Tag: cloud gaming

  • I expect a Video Game crash, and soon

    I expect a Video Game crash, and soon

    Video Games as a medium has been around for decades. It was invented during the Cold War, which spanned from 1947 to the dissolution of Soviet Union in 1991. In 1971, the first consumer arcade title was released. In 1972, Pong was introduced to the masses, and became one of the most recognizable, one of the most iconic games ever released. In 1972, the first console was released; Magnavox Odyssey. In 1983, Nintendo Entertainment System was released in Japan. Nintendo revitalized the Video Game industry we know today. But it wasn’t without any challenges. You see, there was a crash in 1983. Video Games were boring, cheap, and unregulated. Atari flooded the game industry with crappy games. The world’s first game publisher was formed during this time, you are familiar with the name: Activision. To learn how you can prevent a Video Game crash, you need only look at history.

    I see a lot of problems in the Video Game industry today, but before I get to the core problem statements, and solutions. I must first recap what happened in 1983 and the years prior.

    • Atari released Atari 2600, Atari 5200, and Atari 7800 in the years surrounding 1983.
    • Though I’m familiar with Atari 2600, and Atari 5200, this article will cover early consoles to reflect the 1983 crash.

    There was an oversaturation of game consoles at the time, much like the Pong clones of the early 70’s. Not only that, there was a wave of unregulated published titles, starting with Atari consoles. Because, at this point, there was no “third party developers” or “third party publishers” at the time, so most of the time, it was Atari self-publishing the games for Atari console(s). When Activision was formed, they began publishing third party games for Atari. Venture capitalists saw the success of Activision, and began to flood the market with poorly designed, poorly distributed games. You have a oversaturation of new games by unknown companies. A wikipedia entry said it best:

    Prior to 1982, Atari was considered the dominant company in the home video game industry, but as described above, new players in the hardware market and the loss of publishing control caused the company to slip from its dominant position. During 1982, Atari took several missteps in trying to regain its dominance that caused the market and consumers to lose confidence in the company and in turn the video game industry as a whole.

    This oversaturation continued with Nintendo’s own console and games, so they were collateral damage. Nintendo took Atari to court over the whole thing, because once Atari consoles were failing, their games were failing, they turned Nintendo Entertainment System to sell their own games to the growing console. Nintendo refused Atari while negotiating the removal of licensing restrictions.

    At this point, Atari created Tengen, bypassed Nintendo’s licensing system, bypassed Nintendo’s NES lock-out mechanism. I will cite Wikipedia, again:

    At the time, Nintendo restricted their licensees to releasing only five games per year, mandated that Nintendo handle cartridge manufacturing, and required their games to be NES-exclusive for two years. Atari Games tried to negotiate for a less restrictive license to produce games for the Nintendo Entertainment System; Nintendo refused, so in December 1987, Atari Games agreed to Nintendo’s standard licensing terms. Tengen was incorporated on December 21 of that year. In 1988, Tengen released its first and only three games licensed by Nintendo: R.B.I. Baseball, Pac-Man, and Gauntlet. Meanwhile, Tengen secretly worked to bypass Nintendo’s lock-out chip called 10NES that gave it control over which games were published for the NES. They started development on a chip they called Rabbit. While numerous manufacturers managed to override this chip by zapping it with a voltage spike, Tengen engineers feared this could potentially damage NES consoles and expose them to unnecessary liability. The other problem was that Nintendo made frequent modifications to the NES to prevent this technique from working. Instead the company chose to reverse engineer the chip and decipher the code required to unlock it. However, the engineers were unable to do so, and the launch date for its first batch of games was rapidly approaching.

    They were brazen, weren’t they? That’s not all…

    With time running short, Tengen turned to the United States Copyright Office. Its lawyers contacted the government office to request a copy of the Nintendo lock-out program, claiming that the company needed it for potential litigation against Nintendo. Once obtained, it used the program to create its own chip that would unlock the NES. Tengen announced that they were going to release their own cartridges in December 1988. When Tengen launched the unlicensed versions of its games, Nintendo immediately sued Tengen for copyright and patent infringement. This began a series of lawsuits between the companies which would not be settled until 1994. Tengen faced another court challenge with Nintendo in 1989 in copyright controversy over the two companies’ NES versions of Tetris. Tengen lost this suit as well, and was forced to recall what was estimated to be hundreds of thousands of unsold cartridges of its version of Tetris (having sold only about 50,000 copies).

    Nintendo came out of the whole crash as one of the top 2 dominant Video Game manufacturers of the time. It was not an easy time for Nintendo, or the industry as a whole. Let’s turn our focus to the current spate of gaming. In 2001, the top 2 console manufacturers were Nintendo and Sony. Microsoft sought to enter the game industry in a big way. The entire industry laughed.

    Microsoft is known for software, software coding, and Windows. That’s their entire business. In 1999, Sony announced PlayStation 2, while PlayStation was on track to selling 100 Million units worldwide. Makes perfect business sense to enter video games. Fair enough.

    Problem is, Microsoft is entering a new market with less understanding of the business model of Video Games, and it was apparent as years weared on. It’s getting uglier and uglier every day Microsoft continues staying in the industry.

