable for at least 10 more years. So it's not worth anything.

    1. Re:No surprise by mister_playboy · · Score: 1

      You expect the speed of light to be different 10 years hence?

      The business model of this company is flawed for many reasons. It's never going to work.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    2. Re:No surprise by thetoadwarrior · · Score: 1

      I did say at least. Realistically, it probably won't be but humans as a whole are pretty good at inventing shit. that and it would be at least usable for some games if they could at least guarantee broadband will maintain a minimal ping with decent bandwidth. So then it can be like mobile gaming where it just has a bunch of shit that only people who don't like games play.

    3. Re:No surprise by Anonymous Coward · · Score: 0

      It does work. Have you tried using it? It's pretty damn awesome. The only problem is if you have a momentary latency, it stops responding. That's about once every hour or two for maybe 5 seconds on my cable modem.

    4. Re:No surprise by petermgreen · · Score: 1

      I don't think the speed of light is that big a problem. Light in fiber travels at about 200 kilometers per millisecond. That means for every 100 kilometers of fiber you add about millisecond to the round trip time. With a base in each major city it should be pretty easy to keep the contribution to the round trip time caused by distance below 10ms or so.

      Bigger issues IMO are connections that sacrifice latency to get better efficiency (e.g. interleaving on DSL), congestion and the delays inherent in compressing the video down to a level that will pass through the average consumer internet connection. Hopefully as faster links are deployed and old copper is phased out these should become less of an issue.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  22. From what I saw it was interesting but... by Control-Z · · Score: 2

    It refused to run on my ~1.5 megabit connection. So the only place I tried it was on my tablet at a restaurant for a few minutes.

    I could see it being ok for casual games, but anything requring precise timing would be very annoying.

    1. Re:From what I saw it was interesting but... by Anonymous Coward · · Score: 0

      It refused to run on my ~1.5 megabit connection.

      Well, no fucking shit.

      I'm not here to defend OnLive, but saying "it doesn't work on a mediocre connection" is just stating the obvious* fact.

      *assuming if you have at least the basic idea of how the internet works

  23. Easy Turn Around by NinjaTekNeeks · · Score: 1

    I'm certain the company that bought them will be able to easily turn them around, like Myspace, AOL, Prodigy and that search engine named after chocolate milk.

    1. Re:Easy Turn Around by Anonymous Coward · · Score: 0

      There was a search engine called YooHoo? Please do tell.

    2. Re:Easy Turn Around by Bosconian · · Score: 1

      I know, right? I was trying to think like it was Jeopardy: - "Quik?" "Bosco?" "Ovaltine?" "SyrupSearch?"

      --
      Scarce, scared, scarred, sacred... -Col. Bruce Hampton
  24. Apple? by harvey+the+nerd · · Score: 1

    Many companies have their day in the sun. Remember that Apple.

    1. Re:Apple? by Anonymous Coward · · Score: 0

      Yeah, I remember when OnLive was a household name, with a market cap of several hundred billion dollars. You're not comparing apples to oranges. You're comparing top flight athletes to neckbearded Parkinson's sufferers.

  25. 100% Surprised by Anonymous Coward · · Score: 0

    It took this long for them to go belly up. I was also surprised that the "pay to play LAN games by the hour" store by me took two years to go out of business.

    1. Re:100% Surprised by Jeng · · Score: 1

      Yes, companies pushing out new technology often get bank-rolled long enough to sink or swim.

      This one sank after sinking a lot of money.

      --
      Don't know something? Look it up. Still don't know? Then ask.
  26. Is it real this time? by wisnoskij · · Score: 1

    About a month ago we had a similar article, and it turned out that they were just going bankrupt so that they could start anew with less stockholders.
    Is this for real this time? or is this just a duplicate article?

    --
    Troll is not a replacement for I disagree.
  27. OnLive? That telephone-like service for old folks? by Anonymous Coward · · Score: 0

    OnLive? That telephone-like service for old folks? Good riddance, in times of digital Sat-Navs.

  28. Re:Bet we'll be seeing this with Facebook one day by Anonymous Coward · · Score: 0

    Wow, Zuckerberg's getting bitter.

  29. Oh God! What will happen to my OnLive account??? by badford · · Score: 1

    if I had one, of course.

