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OnLive Lives


Josh

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I signed up for a free year of OnLive. I received a response email within 24 hours, so I think they just are choosing applicants based on connection speed and location. I've been extremely skeptical of this service, but I can report that it works, and it doesn't suck. I can play UT3 on my netbook. There is some slight lag, but it's not bad. Fast mouse looking can amplify it, so I slowed down my mouse speed to compensate. I had no trouble getting headshots with the sniper rifle, and the gameplay experience was very good. As far as technical performance, OnLive has delivered.

 

As for the product itself, I don't see any reason to jump onboard yet. Wi-fi connections aren't allowed, so the fun of using my netbook anywhere in the house is mitigated. Without that, there's no reason not to use my desktop PC. The lineup of games is very limited. No Crysis, and it looks like the servers have the games running on low to medium settings. This puzzles me, because the quality settings the servers run with should be trivial. That's the whole point of OnLive. With the games and settings they are offering right now, you could get the same results with a five year old PC.

 

The pricing model is where OnLive fails. After the first year, you pay $4.95 a month for the service. On top of that, you have to "buy" each game you play, but you don't really own it, and the game may be taken down after 2013. With a revolutionary new delivery system like this, the choice to use an outdated purchasing model is baffling. What if you had to pay a monthly cable TV bill, and then "buy" each show you wanted to enable? It doesn't make sense. OnLive should charge a higher monthly fee, around $29.99-49.99 for access to all games on their servers. OnLive would take their cut of the sale, and the rest would be divided up among the game providers based on the percentage time players spent in their game. This would encourage developers to make games with long-term replay value. It would create a continuous revenue stream for developers, instead of just making money off one-time purchases. It would lessen the complaints people have when an old game if retired off OnLive's servers. And finally, it would deliver a lot of value to the customer. Which would you rather pay for, a $200 XBox plus $60 for a game, or pay $40 this month and play every game? The choice for a lot of people would be obvious. Hopefully OnLive will come to see this. I am surprised it isn't already obvious to them.

 

As of right now, I don't know who would use this service. Who is the target market? People who can't afford a decent PC, but still have $50 to spend on a game they don't own? Maybe some Mac owners will pay for it. I think they should be targeting console players who want the ultimate graphics, but the OnLive console isn't available yet.

 

Still, OnLive has delivered from a technical standpoint, and they may become something amazing and unique. I look forward to seeing what it might grow into.

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I agree that ideally the service would be like that, but I think it would be harder for them to get publishers on board.

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They don't need publishers. They only need game developers.

 

I think it would have the potential to be a lot more profitable for developers. Currently, game development is a game of working two years and investing millions of dollars in a product, and then either recovering or going bankrupt in the first two weeks after release. Long-term recurring revenue streams are much better. Developers could spend their time adding new levels and features to an existing game, instead of going back to the drawing board every two years they don't go bankrupt.

 

Because the incentives would be to create games with high replay value, quality would increase. I can't imagine a more direct way to reward good games than to pay the developer based on how much people play it.

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I am surprised it isn't already obvious to them.

 

I can only assume that it's the game companies who wouldn't allow the $50/mo play everything idea. Most likely old school executives reluctant to move away from their model of needing to get $50 per copy.

 

I just read that we needed to purchase the game on top of the monthly fee. Screw that. There is no point in me doing that. I can run new games with the graphics turned down on a 5 year old PC. $5/mo with this in 5 years is $300. I can buy a kick bum new graphics card for that, which will last another 5 years.

 

Sounds like another case of technology moving faster than executives. That sucks.

 

It also seems like from what I gather you are in a pretty populated place with fast internet speed and you even noticed some lag. Me living 45 miles from a major city probably means I'm screwed.

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But but wait guys. Maybe it's not so bad. As long as they give the option to download the game that you purchase it might be worth it.

 

For instance let's say an indie company releases a game OnLive for $5.00. Each month they update their game with new content for another $5.00 after that. Like buying a magazaine. If you love the game and want to see what happens next you'd keep buying it all the while being able to play it in social settings with your friends like on your ipad or android or something I guess.

 

Then when you get home from college and you want to play completely lag free you just download to your main PC and keep it there.

 

I don't think the executives at OnLive have to figure that out is more like the developers who are releasing their games. And it could be a simpler pricing model and cheaper too. Cuz Josh's suggestion of 20-$50 a month would take a lot of kids out the market right there. Who might get birthday money or a small allowance from mom and dad.