    Microsoft launched Xbox in 2001 with a new fanbase ready to open their arms to Microsoft entering the industry. It was a very powerful console, with an internet-ready infrastructure. Xbox Live was released a year following the release of Xbox. The idea of online gaming was in its infancy at the time.

    Microsoft revolutionized online gaming with the release of Xbox 360, though. At this point, people understood why online gaming was the next frontier. Fair enough. Sony followed suit with the release of PS3.

    However, in THIS iteration of Xbox Live came a new innovation. One that they were, and are currently revolutionizing. Now, to be fair, Microsoft isn’t the first company to bring online gaming to the forefront, or Microsoft isn’t the first company to bring digital storefronts to the forefront, it revolutionized console online gaming, and digital storefronts. The problem is, Microsoft is pushing this discreetly, subtly, like a sly little kid getting what they want.

    This is my overarching Problem Statement: Microsoft is slowly killing the Video Game industry, and you don’t realize it. I don’t exactly know how to solve this issue, but that’s what’s happening. And established game publishers are standing by, and letting them win.

    Problem Statement: Digital Storefronts

    Now, this isn’t so much a big problem by itself, but if you just consider that today’s game consoles are offering two different models of each consoles. It’s the long term effects of this “All Digital” future of gaming, that I am worried about. This trend started all the way back in the Xbox 360 days, where Microsoft would test models where there is no hard drives, or no Kinect models. Microsoft took this another step further with Xbox One’s refreshes. One of those models is the Xbox One S All Digital (Xbox One SAD). This model was a test for Microsoft, and are now getting brazen with this idea, because alongside the release of Xbox Series X, they also released a cheaper Xbox Series S which does NOT have a disc drive. Sony is not innocent in this, either. They released two models – the main PlayStation 5 console with the disc drive, and the Digital Edition. Sony wanted to release the Digital Edition as the only console on the PlayStation 5 line.

    Let’s play this game: Let’s say Microsoft’s or Sony’s lead console is ALL digital. Let’s just say that. This console allows for convenient downloads of your games. Sounds good, right? Except when the game is removed from storefronts, you CAN re-download your game, no problem. But there are some special cases where you cannot download your game. Marvel Vs Capcom 2 and Konami’s P.T. are such cases.

    You don’t legally own the games you buy from these storefronts. Which is why I make it a habit to buy them when they are at least $20 or lower. Game discs are tangible items I can have in my hands, and play them infinitely. However, Microsoft, Sony, and Nintendo wants to cut out the middle man, and so does the publishers. Because these companies want a cut of the revenue wherever possible. Microsoft doesn’t want to pay for Blu-Ray fees. Nintendo doesn’t want to pay for cartridges, because they are expensive to produce. Yes, even flash memory. Sony doesn’t mind selling Blu-Ray discs, because they are part of the consortium group that makes it.

    So, they looked at what Microsoft is doing: Digital Storefront!

    The other middle man they want to remove is the retail stores that carry your games. These retailers buy games wholesale. They order the games, they pay the retail price, and each company taxes each other. If you want a better way to understand it, here’s a video for you:

    To further exacerbate the problem: Sony was about to shut down the PS3, and PSVita stores, so you wasn’t going be able to purchase games online anymore from PS3 and PSVita. But after fan backlash, Sony posted an update to the story to say they aren’t shutting down those stores. Nintendo recently announced that they’d be shutting down the Wii U and Nintendo 3DS eShop stores soon.

    Solution: Leave the consoles alone the way it was. Offer these storefronts as an optional way to purchase games. Online gaming is great, but please keep it there. It does not have to be anything bigger than a place to congregate. I’ll explain this under a different subject, so I’ll be coming back to this later.

    Problem Statement: Cloud Gaming

    (This is a story I touched on in 2015.)

    At first, this “Cloud Gaming” idea was designed to bring console gaming to the masses, as in, a small startup company creates a cheap game console, and companies put games on the storefront. OnLive had this idea. It was launched in 2010, to only be purchased and subsequently be shut down. Sony purchased some patents from OnLive, and also acquired its competitor, Gaikai. The reason for the shutdown isn’t because the product wasn’t good, it’s just that it couldn’t operate at scale. Back in 2010, I tested OnLive on a well-built computer, with good internet. It was playing Borderlands fine, but with frequent frame drops here and there.

    Sony must have seen something coming from a mile away, otherwise it wouldn’t have acquired Gaikai. Microsoft saw this coming, too. And only recently, they’ve gotten an itch to launch a cloud service. They recently launched Game Pass (codenamed “xCloud”) and the business model of a software being served as a buffet is working for them so much, that they accumulated 25 Million subscribers worldwide. Microsoft wants to put Xbox Game Pass in every device possible. So, the original OnLive vision? Just blew up.

    Problem is, this is going to eat away at the middle-man again. This is going to silo off all the competitors out of opportunities. Microsoft just acquired Bethesda. This whole idea goes in the same subject as “All Digital.”

