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Analyst: How OnLive Can Impact Consoles, Retail
by Leigh Alexander [PC, Console/PC]
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March 25, 2009
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If modeled successfully, the just-announced cloud-based gaming service OnLive could impact both console sales and the used games business, says Wedbush Morgan analyst Michael Pachter.
OnLive actively aims to eliminate the need to continually upgrade PC hardware or buy new gaming consoles every generation. It uses cloud computing -- doing all of the game's video and audio processing on remote servers, then streaming the resultant images and sound back to the user quickly enough to play games in real time.
"In our view, the success or failure of the service will ride on whether it is priced low enough to induce a large number of consumers to 'subscribe,'
If it is, however, a greater number of games will become available from publishers, who stand to benefit greatly from the service. "The OnLive model will appeal immensely to publishers, who will likely derive greater revenue per sale than is derived through conventional retail distribution," says Pachter.
"Instead of 20 percent of the game’s purchase price going to retail and another 20 percent to the console manufacturer, OnLive will likely charge around 30 percent (our estimate) of the proceeds, with the balance going to the publisher."
And with no disc to purchase, there's no secondary market for OnLive games. But Pachter doesn't expect an immediate impact -- the service doesn't launch until 2010, for one. Starting off, says the analyst, "OnLive could favorably compete for 1 – 2 percent of the overall games market."
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I mean now power outages and internet slow downs would kill. Ouch, there's no band aid big enough.
And an offering in Europe, Asia, as well as in the US.
It comes down to cost and usability on the consumer side, and ease-of-development and profit margin on the developer side.
What happens when I hit my monthly Comcast bandwidth limit for the third time and they shut me off forever? Other internet companies offer much less of a limit than Comcast too.
What happens if my internet connection goes down? We also all know this never happens. /sarcasm
What happens if they take down an older game that I still like to play and want to play again? They can't tell me that that they will keep every game up and active forever, right?
"The OnLive model will appeal immensely to publishers, who will likely derive greater revenue per sale than is derived through conventional retail distribution," says Pachter."
Oh yes, taking the power of true ownership away from the consumer forever. This seems totally fair. Good for publishers(notice they don't mention the devs) and bad for the consumer.
I predict this system will crash and burn.
As to your other concerns, I too feel that the ability to go back and play any old game has intrinsic value (heck, I even had to find both a diskette station and a DOS emulator a month or so back, to play my old Space Quest IV). If they don't get these things right, they may very well, as you so diplomatically put it, "crash and burn". ;-)
They would have to have entire datacenter full of hardware probably more. A 360 is pretty much maxed out playing alot of the new titles in HD. They will basically need the equivalent hardware as a 360 for each user that is subscribed to the service.
Why is nobody bringing this major issue up?
I think because we all presume that they have a solution. If they're running server farms then they it's not so much of a stretch. In the near future we'll be looking at upward of 16 cores on a single server CPU, not to mention triple and quad SLI set-ups, extreme dynamic memory allocation, petabytes of storage, etc. etc. They already use special petaflop and petabyte super-server configurations in the information systems world. It's not an impossible dream on the hardware side. The real limitations are going to be bandwidth (as mentioned above) and latency. If they conquer these demons, provide a varied library, and keep the cost down they could find a decent market share. I'm not ready to write off physical media, game consoles, and gaming PCs just yet; but this tech could have a major future.
Yes, the system goes down, your games go down too. The same as if Apple ever decides to close iTunes, or if Amazon kills Kindle, or if Microsoft kills Hotmail, or if Netflix kills their video delivery. A lot of teaching must be done (you don't "own" content, you "license" it). But once that is accepted (and the mass market needs to accept it, not the hardcore people who will never like that), it is game over for the retail system.
I would be so pissed off if they stop selling games at retail. In fact, I would beyond pissed off. "License" games? Forget that. Next they will want me to "License" movies too. I will literally stop playing games if that happens.
Go Sony and Microsoft. Please help kill this insane idea.
In technology, almost everything is done in a server/client paradigm. Banks are just a lot of dumb terminals connected to a server, supermarkets have several dumb terminals connected to a server, ATMs are just dumb terminals connected to a server, World of Warcraft are just dumb terminals connected to a server, MUDs are dumb terminals connected to a server, internet are basically dumb terminals connected to a cloud... why gaming should be different?
By the way, the bandwidth cap is silly. Not even down here there is one. Telecom, one of the Tel companies here, tried to implement it but got rejected by users and they dismissed that. Are you telling me users in a third world country can force a company not to implement it, and users in first world countries just accept it?
As for bandwidth caps, all most every company that provides broadband internet service in America, Canada, and Australia has one. Comcast (my provider) has a 250 GB per month limit. If I go over that limit three times I get cut off for life, or till they tell me I can come back.
That bandwidth limit is very generous as well. Other companies like Cox and others have limits as low as 20 GB's per month. I can tell you that the subject of caps is not silly at all. It is a new fact of life for us.
The best way forward for OnLive is almost certainly to get major triple-play media companies (i.e. phone/broadband/video) to licence this technology and incorporate it into their settop boxes while also installing the requisite "mainframe" to service said boxes.
We'd then be in a world where one single box can play virtually anything - and there's no way to pirate the games or trade them in. Absolute heaven for the publishers and developers (in theory at least - no-one has ever been able to quantify the positive aspects of piracy/second hand trade in terms of free-publicity/upsell terms), though there are several issues for the consumer as various people have outlined above.
Still: no need for hardware upgrades. No need to configure anything. No more need for proprietary hardware - Sony, Nintendo and Microsoft had better beware! The ability to log in and play your games anywhere - think Steam, but without the need to download or install anything.
How likely this is, I don't know: it's all based on the premise of free, low-latency, high bandwidth connectivity - and this requirement has scuppered a great many previous thin-client attempts. There's also a question floating around on how performant the server needs to be - as far as I'm aware, there isn't currently a way to virtualise GPU technology (though Microsoft's work on a software DX engine may help to a degree there), so there's likely to be a hard physical limit on how many simultaneous sessions a single machine can handle.
Give it 5 years. Let the average broadband speed rise. Get GPU technology integrated into the CPU. Get OneView integrated into the media companies. Then things will start to look a lot more interesting...