Thursday, November 14, 2019

OnLive: The Future of Gaming or Technological Disaster? Essay

OnLive: The Future of Gaming or Technological Disaster? The OnLive Company first proposed their plan to provide cloud-based gaming service to the public at the E3 conference, June 2009. To many of the enthusiasts at the conference, it seemed that an On-Demand service for video games was only natural, given that movies and music have already adopted cloud distribution. As Microsoft and Nintendo premiered their new resource-hungry consoles, OnLive demoed Crysis, a graphics intensive videogame, on an iPhone. The crowd was astonished by the games low-latency, and quality. CEO Steve Perlman also points out â€Å"we can deliver anything† through the cloud, including design applications, movies, and other forms of multimedia. OnLives idea to deploy the innovative service has not gone without criticism; many people are skeptical of their business plan and believe it to be impractical. In prospect, the OnLive service will revolutionize the gaming industry. After using the service for only a few minutes, I mused that gaming consoles would never again dominate the market. Along with games, OnLive’s interface is also a social network. It allows users to interact and share information, such as "Brag Clips" which are user-selected 10 second clips of memorable moments in their gameplay. Perhaps most importantly OnLive can be played through nearly every new device with an Internet connection, including iPhones, iPads, and Android devices. Currently on pre-order is OnLive’s â€Å"MicroConsole", a cigarette package-sized device that can connect to OnLive to a Television. Even the old IBM computer that has been sitting in your garage for years can run the newest games through OnLive. Whereas in the past gamers were forced to purchase the new Sony Pla... ...Perlman Gives Us His Post-launch Perspective.† Interviewed by Rich Brown. CNET News. Communication Network Inc., 15 July 2010. Web. 4 Nov. 2010. . Paul, Ryan. "40GB for $55 per Month: Time Warner Bandwidth Caps Arrive." Ars Technica. 3 June 2008. Web. 10 Nov. 2010. . MMOGchart. MMOG Subscriptions Market Share - April 2008. Digital image. MMOGchart.com. MMOGchart, Apr. 2008. Web. 7 Nov. 2010. . Rayburn, Dan. "The Rapid Decline in Bandwidth Costs Since 2005 -- Seeking Alpha." Seeking Alpha. Seeking Alpha, 2 June 2009. Web. 1 Nov. 2010. . "What Is MMOG?" GamesTotal.com. Games Total. Web. 6 Nov. 2010. . "What Is Pandora Radio?" WiseGEEK: Clear Answers for Common Questions. WiseGEEK. Web. 3 Nov. 2010. .

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