    --
    -badford
  30. AOL, Myspace, Facebook... by flyingfsck · · Score: 1

    All these useless overpriced IT companies will go the way of the dodo.

    --
    Excuse me, but please get off my Pennisetum Clandestinum, eh!
  31. No surprise to us: Thats the real story by CdBee · · Score: 5, Interesting

    A lot of people (particularly I'm discussing western political leaders, but not just them) state as a matter of blind faith that markets are effective allocators of capital

    OnLive to me is another DotCom Crash Co, it just happened rather later: We all know the basic story, they said they could deliver high fidelity gaming as a service, thus freeing users from the capital investment of the console and turning a sales market into a services market

    Most of us scoffed, pointing out things we understand about residential internet connecticvity, the devastating efffect of lag upon gaming, and the implausibility of the system in general. Institutional investors looked at what the company said, thought ' turning a sales market into a services / rental market is a good thing, it means higher long-run revenues' and poured money into it.

    I have limited sympathy - they invested badly. Only real benefit was to the coders who had jobs there for a few years. But I do think the idea that investors will run to invest in markets they patently dont understand doesnt speak well for the efficiency of the capital markets.

    --
    I have been a user for about 10 years. This ends Feb 2014. The site's been ruined. I'm off. Dice, FU
    1. Re:No surprise to us: Thats the real story by _Sharp'r_ · · Score: 1, Insightful

      [...] the idea that investors will run to invest in markets they patently dont understand doesnt speak well for the efficiency of the capital markets.

      No, this speaks very well for the efficiency of the capital markets. The investors risked their own money, not my money. It was a bad idea and people who invest in bad ideas lose their money. As a result of companies they invest in losing their money, ultimately, they don't have money anymore to invest. The people who end up with money to keep investing are the ones who are better at it.

      Posit a theoretical public/government technological investment equiv. What makes you think the members of that board wouldn't have invested just as poorly? All the evidence points to them making worse investment choices, not better ones. After all, it's not their money, it's your money, so they have a different incentive in their investing. A much more political incentive with goals other than simply finding the most useful technology that people will want to pay for. And after this government equiv.'s investment failed? They'd either keep pumping in money to prop it up, or at the very least, the people making the bad investment decisions would just keep making them. After all, the government has more of your money to spend, right?

      Please go learn some Public Choice economics. You'll understand the world a lot better.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    2. Re:No surprise to us: Thats the real story by CdBee · · Score: 0

      Oh don't get me wrong, I know public spending is as bad if not worse in terms of efficiency, I wasnt attempting to make an argument in favour of nationalisation or socialisation. Just that capital efficiency in private markets also sucks when people don't know what it is that they don't know.

      --
      I have been a user for about 10 years. This ends Feb 2014. The site's been ruined. I'm off. Dice, FU
    3. Re:No surprise to us: Thats the real story by badpool · · Score: 1

      He wasn't arguing in favor of public investment. Don't know why you're in such a huff.

      This single event doesn't indicate a failure of "capital markets" (as an idea). It does, however, indicate that the analysts and investors involved made a [huge] mistake. When taken into context of the last 10-15 years, I think it points to the general inability of analysts to provide accurate, or even remotely rational, valuation of tech firms. But hey, that's just me.

    4. Re:No surprise to us: Thats the real story by Waffle+Iron · · Score: 2

      The investors risked their own money, not my money.

      That works great when one company at a time fails.

      However, as has just been relived recently, when enough companies fail at once to form a critical mass (which is inevitable in real-world chaotic economic systems), it becomes necessary for the government to step in and bail them out with your money in order to stop our entire society from spiraling into an utter meltdown. (After all, we can't have depraved mobs invading gated communities and torching the McMansions of the market kingpins.)

      So don't get too smug about the virtues of market risk. The bigger the private risk, the bigger the government bailout that will one day have to be made.

    5. Re:No surprise to us: Thats the real story by luis_a_espinal · · Score: 1

      He wasn't arguing in favor of public investment. Don't know why you're in such a huff.

