madison

Revolution in the gaming world?

Daniel Terdiman CNET News | March 24, 2009 6:03 AM PDT

Summary

OnLive announced a brand-new game distribution system Monday that will allow players to stream on-demand games at the highest quality onto PCs or directly into TVs using a small plug-in.
The OnLive system will be shown with 16 games.(Credit: OnLive)

SAN FRANCISCO--Sony, Microsoft, and Nintendo, look out. Your traditional video game console business model may be in danger.

It's too early to tell how much danger, of course, but a start-up called OnLive announced a brand-new game distribution system Monday night that, if it works as planned, could change the games game forever.

OnLive, which was started by WebTV founder Steve Perlman and former Eidos CEO Mike McGarvey, is aiming to launch a system--seven years in the works--that will digitally distribute first-run, AAA games from publishers like Electronic Arts, Take-Two, Ubisoft, Atari, and others, all at the same time as those titles are released into retail channels. The system is designed to allow players to stream on-demand games at the highest quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer.

The system will also stream games directly to a TV via a small plug-in device, and players can use a custom wireless controller as well as VoIP headsets in conjunction with it.

(Credit: OnLive)

Based here in San Francisco, OnLive timed its formal unveiling to this week's Game Developers Conference, where it will be showcasing the technology and 16 initial games it will launch with.

The service is currently in a closed beta, but is expected to go into a public beta this summer, and to launch this winter.

According to Perlman, OnLive's technology will make it possible to stream the games in such a manner--high quality, no matter what kind of system the user has--by virtue of a series of patented and patent-pending compression technologies. And instead of requiring users to download the games, OnLive will host them all and stream them from a series of the highest-end servers. Users will have only to download a 1MB plug-in to get the service up and running.

OnLive is hoping to capture a significant portion of the video game market share. In February, the industry posted one of its strongest months ever, with total sales of $1.47 billion, up 10 percent from a year ago. And in February, the Xbox, PS3 and Wii accounted for total sales of 1.42 million units.

(Credit: OnLive)

An intended benefit of this infrastructure, Perlman and McGarvey explained, is that users will be able to play streamed games via OnLive with no lag, so long as their Internet connections meet minimum thresholds. For standard-definition play, that would mean a minimum 1.5 Mbps connection, and for high-def, 5 Mbps.

That's obviously an essential feature, as it's hard to imagine anyone paying for a service like OnLive, no matter what games are on offer, if the user experience is inadequate. But the company promises that as long as users have the requisite minimum hardware, operating systems, and Internet connections, they should be able to have seamless play.

The upshot of this infrastructure model, Perlman said, is that OnLive is somewhat future-proof, meaning that players won't have to upgrade anything to keep on playing games on the system years into the future. Instead, the upgrades will happen on the back-end, with the company regularly boosting the power of the servers it uses to host and stream the games.

And while demos always have to be taken with a grain of salt, CNET News did see a real-time presentation of OnLive on at least two different computers and on a HD TV. Game play was as smooth and lag-free as advertised.

So far, OnLive has yet to make its business model public, but what seems likely is some form of subscription service, where players will pay a monthly access fee and then pay additional costs, depending on whether they want to play games once, or buy them for permanent play.

The company also said that it will probably offer free trials of some or all of the games it offers, allowing consumers to decide whether they want to buy. OnLive recognizes that some players may use those trials as a way of deciding whether to buy such games from traditional retail stores, but Perlman and McGarvey suggested that as long as people are interacting with the OnLive system, they'll be happy.

It's clear that OnLive is modeling its system at least somewhat after Microsoft's hit Xbox Live service. So fans of multiplayer games won't be on their own. Rather, they'll have full access to multiplayer features of games built for them. And another interesting social feature is one that will allow users to digitally watch others play games in real time. The company thinks that users will find it exciting to watch the best players in action, even if they themselves are only kibitzing.

Perlman said that the concept of spectating in online game systems is, in and of itself, not new, but that OnLive presents the first time players will be able to look in on what others are playing without owning the games themselves.

Another social feature in the Xbox Live mold is what are called "brag clips (below)." These are essentially 15-second replays of game action that players can share with friends if they want to show off their prowess. This is possible, Perlman said, because OnLive is continually recording the last 15 seconds of action.

(Credit: OnLive)

All told, McGarvey said, OnLive offers a full suite of standard social features including friends, clans, rankings, leader boards, tournaments and more.

From the outset, OnLive isn't partnering with any of the first-party publishers--Microsoft, Sony, and Nintendo, meaning that franchises like "Halo" or "Zelda" won't be available. And that makes sense, since those companies are hardly likely to want to sign up with a company whose very technology may obviate their longstanding business models.

That means, Perlman and McGarvey acknowledged, that many players who sign up for OnLive's service will still maintain their consoles, and continue to buy games for them. At least for the rest of the current generation of machines, they said. But come the next generation, all bets are off, they said.

And for the nine--to date--third-party publishers who have committed to being involved, McGarvey said, OnLive presents a much more efficient and profitable distribution model than the standard retail structure. That's because the system is all digital, cutting down on physical distribution costs, and because it is designed to eradicate piracy and second-hand sales, both of which are banes of the publishers' existence.

Indeed, McGarvey said that OnLive has gotten strong commitments of titles from the nine publishers. That means, added Perlman, that the planned launch this winter could be accompanied by the most titles of any new gaming system launch in history.

In addition, McGarvey said publishers are eager for the kind of raw data that OnLive can provide about players' usage of the games, including whether they like or dislike games, how much they play, how they play and so on. That data is hard for publishers to collect with traditional consoles, he argued.