    Solution: Don’t add this to consoles. Just use it for off-console devices, like PC’s, Mobile Phones, Tablets, or TV. That was Google Stadia’s vision. Microsoft’s is similar, but they want to slowly kill gaming. In my opinion, this is for casuals.

    Problem Statement: Lootboxes

    Sigh. This is a controversial subject, but I’ll just recap for those who haven’t understood what the hoopla is about. In 2017, Electronic Arts released Star Wars: Battlefront II beta with lootboxes. Yes, in beta form. Once it was released, it was littered with lootboxes every single time you finished the match. Your “credits” would unlock the loot in random order. These “credits” can be purchased in real-world dollars. So, you pay for these credits with real world money, once you get these credits, you then purchase the lootbox or lootboxes. This idea spread into their other big franchises, such as FIFA games. I’ll let AngryJoeShow explain it for you…

    Solution: Keep to a storefront, please. Just… let me buy what I want. And I can just chill… Can we please do that!? If the damn weapon is on the disc… Let me earn it! If it’s NOT on the disc, then I’ll decide if I want to buy it or not.

    Problem Statement: DLC (Downloadable Content)

    Okay, I don’t think this in itself is a bad thing. The problem is, companies are still experimenting with this. We are about 10 years in, and we still haven’t figured out the business model for it. Actually, Capcom has the right idea. Most companies charge the DLC. Some are releasing DLC as patches. Some are doing a mixture of both. Actually, let‘s use the Capcom business model of 20 years ago. And they’re actually still doing the business model with Street Fighter 4, and 5. Sometimes, they will release chargeable DLC. Sometimes they will release free DLC. And once that DLC is finished, that DLC is included in the next version of their release, like so: Street Fighter 5 > DLC > Street Fighter 5 Champion Edition. Everyone is happy. And, some companies are doing the same. Horizon Zero Dawn was released, then DLC’s. Horizon Zero Dawn Complete Edition contains the DLC. Simple. You make your money back. However, you gotta let people know about this complete edition! Market it!

    Solution: You heard what I said! Now, get to it. Shoo. Get out of here.

    Problem Statement: Cryptocurrency/Bitcoin/NFT

    This is more-or-less controversial. There are two camps on this: Those who love Crypto, and those who don’t. Those who love NFT’s, and those who don’t. In my opinion, Crypto, and NFT’s are SCAMS. Most of the cryptocurrencies are LEDGERS. A list of names; people, corporations, and hierarchy minded individuals. Those on the top of the ledger is the person holding the keys to the line. You are a position IN the line. You buy crypto, you sell crypto, the person that buys the crypto from you then sells it to the next person, therefore increasing the value of the position. There is no fluctuation. If the fluctuation happens, it’s because of the reputation of the person with the crypto. So, let’s say I cut into this line with no previous experience, I could damage the value of the crypto. NFT is the visualization of this ledger.

    Solution: The Video Games industry NEEDS to stay away from Crypto and NFT’s. Simple as that.

    Problem Statement: Metaverse

    Honestly? We are about 10-20 years ahead of everyone else about the idea of “Metaverse.” Facebook wants to create a “metaverse,” where we can log into the “Matrix.” I just named one film that relates to Metaverse, I’ll throw another one at you: Ready Player One. It’s a novel that became a film. The film is about you playing an open world video game that is explored, experienced, and expansive. Matrix is about you logging into a computer, mobile device, VR headset, or get hooked into a neurolink. The difference between both films is that one is about converting the human race into a replaceable species. If you die in the Matrix, your biological autonomy dies with it. In Ready Player One, you’re basically on a VR headset playing an open world game.

    Currently, the idea is in its infancy. There are a few or a lot of VR devices on the market: HTC Vive Pro 2, Valve Index, Oculus Quest 2, HP Reverb G2, PlayStation VR/VR2, etc. Facebook’s (or shall I say, “Meta’s”) Oculus Quest and Sony’s PlayStation VR devices are growing in marketshare, but “Metaverse” depends on Oculus winning the VR wars. Because Meta only has the Social Media giant, Facebook to drive its profits. It doesn’t have a video game console, it doesn’t have a PC, tablet, phone, or handheld device to drive growth. It relies on future gains such as Oculus winning the VR wars. Mark Zuckerberg is betting on the future of Meta on Oculus. Mark Zuckerberg is betting on the future of Meta on Metaverse, but it requires Oculus to win. Elon Musk says he’s working on neurolink, but you’re going to have to make a hard sell on why you should use neurolink to create this ideal “Matrix.” But then again, you’ll need to create this “metaverse,” first!

    Like I said, though, the Video Game industry has toyed with the idea of a “Metaverse,” already. Grand Theft Auto was released in 1997 as a 2D, open-ended, open world. Grand Theft Auto 3 was released in 2001, and revolutionized open-world games forever. Grand Theft Auto 5 was released in 2013, has been released for 3 generations of consoles. GTAV sold 160 Million units worldwide, raked in $6 Billion lifetime.

    Fortnite is another great example of a “Metaverse” where stories are continually being told consistently. The closest I see of Metaverse is Fortnite. Call of Duty: Warzone is another great example of such idea of a “Metaverse.” Hell, Microsoft made the biggest acquisition yet, with the purchase of Activision Blizzard for $68.7 Billion. For what? The metaverse? Dude, you don’t need the metaverse! It’s already on your console!