      Libertarian/conservatard knee-jerking maybe? I'm conservative/libertarian/ecletic-something-something, and I never understand why people think "critical description of some form of capitalism" == ZOMG-COMMUNISM or some shit like that. Granted that people on the left side of the political fence are are equally gilty of such mindless knee-jerking.

      In the American political arena, people seem unable to grasp criticism towards their semi-sacred cows. Not difference in essence from any other culture, but one wonders how this jives with "land of the free and the home of the brave" where plurarity is supposed to be a shinning societal virtue.

    6. Re:No surprise to us: Thats the real story by Anonymous Coward · · Score: 0

      But I do think the idea that investors will run to invest in markets they patently dont understand doesnt speak well for the efficiency of the capital markets.

      You misunderstand what investing is, then. The invested money wasn't *destroyed*, it simply changed hands. Very little was actually lost in this process, mostly the time and productivity of the small number of people who worked on the project. And even then, it's possible that some of their output will have lasting value after the death of the company.

      Failed investments like this are actually a good way of getting the wealthy to let loose of some of their stockpiled resources and get them flowing through the economy again. Sure, it sucks for the investors, but for the economy as a whole it was still very likely a net gain.

    7. Re:No surprise to us: Thats the real story by _Sharp'r_ · · Score: 1

      It doesn't become necessary for the government to step in and bail them out.

      It only happens when you give government too much power and control so that the industry inevitably takes over the government regulatory body and then uses taxpayer's money for the bail out. Again, see Public Choice economics. This is all a well-understood process.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    8. Re:No surprise to us: Thats the real story by _Sharp'r_ · · Score: 1

      That, I can agree with. :)

      Fortunately, it's a self-correcting problem as fools are parted from their money. Sort of a virtuous cycle of creation/destruction.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    9. Re:No surprise to us: Thats the real story by _Sharp'r_ · · Score: 0

      Gee, sorry if I took "A lot of people (particularly I'm discussing western political leaders, but not just them) state as a matter of blind faith that markets are effective allocators of capital." as a negative comment toward using markets for allocating capital.

      I mean, I can see where you could slide in saying that's not exactly what he meant, but you've got to admit that it's a reasonable default assumption. All I did was compare it to the most commonly advocated alternative. What else would you compare it to in order to decide if it's "effective" or not, if not an alternative method?

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    10. Re:No surprise to us: Thats the real story by Desler · · Score: 1

      But his statement is true, though. People do believe that mostly on blind faith. That doesn't mean it's not true. That is a separate issue.

    11. Re:No surprise to us: Thats the real story by CdBee · · Score: 1

      In terms of private investors risking their own capital I would also agree (see, liberals and conservatives CAN agree on some stuff...)

      My main concern was that a lot of investment is handled by fund managers who are trusted to know the risks in order to stake others' savings: I would like to hear that the only people who made capital losses here were those handling their own money. I'd consider it a good lesson for society if it were so. Somehow I very much doubt it - people probably lost out here through managed schemes taking a hit also.

      In the end if you rely on anything other than social benefits for a pension (and god help you if you do that) you rely on good judgment on the part of the hands that do your indirect bidding: We are all dependent in the long run on a rising market in stocks and shares and on our pensions being mainly based on the rising shares not the falling ones. Otherwise we risk needing a government handout, and we'd be back to the clunking fist of the state settling private deficits with our taxes.

      --
      I have been a user for about 10 years. This ends Feb 2014. The site's been ruined. I'm off. Dice, FU
    12. Re:No surprise to us: Thats the real story by CdBee · · Score: 1

      I'd agree with most of what you say too (seem to be doing more of this than usual tonight - its nice (unusual?) to have a mature discussion on economics)

      I'm guilty of badly phrasing my thoughts as much as anything. No, the funds still exist which were staked and never repaid, the only real 'destruction' of economic value is when the benefit of it flows overseas into economies that have a favourable-to-them trade balance. HOWEVER its doing less good now than it might be.

      The amount of money in the economy may change little but a relatively large proportion of it is locked into loops (trade>employment>salary>[pays for food and rent/mortgage]>returns to bank>lent out) etc. a relatively small proportion of the entire currency is available on the Stock Market to buy shares and invest in new businesses, but the gross benefits brought to an economy BY those investors actions disproportionately outweighs most uses of money.

