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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.

29 of 168 comments (clear)

  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. 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 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.
    3. 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.
    4. 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
    5. 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.
    6. 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
    7. Re:OMG! by Verunks · · Score: 2

      Known for QuickTime

      if only he destroyed that as well

    8. 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.

    9. 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.

  3. 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 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.

    2. 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!

  4. 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?
  5. 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

  6. 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?

  7. 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

  8. 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...
  9. 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 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.
  10. 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?

  11. 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.

  12. 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 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.

    2. 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.

  13. 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.

  14. 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.