    Solution: Keep on doing what you’re doing, publishers. You don’t need to do a “Metaverse.” That includes Microsoft.

    Problem Statement: Poor Games/Poor Quality Games

    In the last few years, we’ve had many poor quality games being released. The most famous example of a poor game launch is Cyberpunk 2077. When Cyberpunk 2077 was released, it was a buggy mess. It got so bad, the stupid CD Projekt Red community manager told their followers to complain at Sony or Microsoft to get refunds. Sony made a decision that they’ve never made before: Refund PlayStation Network payments. Sony then booted Cyberpunk 2077 off the PlayStation Store. Bam, just like that.

    Call of Duty’s quality has dwindled since Infinite Warfare was released. It’s such a shame because Call of Duty: Infinite Warfare was a good game. The problem is, Call of Duty games had an up and down syndrome in terms of quality and fun. Call of Duty: WWII seemed like a run-of-mill World War 2 game, but it had great controls, nice graphics, however it has glitches, bugs, and the community complained about how the loadout system works. Graphically, Black Ops 4 was not “all that” compared to the other games released that year, I do like the “setting,” but I don’t like the spawn system – it’s trash. You’ll be walking into your death frequently because the 3 lane model doesn’t work anymore. In CoD4, the map design has 3 lanes, but the style of 3 lanes have different sightlines, different routes, etc. Developers assume that when people say “I want 3 lanes design,” they assume they mean exactly that; 3 lanes. Not complex map design. CoD4’s vacant has 3 lanes, but is complicated to get from a to b. Call of Duty: Modern Warfare reboot (2019) was released in a buggy state, they fixed it within’ a month. Call of Duty: Black Ops Cold War was released in a mixed bag; glitchy, not “all that” good looking, a different setting (1984/late Cold War), and simple yet complex maps. Vanguard tanked because it’s yet another World War 2 game. I like the controls, but I don’t like the glitches. I skipped it.

    I was interested in Battlefield 2042. I’m serious, I was ready to pay the $60 for the game. I was ready, but as soon as I hear about the glitches, the bugs, and issues? I passed. This is after the disaster releases of Battlefield 1 and Battlefield 5. For the same exact reason I passed on Vanguard: Low quality gaming.

    Electronic Arts shifted the blame of Battlefield 2042’s failure onto Microsoft, because of the surprise release of Halo Infinite. Electronic Arts, stop doing this. You will continue to lose confidence from your market if you keep shifting blame onto others. Halo Infinite should inspire you to do better. People responded to Halo Infinite in strong praise, because developers actually gave players what they wanted: A high quality experience.

    Solution: Man up, and start making high quality Video Games. Or someone else will come in and disrupt the biggest names in gaming. Make games fun again, or someone else will steal your market.

    Conclusion

    If game publishers, developers, manufacturers keep going down this road, filled with mines, bombs, and traps, I fully expect a Video Game crash. I repeat myself: I fully expect a Video Game crash that we experienced in 1983 through 1985.

  • We are not ready for a digital only future

    We are not ready for a digital only future

    Recently, I was at a startup event, talking to another like-minded marketing expert about how to reach customers at a larger scale. I’m good at marketing, and I am proud of the work I do. But, at the same time, I want to pick others’ brains to see what I can do to launch a new product into the marketplace. I want to launch a service in the video game industry, where I see another company isn’t doing well at monetizing it. I aimed to address that problem, and reap the rewards. Because Video Games today is a 25 billion to 100 billion dollar industry. I see a lot of opportunities available in it – and in many places, NOBODY is taking advantage of it. At CarlosX360 Co., Ltd. I, we, want to fill those holes. We want to take advantage of the marketplace that nobody is willing to take advantage of.

    So, in this conversation, the marketer was asking “What is the benefit of renting games? Isn’t everything now all.. digital?” My answer: Yes, and no. And likewise, we are just not ready for digital only future. Sorry, but we just aren’t. Digital Only games are usually done by small budget, small development teams. Most of the retail games are done by large corporate publishers in the industry. 20% of the industry’s games that are on retail shelves are done by manufacturers-partnership-with-developers, and manufacturers-owns-developer or publisher-owns-developer.

    Cloud Servers
    Cloud Server Networking

    Why aren’t we ready for digital-only future?
    We’ll get to that answer eventually, but let’s start with the essential questions. Okay?

    There are a lot of digital-only games on marketplaces right now, so again: Why are you saying we’re not ready for digital-only?
    As I’ve explained before, most of the digital-only games are done by small development teams that only have a small budget to work with. On the other side of this answer: Most digital-only games are small. Meaning small download sizes. When PSN/XBL (PlayStation Network or Xbox Live) were released, most digital-only games has a download size of 2 to 5 to 10 gigs per download. That means, if you bought a 60GB console (which PS3 launched with), you’re liable to fill up that tank rather quickly. If you bought a 100GB unit, you’re going to fill that tank with a glass half-empty. PS4 launched with 500GB. Most downloads are now between 5 to 10 gigs per download. In fact, the recently-launched Black Ops 3 Beta has a whooping 13 gigs download size.