      As such, the potential value of the shareholders money that has been spent on server farms, staff salary, office rents etc in the hands of OnLive's board is reduced. Had they made a profit and returned dividends to their shareholders, more money would be available for investment than now is. Instead the money has made tech firms, employees, telecomms companies a bit better off each. The people who have felt the benefit of it are people with a lower likelihood to invest the extra income into doing something valuable - growing new businesses.

      --
      I have been a user for about 10 years. This ends Feb 2014. The site's been ruined. I'm off. Dice, FU
    13. Re:No surprise to us: Thats the real story by UnknownSoldier · · Score: 1

      > However, as has just been relived recently, when enough companies fail at once to form a critical mass (which is inevitable in real-world chaotic economic systems), it becomes necessary for the government to step in and bail them out with your money in order to stop our entire society from spiraling into an utter meltdown.

      With retarded and idiotic financing ideas like this no wonder the economy is in the toilet.

      "Hey, let's make EVERYONE pay for somebody else's failure!"

      --
      Greed is a cancer to politics and economics. It needs to be removed from both before it consumes and destroys them.

    14. Re:No surprise to us: Thats the real story by Waffle+Iron · · Score: 2, Insightful

      It is necessary if starvation and homelessness threaten to break down public order.

      This has happened many times in the history of human civilization. Don't pretend it can't just because your head is full of naive libertarian ideas about how you wish the world worked.

      Whenever the shit really hits the fan, libertarians disappear into the cracks like scattering cockroaches.

    15. Re:No surprise to us: Thats the real story by dcollins · · Score: 1

      "Only real benefit was to the coders who had jobs there for a few years."

      I think that's the broken-window fallacy. But the rest I agree with, and thanks for posting it.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    16. Re:No surprise to us: Thats the real story by atlasdropperofworlds · · Score: 1

      Not only that, but their target demographic is one that happens to like building and owning desktop PCs (moderate to hardcore gamers and enthusiasts). Their PCs are their hobby, and OnLive wanted to deprive them of that? For an inferior experience? I'm amazed they lasted the few years that they did. Stupid stupid stupid.

    17. Re:No surprise to us: Thats the real story by mattack2 · · Score: 1

      Why is it necessary to give my tax money to stupid insurance companies and a car company that makes cars that people don't want to buy?

    18. Re:No surprise to us: Thats the real story by Rich0 · · Score: 1

      [...] the idea that investors will run to invest in markets they patently dont understand doesnt speak well for the efficiency of the capital markets.

      No, this speaks very well for the efficiency of the capital markets. The investors risked their own money, not my money.

      Market efficiency has nothing to do with whose money gets lost. Market efficiency is about how well a market values a company. Any bubble is a sign of market inefficiency no matter who loses their money.

      You are simply arguing that other types of markets are also inefficient, and I'll agree with that. It doesn't invalidate the parent's point.

      As far as who lost their money goes, I wouldn't count on it only being rich people who inherited more money than brains. Pension plans and such often end up in these kinds of things as well.

    19. Re:No surprise to us: Thats the real story by pedestrian+crossing · · Score: 1

      Why is it necessary to give my tax money to stupid insurance companies and a car company that makes cars that people don't want to buy?

      Because it was a good investment? The portion of the bailout money that you refer to was all paid back with interest...

      --
      A house divided against itself cannot stand.
    20. Re:No surprise to us: Thats the real story by highphilosopher · · Score: 1

      I just wonder how people can invest in something they know nothing about. Obviously these investors weren't gamers or network admins. How do you dump your money into something so blindly, or better yet, why should I feel sorry for them?

  32. Could be worse. Digg just sold for $500K. by Animats · · Score: 2

    Digg just sold for $500K. Also tanked or tanking: Tribe, Salon, Myspace... Tribe and Digg started to tank after they did a "Web 2.0" site redesign which users hated.

    With "social", just because you have "clicks" doesn't mean you make money.

    1. Re:Could be worse. Digg just sold for $500K. by tapspace · · Score: 1

      That was a (false) rumor. They sold for ~$16M.