Clearly, OnLive has set an ambitious goal: dethroning the console makers as the game industry's kings. And as is always the case with brand-new and publicly unavailable technology, it is far too early to know whether the company or the service can live up to that goal. But if its demo is any indication, OnLive is definitely onto something, and given that the company has been in stealth mode for so many years, it's possible that the console makers will be caught off guard.

This article was originally posted on CNET News.

Talkback Most Recent of 24 Talkback(s)

  • Oh no!
    Does this mean we don't need Windows to play our favorite games anymore? Is this a nail in the coffin or a stake in the heart for Microsoft? Please, MS fanboys. We want to know.
    ZDNet Gravatar
    kozmcrae
    24th Mar 2009
  • Nah
    Nah - I doubt it'll even scale to much of a player base at all, considering the sheer amount of power they need to provide to each and every customer.

    High end GPUs aren't cheap.
    ZDNet Gravatar
    CobraA1
    25th Mar 2009
  • Nope
    MS makes a ton off business sales --this won't change that.

    Windows as a gaming platform is merely convenience. The hardware is the same whether you're running Winblows or Crapintosh or glorious Linux (/wink). MS puts effort into game libraries simply because they know if devs use them, it'll tie them to the platform. DirectX doesn't make fancy graphics and visual effects possible, it just makes them easier.

    Anyways, the majority of games bought for PC aren't heavily tied to any particular OS. Things like Bejeweled are the top sellers. Blizzard's games are always cross-platform. Valve is the only major distributor who insists on being platform dependent.
    ZDNet Gravatar
    Larsix
    26th Mar 2009
  • Like so many other...
    This will be just another sounds-too-good-to-be-true scheme that turns out to fail when reality catches up with it.

    You want to tell me that they are going to take all of the combined processing power of all 360s and PS3s, and have their servers take that over? In addition to compressing the graphics in realtime, streaming it across the internet, and then uncompressing it, all without adding any more additional lag?

    I smell another...Smell-O-Vision. I hope the investors they are trying to attract realize this is a scam.

    Boy, are some people gullible...
    ZDNet Gravatar
    Qbt
    24th Mar 2009
  • It gets worse.
    It gets worse. If we're talking something like Crysis, we're talking something that needs as much power as a fully tricked out PC, which currently can easily leave both the PS3 and 360 eating dirt.

    I also have my doubts about how much it can scale. And you're right about lag as well - I'm thinking lots of latency, even if the bandwidth is great.

    Agree - this sounds like another scam.
    ZDNet Gravatar
    CobraA1
    25th Mar 2009
  • With that said.
    With that said, many new inventions in the past
    that have been very successful have been
    scoffed at as impossible/implausible/not likely
    to be adopted. While other technologies that
    people believe would take off, like Segway have
    flopped.
    ZDNet Gravatar
    hynesy_dave@...
    27th Mar 2009
  • I hope it never happens.
    With that said - it's very user unfriendly to make a product the user can't use offline and rents rather than owns. I've never been a big fan of this idea that apps are stored on central servers. I hope this never happens.
    ZDNet Gravatar
    CobraA1
    27th Mar 2009
  • Insubstantial?
    Is this insubstantial, not coalescing, like a Phantom?

    ZDNet Gravatar
    rpmyers1
    24th Mar 2009
  • Dead on Arrival
    The only thing this system will upend is the money from the fools stupid enough to invest in this.
    ZDNet Gravatar
    Unix Pimp
    24th Mar 2009
  • According to the people who have the most to lose...
    This service is going to be a huge hit.
    ZDNet Gravatar
    kozmcrae
    24th Mar 2009
  • Phantom..anyone?
    This should die somewhere around the 2nd injection of
    venture capital. History .. it keeps you from doing
    the same stupid thing again.. or does it?
    ZDNet Gravatar
    supercharlie
    24th Mar 2009
  • If that were true...
    "it keeps you from doing
    the same stupid thing again.. or does it?"

    If that were true the world would be a much
    better place.
    ZDNet Gravatar
    hynesy_dave@...
    27th Mar 2009
  • Games make the platform
    Games sell platforms, not hardware. So to be successful, the Onlive service needs some signature games. They won't get any from the big 3 studios, so they'll have to rely on also-rans - some of which may be decent, but who is going to take the chance?

    There are a lot of questions yet to be answered, much less the technical issues of dumping all this data downstream without too much latency - not for 2 computers in a demo, but with thousands or tens of thousands.

    Cost, of course, will be a big thing, with gamers used to paying very little to play online, once the game is purchased. 'Renting' a few games on a monthly system isn't going to fly if it's $50/month.

    Interesting idea, though, I'm glad someone is at least trying it out.
    ZDNet Gravatar
    coffeeshark
    24th Mar 2009
  • No Linux
    If it isn't on Linux I might as well buy an XBox.
    ZDNet Gravatar
    Socratesfoot
    24th Mar 2009
  • Theoretically, it could be made OS agnostic.
    All it is is a fancy video player, from what I can tell. All of the commands from the controller are sent to the servers, and the servers push a video stream to their customers.

    If I'm reading his description right, even the rendering is done server side so it doesn't even use the video card much.

    Since it's just plain video, theoretically it could easily be made OS agnostic.

    Assuming it's feasible in the first place. I have my doubts as to how much they can scale without a budget the size of Microsoft's or Google's.
    ZDNet Gravatar
    CobraA1
    25th Mar 2009

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