    Most games that are released to retail shelves are usually [and roughly] in the 20 to 30 to 50GB sizes. That means these are high-budgeted, high-production, and generally with a lot of content, a lot of code, a lot of textures, and more. 2014’s biggest game is none other than Grand Theft Auto V. Nevermind that the game is so big it sold around 30 million units to date. The game is so big, you’d have to fill that disc to the fullest extent of Blu-Ray’s disc. Not only that, you’d need like… 1,000 servers to maintain the community of GTA Online which holds 30 players per match in an open world sandbox.

    Now, I want you to really think about that. Games aren’t getting smaller today, they’re actually getting bigger.

    Open-world games are now all the rage today. Metal Gear Solid 5, which is slated to be released a few weeks from now – on September 1st. Usually, Metal Gear has always been about heavy story, heavy cutscenes that has action. Up until MGS4, the series has always been a linear series in the sense that most chapters have to be played in a single line. Some iterations in the MGS franchise had elements of open-world games such as being able to explore the stages or levels, but still have that linear feel to it – in the sense that the story is one-dimensional. This was true starting with MGS3. However, MGS5: The Phantom Pain is so big, that Hideo Kojima, the legendary developer behind the Metal Gear Solid franchise – went on Twitter to post an image of the size and scope of MGS5: The Phantom Pain. That image showed every single game’s map, just to give players an idea just how big the game is.

    My point is, games are getting bigger with every generation of the industry. We are now at a point where we are closer to those photo-realistic visions. But can we cram that into a server and allow 1 million people on the same server?

    My answer: No!

    Why?

    What – What you mean why!? Okay, let’s.. for the sake of getting you to understand how important this is: I’m going to start with Call of Duty. Activision merged with Blizzard and became the world’s largest video game publisher, and now has a large server farm. Obviously, Activision merged with Blizzard because they have immense amount of expertise in both RPG’s, MMORPG’s, and dedicated servers. Activision for years, has wanted to get into the world of MMO’s, so this was a perfect match, right?

    But, for this example, I’m going to start with Call of Duty so you understand what the problem is. Call of Duty, since 2007, has always been an online-multiplayer-centric game. Activision sells Call of Duty as an action-packed single player game, but you know what is the most popular component of Call of Duty? Online Multiplayer. Each match has at least 12 vs 12, 16 vs 16, or 24 vs 24 for the various different game modes, right? Multiply that by [an average] 20 million owners every. single. year. Today, Call of Duty has 124 million players combined.

    COD4 was such a revolutionary game, that everyone wanted to play online. EVERYONE. This put stress on Activision’s pocketbook. Because back then, servers were expensive. It still is, and that’s part of the point of this article.

    Activision is happy to offload the cash to keep these servers running all these years, to make casuals, players, hardcore gamers, long-time gamers all happy. However, in Call of Duty, there’s a proverbial tree, full of bad apples. Starting half-way through COD4’s popularity, you’re likely going to come across lagswitchers, lag, glitching, exploits, and so on and on. The list is too long. But in general, Call of Duty invited more cheating than any other franchise at this point. Unreal Tournament, Quake, and the countless of First Person Shooters that are played online – they don’t [usually] have the headaches that come with a Call of Duty title. That’s how bad it is.

    For years, Activision has been fighting off the hacking, the cheating, and the other bad apples that come into Call of Duty. Up until Black Ops 3, Activision has time, and time again denied fans’ requests for 100%, full dedicated servers for every single game played. Regardless of console of choice. Because it’s just too expensive.

    Another part of the Activision Blizzard merger is Blizzard, widely known for Diablo, Starcraft, and Warcraft franchises. Blizzard released the hotly popular World of Warcraft. It’s an Open World MMORPG. It’s bad enough the whole game is open-ended. Open World games usually have so much information on a disc, that most of the game is compromising something in exchange for something else. With World of Warcraft this is the compromise: The game has low-textured environments, characters, items, etc. A limitation that Blizzard exchanged for that Open World feeling, talking to millions of other players in the same world. But to accomplish that, you’d also need more than one server talking to each other. Otherwise, you can expect lag, frames dropping, missing character models, or items, or missing locations or whatever else is supposed to be in that world.

    I empathize with many people who think that World of Warcraft looks like a game made in 2000, but is still being sold to millions of people worldwide. Gamers are usually “eye candy” folks. That means, gamers won’t buy a game if the game doesn’t have awesome graphics, or have detailed worlds, environments or locations. That’s how it is!

    Okay, so Digital-Only future meanswhat exactly?
    Well, if you’ve read up until this point. Congratulations, you’ve learned the examples of why retail games continue to exist. Right now, I’ll get into the gritty, little, technically pesky details. Ever since PlayStation Network or Xbox Live was released respectively, we’ve seen more digital sell-throughs. Many people think that digital-only is the future because of how easy it is to buy games off the PSN/XBL/Steam stores – but the reality is this is overblown. We are still not at that point where technology is evolved enough that – we can have 100% persistent, consistent, constant… “always on” digital future. No.

