So the topic for this post, if you
didn't catch the pun, is the cloud. Or more specifically, streaming
games from “the cloud”. For those who don't know what I'm talking
about, here's the websites for “Gaiki” and “OnLive”.
Or more specifically, the idea is
simple. You, the player, sit at your, whatever. Nigh any internet
connected device will do. That device reads your inputs, the controls
you are sending, and sends them flying off over the internet to a
computer somewhere far away. That computer then runs the game itself,
and sends back the resulting outputs. E.G. The audio, video, and
maybe rumble of the game you are playing.
Now, let's go over this in more detail,
step by step and note any advantages and disadvantages to this
approach.
First, your input. You are using
whatever you have access too. A gamepad, a touchpad, mouse and
keyboard. This is no different than any other video game though. Even
if they don't use it often both the 360 and PS3 could support a mouse
and keyboard. i.e. advantage/disadvantage is nil. Well, it's not. But
I'll get to that.
Second, your “input”, your control
of the game, is streamed over the internet. Your device, possibly
compresses the data, sends the data out to the receiving computer.
Problem one, this adds lag. Specifically lag from you pressing a
button to the reaction of that button press coming back to you.
All other video game distributions are
played locally. Meaning your input goes from the controller to the
device, and that's it. “The cloud” adds going across the
internet. To some, this is bad. To the likes of John Carmack (Rage,
Doom, etc.) Turn 10 (Forza Motorsport) and the makers of Call of Duty
the input lag of your controller to your console (and to your screen)
is already too high, to them and to many consumers the faster and
smoother the response of the game, the better.
The same can be said of e-sports
players. In fact anyone competitively playing Call of Duty, Starcraft
2, League of Legends, or whatever popular competitive game comes up
is not going to be happy with anything that adds extra lag. That's an
entire section of gamers, of consumers, that won't be happy with
streaming from the cloud.
But, the disadvantages don't end their
for this upstream. Next we'll consider the Kinect, or rather any high
bandwidth controller (right now only cameras, but you never know.) As
you should know upstream bandwidth for near any consumer broadband
connection is going to be much lower than the downstream bandwidth.
And Microsoft's Kinect already uses over 1.5 megabytes per second, or
rather over twelve megabits per second of bandwidth.
Meaning that the ability of most
consumers to send this sort of information across the internet is
going to be difficult. We can compress the data more, it's true. But
with an average upstream bandwidth connection in the US of less than
one megabit per second even high rates of compression aren't going to
be enough for even the limited bandwidth of Kinect at the moment, not
to mention any potential competitors or successors. Limiting the
types of inputs (controllers) available to use, especially when
they've grown to be a bright spot for innovation in the industry, is
a definitive disadvantage.
But let's move on to the computer
that's running your game. This will be something off in an air cooled
room, with a handful of IT staff watching over servers that look much
like any other. You connect, pick your game of choice. And start to
play.
First things first for this, and that's
picking your game of choice. Assuming you have the availability of
any game, it's still not going to cost less than any other game. On
the positive note, there will be relatively zero distribution costs
for developers/publishers. No disc, no box, no store shelf, no
inventory to manage etc. But wait, that's not quite right. Again I'll
get to that in a moment.
Secondly there will be no piracy. But
there's a big caveat too that, and that is that there will only be no
piracy if cloud streaming is the sole option. As soon as it's
available to be stored locally then some bored programmer somewhere
in the world will inevitably make it available to pirates.
Moving on, and back to the machines
running the games themselves. The operating theory here is
virtualization and elimination of excess cost. Virtualization as in
not everyone on the planet will be playing games at the same time. So
if two people would play at different times, aggregated over all as
in “X people wanting to play right now minus Y people wanting to
play overall” or “Total capacity versus actual demand at the
time”. Getting back on track, you'd need less gaming machines
overall to still allow everyone to play whenever they wanted. Thus
lowering the cost of purchasing hardware for, ultimately, the
consumer. Sort of, getting to that.
Here our lag problem crops up again.
Because of course the farther away a server is physically from a
client the more lag you get. As stated above lag is already a
problem, and anything that can be done to minimize it should at least
be considered. More practically if companies want their games to be
playable at all over streaming then they'll need their servers to be
at least somewhat local.
Since east coast US consumers aren't
going to be transmitting and receiving from a server in Shangai due
to this, this breaks up the advantage of “virtualization”
mentioned earlier. Now you need servers in (or very near) all the
right time zones ready to go for whatever your max capacity is, no
matter what. The second someone sees they can't play their own game
because the server is too busy is the second they switch to something
else. A hyperbolic statement perhaps, but probably not far off the
mark.