  33. Goes to show you by TheSkepticalOptimist · · Score: 1

    that the value of a company is bullshit compared to the reality of what a company is actually worth. This is why the world's economy is in the tank, because there is a huge disconnect from the fantasy numbers that get thrown around and the stocks traded on compared to the real value of a company.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
  34. Re:*Yawn*. by Anonymous Coward · · Score: 0

    Obvious and ignorant comment is obvious and ignorant.

    Yes, yours was. But normally I'd be a little nicer and just point out that yours is self-contradicting.

  35. Now if we can just get rid of all digital gaming. by Anonymous Coward · · Score: 1

    I miss the days. The days when...

    When you purchased a game it actually belonged to you. You could trade it, sell it, put it in the closet and play it again 20 years later, you let a friend borrow it, you could throw it away and you could do whatever you wanted with it because it actually belonged to you. I miss actually owning what I pay for instead of still paying for it but essentially just leasing it for a undetermined amount of time.

    When you could play a game without a internet connection. Or you could just put in any game you owned and play it without having to download it.

    When DRM wasnt fucking causing the real paying customers more hassle than the people who stole the games. I remember when the customer was considered important and treated like they were via the products they purchased. Customers didnt get nearly as many buggy, incomplete and cookie cutter type of games awhile back as they do now. Now its easier to play your games if youre a thief, you dont have to pay outrageous prices for a game that is probablly going to be another "me too" game or just complete garbage and you dont have devs/pubs telling you that you should buy their games and follow their ever restricting rules while they give you headaches and bad customer service.

    When you didnt have a code to activate in your game online so you could play the damn thing.

    When developers started pimping DLC for their games announcing new content to be purchased and downloaded before the actual game came out the DLC is for. Or when developers didnt carve out pieces of their games to sell you later or hold back ideas for DLC. When developers released a game and putting as much effort into making it a good experince as possible and instead of DLC you got a real expansion with enough content to qualify as a whole new game.

    Those were the days but atleast onlives failure is a definite win for the gamers. One less restrictive, expensive digital avenue down the drain and we have one less figurehead on the side of a pure digital access for our games.

  36. So, am I the only one who liked it? by Kiyyik · · Score: 4, Interesting

    I am primarily a mac user, and this was the way I was able to play certain games that didn't get ported over, like Arkham Asylum and such. And they looked a heck of a lot ebtter than if I'd just run them in a VM or something like that. I had occasional bandwidth issues, but that was generally down to my ISP in any case. Frankly, I thought they were the bee's knees, and I'm sorry to see they seem to be going the way of the dodo. It's still a good idea, to my mind. Maybe just needs a little tweaking to make it a viable proposition.

    1. Re:So, am I the only one who liked it? by luther349 · · Score: 1

      to stream the games alone is tons of cost in bandwidth let alone matence upgrades etc. it was a dead business from launch but investors are stupid.

    2. Re:So, am I the only one who liked it? by Anonymous Coward · · Score: 0

      You might just be the only one who liked it.

      As a Mac gamer, your choices are really: 1) Get a separate machine with Windows. 2) Run Windows by Boot Camp. 3) Forego vast swaths of games.

      I get why you'd want to try to end run such limitations.. but really, people like you aren't going to be substantial enough to support this sort of service. Casual gamers will be happy enough with their consoles, especially since the game prices are basically the same. And games can be acquired used (for how much longer that will be the case.. who knows). Enthusiast gamers won't put up with the latency issues, pixelation, and artifacting.

  37. Principle investor screwing all other investors by Anonymous Coward · · Score: 0

    Principle investor somehow manages to buy all pooled assets of the company to brush everyone who invested anything in the company thus far and runs off with their work at a mere additional cost to itself of pennies on the T-bill.

    1. Re:Principle investor screwing all other investors by gabebear · · Score: 1

      That's definitely what happened last time

      Be interesting to know how many times they can do this...

    2. Re:Principle investor screwing all other investors by HornWumpus · · Score: 1

      Principle investor sent good money after bad. He's out all of it now. You are one story behind.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
  38. I want to own my games or I want to pay less $. by Anonymous Coward · · Score: 0

    I know most of us have given up on the idea of a game that we own that we can actually resell or lend to a friend, but I try to only buy games that have physical discs and aren't locked to my account. I *do* make exceptions for games that I feel are priced appropriately for me to give that up. Indie and steam sales do often bring the cost to the point where I can be okay with a play it and throw it away mentality.