    Hacking is so popular today, that it’s not even funny anymore. Hacking is supposed to be something hobbyist, something to expose the holes to companies to improve their online offerings, but instead… Hacking has become a narcissists’ dream come true. We are constantly getting hacked for no reason at all today.

    PlayStation Network has been hacked since 2011, and is still happening every Christmas just to gain that notoriety status. World of Warcraft and Xbox Live are not victimless in this hacking debacle, either. Each hack resulted in most games not being able to be played online. Which, regrettably, has angered so many gamers worldwide that, many people still want physical, retail games to exist for as long as it can.

    When Xbox One was first revealed, Microsoft has been shrouded in extremely negative controversy, that many people did not want to buy an Xbox One. Retailers were and still are not able to sell Xbox Ones like hotcakes, which Sony is able to do with their PlayStation 4 units. Why? Well, back then, Microsoft was going to introduce some innovative technologies to prevent second-hand sales. They were going to put DRM’s on every disc to ensure that you actually own that disc. On top of that, your console would have to be “always online” in the sense that you have to have your internet connection – connected to the Microsoft server(s) to ensure that your disc is validated, can play online, and so on and on. Gamers worldwide were so angry, they gave Microsoft that negative backlash all year long with that single. mistake.

    Or, I could give you my biggest example yet: OnLive. Once you download the client for OnLive, you’re taken to a intuitive User Interface that allows you to go to many of it’s features. You can buy games from the service, and stream games off the dedicated cloud servers. Most of the games on the service are PC games, and some of them are ports of console games. You can also go online, and battle it out with others, or with others. So, you’re not only “downloading” the actual game off the server, you’re also playing the game inside the sandbox server, and the kicker is, you didn’t need to upgrade your computer to the latest and greatest graphics card or the latest Graphics Processing Units (GPU’s). Or upgrade your Central Processing Units (CPU’s).

    Doing this was taxing on the server, it was also taxing to the connection that is being communicated to your computer. Likewise, if you don’t have adequate computer horsepower, you won’t get perfect, 100%, uninterrupted gameplay – meaning no framerate drops, no choppy gameplay, no slowdowns. That’s the norm. Lots of slowdowns, framerate drops, dips, and choppy gameplay.

    This past April, OnLive just closed their doors and is now currently selling off assets. Sony acquired the important OnLive assets to support the PlayStation Now technology. OnLive’s competitor Gaikai was acquired by Sony in 2012, they perfected the PlayStation Now service so much, that Sony was, still is willing to support the PlayStation Now service through and through. Thing is, this is Sony, a large corporation. A small startup like OnLive or Gaikai can’t keep going like it has.

    So, do you still think that we’re ready for digital-only future? I don’t. I want to play my games without having to be subjected to an offline server. There are a lot of “what if’s” with digital-only future, that I still want, and I still buy physical, retail games. I also want to rent games before deciding to buy the game completely.

    Conclusion
    We are not ready for Digital Only future because games are getting larger, much bigger than you think they are. Servers aren’t cheap, it’s expensive no matter what reason you’re using the server for. Hacking is the new normal on the internet. Companies can’t keep up, to protect their servers from attacks. In fact, it costs more money to install Distributed Denial-of-Service (DDoS) protection, or to hire security consultant(s) to help ward off criminal hackers. Game worlds are getting bigger, and more taxing on the servers that inhabit these games.

    We are not ready.

    And don’t get me started on the idea of streaming 20GB or 50GB games – we’re just not there yet. Until then, we’re staying where we currently are until technology is evolved enough to have “Digital Only” consoles.

  • OnLive patents acquired by Sony

    OnLive patents acquired by Sony

    In 2012, Sony acquired Gaikai, and turned the tech behind Gaikai into a service called “PlayStation Now.” Today, the direct competitor to Gaikai has announced that Sony Computer Entertainment has acquired the technology patents of OnLive. However, the terms of the agreement between SCE, and OnLive has not been discussed. Upon going to the OnLive website, you will be treated to this message from the OnLive team…

    If you go to the OnLive “Games” page, you will be treated to this message…

    After five years of uninterrupted service, the OnLive Game Service will be coming to an end. Sony is acquiring important parts of OnLive, and their plans don’t include a continuation of the game service in its current form. Your service should continue uninterrupted until April 30, 2015. No further subscription fees will be charged, and you can continue to play all of your games until that date.

    As the first-ever game streaming service of its kind, everyone who has ever played a game using OnLive has contributed to the technology and its evolution in some way. We’re immensely proud of what’s been achieved and extend our heartfelt gratitude to you for being a part of the OnLive Game Service.

    Thank you from all of us at –

    OL2, Inc. (aka, OnLive)

    If you go to the OnLive “SLGO” page, you will be treated to this message…

    It is with great sadness we must announce that OnLive’s SL Go service will be coming to an end. Sony is acquiring important parts of OnLive, and their plans don’t include a continuation of the SL Go service. However, your service should continue uninterrupted until April 30, 2015. No further subscription fees will be charged, and you can continue to enjoy SL Go on all of your devices until that date.