 

I'm not thinking to critically on this though tbh

 

/devil's advocate

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The games don't run with max graphics? That boggles the mind - I thought that was the main selling point of this thing? I can only assume they're trying to recover some of the costs of running those datacenters.

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I'm with Josh on this one. I hate the fact that game producers ALREADY think that we don't own the games we buy. I truly hate that business model and it pisses me off. I definitely would NOT use their service with this model they have

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I don't mind the lack of ownership so much, but they are still charging for the service as if you are buying something. That doesn't make sense. What if you had to pay a fee to "turn on" every TV show you wanted to watch? How many shows would you end up watching? Probably not many. You just wouldn't bother.

 

How many games do I expect to buy in the next year? Unless I have to get anything specifically for research, maybe 1-2. And they will probably be on sale on Steam. So my expected spending on games over the next 12 months is probably about $60. If I could get a wide selection of streaming games, I would be willing to pay $29.99 each month for that. My expenditures then rise to $360 for the next year. That's six times what I would spend on individual games. Getting the customer to spend more on products would be an advantage for them. The per-game fee inhibits purchases.

 

What they have is a cable service for games, but they are selling it with an old outdated business model. They should think of it more as interactive cable television.

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Yeah i've also got the free service and the tech works fine on my end. I come to the conclusion this thing is a great way to demo games, NO DOWNLOADING 1-3GB's! I demo out Just cause 2 for 30 mins and wanted the game, but didn't want to pay full price for a lease after reading the small print that it might not be there in 2 years. Then Steam comes along and has it on sell for $25 I snatched it up.

 

They should take up the Gamefly model or something, they seem to be doing something right and staying in business tho there delivery service is awful slow.

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I can only assume that it's the game companies who wouldn't allow the $50/mo play everything idea. Most likely old school executives reluctant to move away from their model of needing to get $50 per copy.

 

The problem is once they drop the price in one place, then people will demand it everywhere and the bottom will fall out of the market. Then it would be no longer be profitable to sell in the real world.

 

Speaking for myself, I'd rather have less customers paying more, than more customers paying less, because support costs per customer, are the same.

 

Long-term recurring revenue streams are much better. Developers could spend their time adding new levels and features to an existing game, instead of going back to the drawing board every two years they don't go bankrupt.

 

A truly crafty developer, would find a way to let their customers improve their games, while paying the developer for the privilege of doing so. In fact some communities have a better understanding of what makes a game a classic, than most devs do. emo-emot-smug.gif

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The problem is once they drop the price in one place, then people will demand it everywhere and the bottom will fall out of the market. Then it would be no longer be profitable to sell in the real world.

 

That would not be a bad thing. I hardly go to stores for my games anyway. Time is just moving forward. Should we keep libraries open as well? I don't like to think so.

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I tend to agree with Laurens. I feel the future is where near everything is virtual. Brick and mortar just can't survive the future, and really it shouldn't. By not having physical locations we are reducing our footprint on earth, which is a good thing.

 

A good chunk of what we do today is just because there were no other choices available at the time, but that's not the case today. There are better choices now, but when we change it everything feels like it's wrong or won't work.

 

When someone says library buildings need to go away, people get sad. Why? There are better ways to do a library these days. Less intrusive on the earth and more convenient for us ways. When someone says paper books should go away people think it's a bad thing. Why? We have better ways to present the knowledge than cutting down trees and printing on them now. Let's use those ways.

 

The pricing model of games is the same thought. If this method becomes a better method to distribute games, then we should use it, even if that means things change. There is no doubt in my mind that publishers hate this new method because it doesn't really include them in the capacity that they once were needed.

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You'll never get rid of people's desire to have something tangible, otherwise we'd all be sitting in empty rooms. :)

 

Case in point, some of my most prized possessions, are my favorite games in mint condition boxes, from more than 10 years ago. In those days for a standard price, they made awesome manuals, cloth maps and sometimes put little toys in the boxes. It was all part of the gaming experience. Now days, you have to pay up to $200 for those extras.

 

Fallout Box 1

 

Fallout Box 2

 

Hardcore fans love this stuff and will pay through the nose for it and the big devs know it.

 

I do understand what you guys are saying though and while they may let people rent/buy games once the sales have tailed off, I don't think they will ever sell new games at those prices, for the reasons I posted above.

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The problem with having everything Virtual is that we are dependent entirely on the communications industry to use it. If it fails for some reason (a catastrophe or say civil disruption) then our access to knowledge disappears. Hard copy still has something going for it. Even an Oral tradition.

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