    I am usually a very patient gamer player titles that are years old, but I did make an exception to all of my rules for Borderlands 2. I felt the sheer enjoyment and entertainment from the first one was worth paying the GMG pre-order amount ($40) for the 2nd game. So far it's met my expectations.

  39. Not a sustainable buisness model by Anonymous Coward · · Score: 0

    I have a big feeling the whole "cloud" bubble is about to burst. It's just not a sustainable business model, similar to the DotCom burst in the early 2000's

    Personally, if I can't own my games, as in having a physical media to install the game from (and DRM free), then it's not worth my money. Less cloud, more down to earth.

  40. Re:Bet we'll be seeing this with Facebook one day by gman003 · · Score: 1

    Pfffft, Myspace? That HTTP-using sellout?

    Real hipsters switched back to personal gopher sites a while ago. Soooooo vintage.

  41. Does that mean by Cro+Magnon · · Score: 1

    that OnLive is OnDead?

    --
    Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
  42. The rendering quality was a function of latency by Sycraft-fu · · Score: 1

    So when you are talking latency for something like interactive video, you have to take in to account the amount of time it takes to transfer a frame on top of the round trip packet time. So this means to keep latency down you need to set your stream to less than the bandwidth you are going to require, significantly less.

    Onlive used a 1mbps stream. That is not at all enough to do quality 720p video, never mind when you are trying to do it at 60fps as they were. Just not enough bits for all the data you want. So you are going to get artifacting and all that jazz. Of course this is on top of the inherent quality loss that video compression these days does like chroma subsampling and so on.

    There's just no way to make it work well, unless everyone has much faster connections, and even then there'll still be interface lag from the latency.

    That aside there's the problem that never mind consoles, it is cheap to upgrade your computer. If you've a reasonably modern computer for about $100 you can drop in a pretty good discrete GPU and all of a sudden the thing is good at playing games. That is the only thing most new systems lack, CPUs are all kinds of powerful, it is hard to get something without 4GB of RAM, they just don't have dedicated GPUs.

    For that matter, the integrated Intel GPUs are getting pretty good. Games are officially supporting the Intel HD 3000 and 4000 series GPUs. No, you can't crank things up but they run surprisingly well. I've messed with it on my laptop which has switchable graphics.

    As such their only market is people with really old computers that can't be upgraded, or low end un-upgradable computers like netbooks. Neither are groups that are likely to drop a lot of coin on gaming. Oh, and of course they have to have good internet to use it.

    It just isn't a sensible business model. To the extent we ever have "cloud gaming" it will be a case of hardware that renders locally and just downloads the binaries/assets in an on demand fashion from a data center. It solves all the interface lag, compression, etc problems and really hardware is cheap and getting cheaper.

  43. For the record... by Anonymous Coward · · Score: 0

    I am a current OnLive user, and I'm quite happy with it. Most of the comments here seem to be beyond willfully ignorant. I had no idea OnLive was the new Microsoft on /.?

    I agree that their pricing model is about as ignorant as the comments here though... I have never paid full price for any of their services. I "bought" Tropico, a game which would not run on my home computer, with a coupon for $1 and continue to enjoy going back and playing it from time to time. Civilization: Same story. Red Faction: Ditto, except I got it for free for a weekend, which was long enough for me to complete it.

  44. No it won't by Sycraft-fu · · Score: 1

    Two issues:

    1) Latency is still a problem. This idea that they'd ever be in local data centers all over the world is just stupid. That is expensive and difficult to do. The whole appeal of "cloud" type of stuff is you don't have to give a shit where you host. You pay someone like Amazon who has massive data centers in a couple locations to deal with your shit. So they'll always have interface latency problems.

    2) In 10 years, it'll be an even harder sell over cheap hardware. What low end hardware can do keeps going up and up. 10 years ago integrated graphics were so bad they sucked for Windows itself, never mind games, and phones were monochrome character based deals. Now games officially support Integrated graphics as they are good enough and our phones run the Unreal Engine 3. Give that 10 more years and cheap hardware is going to be awful hard to compete with.