    In our year of SL Go service, we have become quite close to the Second Life® community. Thanks to your patronage and constructive feedback, SL Go became one of OnLive’s most successful services. We know how important SL Go is for many of you, and it saddens us to bring the service to a close. We extend our heartfelt gratitude to you for being a part of “SL Go by OnLive” and wish you all the best.

    With warmest regards,

    Everyone at OnLive

    If you go to the OnLive “Desktop” page, you will be treated to this message…

    After four years of service, the OnLive Desktop service will be coming to an end. Sony is acquiring important parts of OnLive, and, unfortunately, their plans don’t include a continuation of the OnLive Desktop service. Your service should continue uninterrupted until April 30, 2015. No further subscription fees will be charged, and you can continue to use the service until that date. We strongly suggest that you copy (i.e., make back-ups of) all of the files that you have stored in your OnLive Files folder prior to April 30, 2015. After that date, you will not be able to retrieve or recover copies of any of the files that were previously stored in your OnLive Files.

    We extend our heartfelt gratitude to you for being a part of the OnLive Desktop service.

    Thank you from all of us at –

    OL2, Inc. (aka, OnLive)

    What does this mean? Well, you won’t be able to use the OnLive service at all after April 30th, 2015. After that point, OnLive will start to wind down, and shut down all sections of the OnLive ecosystem. I quite liked the OnLive service, but there just wasn’t enough support for it.

  • PlayStation Now to be released Jan 13th

    PlayStation Now to be released Jan 13th

    PlayStation Now has a story that began in 2010. The whole idea didn’t take shape until August 2012, when Sony Computer Entertainment America acquired Gaikai for $380 million. Gaikai was founded in November 2008, Gaikai was a cloud streaming service in the games industry. In 2003, cloud hosting, cloud gaming, and everything in between had been growing exponentially, and hit an equilibrium when OnLive took the stage at GDC 2009. At this point, Gaikai, and OnLive was going head-to-head against each other, larger companies wanted a piece of their proverbial pie. A lot of speculation ensue: Microsoft was rumored to acquire OnLive, and Sony (& several other major players) were rumored that it wanted Gaikai. It all came down to one moment at E32012: Papers were signed, and speculations began… Sony was to announce that it had acquired Gaikai. Everything calmed, went radio silent until August, when Sony completed the purchase.

    In 2010, the first version of Gaikai was a public beta on desktops, tablets, mobile phones. At the PlayStation Meeting on February 21st, 2013, Dave Perry took the stage to make a teaser for PlayStation Now: Cloud Gaming, and Remote Play would come to PS4. No one knew what they meant by “Remote Play” was at the time, until E32013 when Sony had their own conference, revealed most of the PlayStation Now features including Remote Play. It was shown briefly during the conference to show off how the concept worked. They also said the public beta of PlayStation Now would arrive in 2014. The first public, live demo of Remote Play between PlayStation Vita, and PlayStation 4 was shown during GamesCom 2013, the demo showed how you can bring PS4 version of Assassin’s Creed 4: Black Flag, into PlayStation Vita.

    PSNow
    PlayStation Now – Sony’s Game Streaming service

    PlayStation 4’s launch on November 15th, 2013 was home to the early beta of Gaikai’s Cloud Streaming service, the PlayStation Now. The new and improved version of the PSVita-to-PS4 Remote Play was also launched at the same time. In 2014, Sony slowly rolled out PlayStation Now across the PlayStation Network to include PS3, and PSVita. The early betas of PlayStation Now was imperfect during both PlayStation 4’s launch, and beyond, but players sent information back to Sony to improve the service. Various pricing structures was beta tested during Summer 2014, through the new year. Which brings us to the new announcement: PlayStation Now launches on January 13th, 2015. Sony also revealed new pricing structures with the announcement…

    PlayStation Now costs $19.99 a month, and $44.99 for the duration of 3 months subscription. Sony will launch PlayStation Now with more than 100 PlayStation 3 games, with more on the way. Sony will hold a sweepstakes draw to give you a chance to win PlayStation Now for a whole year by downloading the PSNow theme on your PS3/PS4 before January 31st. Not only that, to help you ease into the whole “all-you-can-play” model, Sony is giving away 7 days free trial to the service.

  • Its Live, Its On. Its OnLive.

    Its Live, Its On. Its OnLive.

    OnLive just has been publicly launched – right after the conclusion of E32010. I registered to OnLive’s Founding Member program a few months ago, a month later, I got qualified. When the service launched, it took Onlive a week just getting californians (myself included) activated. It was a first-come, first-serve basis. No one is cut in front of the line.

    When I installed it, I had problems with installation; my anti-virus/spyware suite caught the download of the client as a “threat” – so I couldn’t play for a while. I tried going into the Onlive website, and downloading it again – I bump into yet, another problem. Onlive doesn’t recognize me as a customer [more here].

    I sent a support e-mail, no e-mail back, but instead, the service was improved a week later. They updated the service’s firmware. This resulted in better and smoother program progression. So, I ran the installation again because I found setup STILL in my folder – hm, strange. I thought my virus/spyware suite deleted it. I went ahead and allowed OnLive’s installation, and lo and behold: ONLIVE IS WORKING!

