Medusa

Cloud Computing – the Future of Gaming?

<p>Over ten years ago&comma; Sony CEO Ken Kutaragi set out a vision for what future gaming would look like&period; In it&comma; he said&comma; all players would require to enjoy the latest videogames would be a controller and display like a TV or monitor – consoles would become a thing of the past&period;<&sol;p>&NewLine;<p>With the recent announcement of the PS4 last month&comma; that vision is looking more and more likely&period; The PS4 will reportedly be able to stream previous-gen PS3 games through its &&num;8216&semi;Gaikai&&num;8217&semi; service&period; This is an important development for the direction of console gaming&comma; and indeed the industry as a whole&comma; especially when taken in conjunction with other so-called &&num;8216&semi;cloud gaming&&num;8217&semi; services that have been growing recently&period;<&sol;p>&NewLine;<p>In a nutshell&comma; &&num;8216&semi;cloud gaming&&num;8217&semi; is a form of digital distribution in which players do not have a physical copy of the game they want to play&period; Instead&comma; the game is stored on a game company&&num;8217&semi;s server and streamed either directly to your computer&comma; or to a thin client that is hooked up to a TV or monitor&period; This is an appealing prospect for gamers&comma; to whom having a cumbersome box in the corner of a room dedicated just to playing games is seeming like an increasingly antiquated idea&period; If you own a PC and want to enjoy high-def gaming in your living room&comma; you may need to figure out how to connect laptop to tv&period; Cloud gaming would do away with this necessity&period;<&sol;p>&NewLine;<p>Cloud gaming is also particularly appealing to large game publishers&comma; who have been battling problems with piracy and loss of sales from the used game market for a while now&period; With the cost involved in creating a AAA-title often running into millions of dollars&comma; publishers have been seeing a significant chunk of potential earnings lost&comma; thanks either to used game sales &lpar;from which the publishers do not receive any profit&rpar; or illegal distribution of their games through torrenting&period;<&sol;p>&NewLine;<p>Recently&comma; publishers have tried a variety of tactics to either persuade or cajole consumers into buying new copies of their games&comma; either through Digital Rights Management &lpar;DRM&rpar; software&comma; on-disc downloadable content &lpar;DLC&rpar;&comma; or other means&period; The problem with these tactics is that they tend to be invasive and get between the player and the game&comma; whether it&&num;8217&semi;s through requiring an always-on Internet connection&comma; passcode entry&comma; or withholding content which is already on the disc&period; Needless to say&comma; this sort of thing has generally not gone down well with consumers&period;<&sol;p>&NewLine;<p>Valve CEO and creator of the Steam online distribution service Gabe Newell has been quoted in the past as saying that piracy is &OpenCurlyQuote;almost always a service problem’ as opposed to one of pricing&period; He has been proved right&comma; too&colon; Russia is set to become Steam&&num;8217&semi;s biggest European market&comma; having previously been notorious for widespread piracy&period; This turnaround is largely thanks to the excellent service that Steam provides its users&semi; people would much rather pay for good service than have to trawl the back alleys of the Internet looking for a freebie&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-3060" alt&equals;"8371585157&lowbar;6354a5cd1b&lowbar;z" src&equals;"https&colon;&sol;&sol;medusamagazine&period;com&sol;wp-content&sol;uploads&sol;2013&sol;04&sol;8371585157&lowbar;6354a5cd1b&lowbar;z&period;jpg" width&equals;"448" height&equals;"336" &sol;><&sol;p>&NewLine;<p>Cloud gaming&comma; therefore&comma; theoretically offers a solution to the problem of lost revenue&comma; as the full game is not downloaded onto the user&&num;8217&semi;s hard drive&comma; eliminating the potential for piracy&period; Similarly&comma; the game cannot be sold on &lpar;unless it&&num;8217&semi;s by &&num;8216&semi;gifting&&num;8217&semi; it to someone else through a cloud service&rpar;&comma; as there is no physical copy to be sold&period; The cloud essentially allows publishers to control much more tightly the distribution of their games&period; Regardless of how you feel about this prospect &lpar;there is&comma; after all&comma; nothing illegal or unethical about the existence of a used games market&rpar;&comma; it&&num;8217&semi;s understandable that publishers would want to get on board with it&period; If cloud gaming companies such as Onlive can provide as seamless and hassle-free a service as conventional digital services like Steam&comma; there is no reason why it should not leapfrog traditional distribution in popularity&period;<&sol;p>&NewLine;<p>The real question is whether or not cloud gaming&comma; in its current form&comma; is capable of providing that service&period; Gaikai is not the first attempt at live-streaming videogames – Onlive has been going for a few years now&comma; and despite the company&&num;8217&semi;s reported troubles&comma; the service still provides a pretty good gaming experience – provided you have a fast enough Internet connection&period;<&sol;p>&NewLine;<p>Indeed&comma; internet speeds seem to be the only thing preventing cloud gaming from getting a proper foothold in the gaming industry – companies such as Onlive can only do so much to reduce the amount of bandwidth their service requires&period; If your connection is too slow&comma; you won&&num;8217&semi;t be able to enjoy cloud gaming in the same way that somebody with a fast connection would&period; With other media such as films&comma; this is much less of a problem&comma; as the download can be paused to allow it time to stream ahead&period; With a video game&comma; this is not possible&semi; because of the interactive nature of games&comma; any streaming <i>must<&sol;i>be done instantly&comma; lest the dreaded scourge of lag rear its ugly head&period;<&sol;p>&NewLine;<p>It&&num;8217&semi;s important to remember&comma; however&comma; that internet speeds are increasing all the time&comma; thanks to our data-hungry society&period; Even politicians agree that providing access to fast broadband is a priority&period; With faster broadband speeds in the works&comma; then&comma; and with a nascent cloud gaming market which has the support of both publishers and hardware manufacturers&comma; is it just a matter of time until cloud gaming replaces consoles completely&quest;<&sol;p>&NewLine;<p>Well&comma; probably&comma; but not for a few years yet&period; The announcement of the PS4 represents Sony&&num;8217&semi;s continued commitment &lpar;at least for now&rpar; to dedicated gaming devices&period; That said&comma; rumors have been circulating that Microsoft&&num;8217&semi;s next console will not support discs at all&comma; instead opting solely for a hard drive and digital distribution&period; It&&num;8217&semi;s likely&comma; therefore&comma; that some form of cloud gaming will also feature&period;<&sol;p>&NewLine;<p>It&&num;8217&semi;s probably best not to think of cloud gaming as &&num;8216&semi;replacing&&num;8217&semi; consoles&semi; rather&comma; look at it as the next step in the evolution of gaming&period; Most screen-based devices these days are connected to the Internet&comma; and with download speeds increasing all the time&comma; it&&num;8217&semi;s looking more and more likely that cloud gaming will be integrated into these devices in the future&comma; and that the next generation of consoles will be the last&period; Ken Kutaragi may well be on the money with this one&period;<&sol;p>&NewLine;

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