    1. Re:No it won't by MichaelSmith · · Score: 1

      This idea that they'd ever be in local data centers all over the world is just stupid. That is expensive and difficult to do.

      Done properly it could just be like Akami. Think distributed web caching moving towards distributed application hosting.

    2. Re:No it won't by Sycraft-fu · · Score: 1

      And who is going to host that for them? The problem is that they don't have the money to set something like that up, and without it set up, it isn't low latency. You seem to have this idea like this is some inevitable path, it really isn't. It is the kind of thing for which there is a very limited time people would even be interested.

      As technology keeps improving you get better graphics/gameplay out of lesser systems. When cheap devices have powerful chips there is just much less reason to try and process shit remotely.

      Hosting data remotely makes sense, when feasible, and I can full and well see the day when you'll basically download games (and other apps) on demand. However processing it all remotely and streaming the video doesn't unless you can get better quality for less money doing so. Well, as chips get cheaper and more powerful, that is harder and harder to do.

      A system like Steam extended to a more "on demand" sort of thing (where assets are streamed as needed) makes sense and I'm sure we'll see. A system where you run games on a server farm, rather than the devices you have does not make sense.

  45. I'm a user by Anonymous Coward · · Score: 0

    I hope this doesn't mean they're closing. I purchased an onlive console for my television. I purchased Dead Island, Kane & Lynch, FEAR 2, and FEAR 3. It works really well. The fact that I don't have to purchase an XBOX and physical disks was the selling point for me. Hopefully I'm not SOL...

    For those of you who haven't tried it, it works really well if you've got decent internet connection speed. If you're a casual gamer (read: your life is not defined by frame rates and frag counts) it's a pretty great deal.

    Onlive or something like it is the future of gaming (as opposed to optical disks and consoles), just like Netflix/Amazon streaming is the future of media and not DVD/bluerays. Perhaps the futures just not quite ready to get here yet.

  46. Re:Bet we'll be seeing this with Facebook one day by Anonymous Coward · · Score: 0

    Bought by the mythbusters cause they needed a few buildings to blow up.

  47. Clinton Recession Redux by Anonymous Coward · · Score: 0

    DotCom 2.0 is now DotGone 2.0

  48. Glad I did not go there. by hedley · · Score: 1

    I was inquiring w/Perlman for a friend that was about to interview there. He turned it around and tried to recruit me...(my friend did get
    the job however... along with a couple of other past co-workers...)

    I told him in email I was comfortable and did not want to risk a startup given I had a good paying stable job.

    to quote the Blues Brothers:
    "You'll never get Matt and Mr Fabulous outta them high paying gigs"

    H.

  49. Saw it coming. by Bensam123 · · Score: 1

    The lag, oh god the lag. Once the server receives data (if you’re playing online) it has to then forward it to you, which then you respond to and forward it back to the server, which then forwards it to wherever you’re playing. You’re talking about a quadruple jump in latency. Double simply to respond. If you’re cruising along at 20ms that is a lot less noticeable, but chances are people aren’t. Basic input just to move your character is very noticeable.

    Video quality.

    Number one reason it was stillborn is bandwidth caps. Getting a 1080p experience you’re streaming every time you play a game (for some people 8 hours a day), that’ll eat your bandwidth cap in a few days. This is something no amount of technology will get around as it’s a fixed part of the market. Unless Onlive builds their own infrastructure, a-lah google, no amount of cash injection will fix this.

    The best thing Onlive could’ve done was build a bunch of micro-datacenters instead of one big data center in TX or where ever it’s cheap. Pretty much one per state, so the games have low latencies to onlive, onlive lowers it’s bandwidth costs, and possibly even link onlive centers for extremely fast play. Of course they would’ve done this if they were smart. Possibly even rolling out a ‘extreme’ package to local gamers in the form of fiber lines bring latency down below 10ms for even online gaming.

    Honestly though, the disconnect between when you push a button and when the screen reacts is huge. I personally would never want to play cloud gaming unless we’re talking about 1ms response time.

  50. lol... can you say speculation? by smash · · Score: 1

    Minimal assets, no revenue stream to speak of. Legally dubious use of Microsoft software. "Yeah, we're worth $1.8bn!".

    Yeah right...

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.