    Okay, so, what is OnLive?

    OnLive, Inc. is advertising the service as “OnDemand for the video game industry.” But it isn’t different from what Microsoft is providing with their “Games On Demand” or Xbox Live’s Marketplace or Arcade services. The PlayStation Store provides the same thing, as well. What’s so special? Welcome to Cloud Gaming.

    What is Cloud Gaming?

    Cloud Hosting is nothing new, its been a trend that’s been happening for quite some time. Its been growing since the inception, but nowhere near the mainstream acception yet. This could change once OnLive proves that the business model that its been providing for two weeks now – is a profitable business. OnLive’s hidden agenda is to make Cloud Hosting a mainstream business. Everyone is still using regular servers right now, and its not changing anytime soon, unless OnLive markets its service as a high quality product. And that they make the point that cloud hosting is best for products that require a lot of processing power. For example, those iphone games that use an intensive amount of 3D programming? Those will be changed to cloud hosting if Apple or any of its 3rd party developers wishes to go the extra mile to provide games that is of Dreamcast-quality, or close to PS3/Xbox 360 specs. iPad will get the same treatment.

    If Apple wants Modern Warfare on its iphone, or ipad, its going to need either a massive, massive amount of servers to hold that many users at once while providing the same graphics quality that is already in COD4/MW2 or get cloud hosting that will handle both without lag problems.

    Let me put it another way so that you can understand why Cloud Hosting is both powerful and important for Onlive games. Lets say OnLive wants blu-ray movies on its servers and millions of people download those movies at once – [when you download from a clouded server it’s instant] the server(s) won’t falter because you’re actually “streaming” the cloud. Whereas when you download blu-ray HD movies from a regular server, you’re going to have to sit through an hour’s worth of ‘loading’ screen (something that gamers are wary of) if you’re on cable, but on DSL and other connections it could take a little longer. Do you understand the difference?

    Okay, so how’s OnLive?

    Once you start OnLive, you will be treated to a really cool loading screen – one that is seamless. It goes from something that looks like a movie, to an interface of your account. At first, I didn’t believe it could be possible, because it’s something that it looks like something Microsoft is capable of doing. Which is impressive for a small incorporated company. The first thing you will notice is that the graphics is simple, but smooth, as if it was a PS3 interface. When you start going into other sections of the service you will be amazed at how smooth literally, EVERYTHING moves. Everything.

    When you move the cursors over something else, it pops out, and at 60fps. Once again, this is something a console should be doing right now. Now, let me get into the interesting features of the service.

    The best thing about looking around in the onlive service is seeing EVERYTHING happening all at once – as if I’m watching thousands of tournaments at once. I feel like I’m at a bar, or a super bowl celebration, or a world cup celebration, an exciting event where everyone is spectating other teams kick each other’s nuts or something.

    GOOOOOOOOOOOOOOOAAAAAAAAAAALLLLLLLLLLLLLLLLL!!!!!!

    OnLive Arena

    What is it: When you’re playing, whether it be single player, or multiplayer – others have the option of watching you play, this is called “Spectating.”

    Comments: This section of the service will get a lot of attention once there is enough customers registered and are players. I see this being used a lot during tournament games. I said it at a forum called OnLiveFans, and I’ll say it again: One match may very well become the most legendary match of all time. Because Onlive supports Mac, PC, IPhone, IPad, the upcoming Onlive MicroConsole – I see this section as the “youtube” of gaming. This means, that if you have thousands of thousands of fans – they can find your arena, and spectate your match.

    This Arena seems reminiscent of what we saw in a movie called “Gamer.” One day, OnLive or another company will stream your match on a New York television screen.

    OnLive Brag Clips

    What is it: It records the last 5 seconds of gameplay. If you want to make a brag clip – it’s alt + b, if you happen to a have an Xbox 360 controller for PC: Hold the Xbox button and press “B.” You can have 10 to 15 brag clips per account. So, use them wisely.

    Comments: People are using brag clips for ridiculous reasons, and there is a backlash for these types of people. Some are saying its useless. But I find it the best thing about the service because it can show what a great player you can be.

    Well, looks interesting, how about playing the actual games?

    In the current state, the service has some hiccups here and there. But overall, its impressive that I can play Boarderlands from my browser without having to install the actual game. I can play the game as if I was playing the actual PC game.

    What problems are there so far?

    In my initial playthrough, I experienced a lot of stuttering from Onlive – I thought it was just me, but alas, I have found the same complaint by several users. On top of this, I found some CPU warnings on the lower right end of my screen. I was puzzled and confused by it, because I’m running a powerful 2gig processor, with a nice ATI graphics card, and 2gig memory – should be more than enough to handle the games.

    I’m not saying that OnLive can’t fix these problems; they can. And they will. They’ve been working on this for 7 years according to the C.E.O. of OnLive, Inc. By no means, am I saying OnLive sucks – it just has a bump in its road to success. It has the potential to become a great product, the only thing they need to focus more on: MARKETING! Yes! The fun part!

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