Another interesting consideration is
initial investment costs. Since consumers will no longer be directly
involved in purchasing the hardware any real or even hypothetical
streaming company will have to make a large initial investment in the
hardware itself and hope that they'll be successful enough to pay it
off somewhere down the line. While console manufacturing also incurs
a lot of risk due to heavy investment in design and etc., it's worth
pointing out that streaming from the cloud doesn't offer remarkably
better opportunities for new players to enter either.
Let's get to, who's paying for these
computers the player is playing on anyway? Well, the consumer
ultimately does of course. In the current home console scheme the
consumer pays both directly and indirectly. $200-$300+ for the
console itself, depending of course. And indirectly, part of their
money for each game they buy going to the console
designer/manufacturer to pay for their profits and initial design
investment.
This leaves streaming as having the
benefit of no initial layout for buying games. Now onto the indirect,
“hidden” costs of purchasing a game. Does it seem likely that
streaming services will be able to charge more for their games
because of a lack of initial layout of payment? An interesting
conundrum. That's certainly part of the case for the PC this
generation. While games remained $50 on their people willingly payed
$60 for the same game on consoles in exchange for a much lower
initial layout.
But, there are other things to
consider. The benefit of consoles being much simpler, and thus much
harder for the consumer to break. Also a note on instant
gratification, or near enough instant. No long boot time of the pc,
selecting the game, etc. This too is what their extra $10 a game
bought. Streaming offers only one extra benefit, and that is there is
no hesitation from purchase of a game to playing it. No download, no
physical store, bought and played. However this is a benefit that
will rarely rear it's head versus getting a game started.
Thus I believe that streaming will have
little chance to allow higher cost games to pay for the
infrastructure necessary. This means that there will be little
benefit for publishers, the cost will be coming out of each game
purchase quite similarly to if they sold the games on today's (or
tomorrow's) consoles.
Now let's back up a minute... I
mentioned other benefits of the console versus the pc, but what other
benefits will the console offer versus streaming? One of the most
popular activities today on the Xbox 360 is viewing other forms of
entertainment. Streaming from Netflix is incredibly popular, for
example. And so part of that initial $250 or whatever is going
towards a device that can stream entertainment as well.
Further we can leave it to the
creativity and imaginations of software developers and the console
designers to see what other uses these machines can offer. As an
example that such is possible, a clothing store is already using
Microsoft's Kinect device to virtually overlay clothing onto people
standing in front of it, displaying for them what the clothes would
look like on them. And it's quite possible to match them up to the
right size at the same time. Improved online clothes shopping is
certainly not a force to underestimated, and this is just one example
of something that would be practicably impossible for a cloud
streaming approach to replicate.
Thus having no initial investment
costs, while an advantage, is not as large a one as one might first
suppose. Moving finally to the fact that the computer in a room
somewhere has computed the game and is now streaming the response
across the internet back to you.
More lag comes in here, but we've
covered that, so let's get to the advantage. You, the consumer, are
now receiving it on any internet connected device with a screen you
wish. That's cool, undoubtedly. You can play on a netbook, on an
ipad, on your phone for all the service cares. The question then
arises... who would really want to?
Not many watch movies on their phone,
not many choose to sit down with their netbook and watch the next
epic chapter of HBO's A Song of Ice and Fire. And not many people
will, most of the time, want to play their triple A game on a mobile
device's small screen. The ability to do so is certainly an
advantage, but it's not nearly as much of an advantage as some would
portend. To paraphrase someone trying Batman: Arkham Asylum on their
I-Pad “I'm amazed it worked!”
That's it, it was a novelty. They
didn't want to actually play it on their Ipad. They had their big,
immobile tv to do that. It was a tech novelty, something cool to look
at once. And while there are plenty of uses cases, “Bring your game
to your friend's house as easy as that!” The primary use is still
going to be little different from where and when you have your
console or pc or etc. with you anyway.
So, lets check off a list:
Pros: No initial cost for a system, a
decent advantage. Incredibly portable, a decent advantage. Instant
gratification from buying to playing, a very small advantage.
Cons: No user made software
modifications, I did not mention this but the practice is still
popular for certain games on the pc, thus a small disadvantage. Lag,
a mid level disadvantage. Limited controller options, another mid
level disadvantage, livable certainly but not wanted.
If we were to believe this then it
would seem that streaming comes out, around nil. Offering advantages
balanced out by disadvantages. To those consumers who most desire the
pros mentioned, and/or are least affected by the cons mentioned
streaming may then seem and excellent choice. But there's two more
things I'd like to mention.
Personal Computing devices are not
going anywhere, and they can already play games.
It may sound simple, but computers
still sell well, tablets appear to be on the rise, I already
mentioned the extra functions modern consoles can provide. And
there's a small trend that may eventually grow of allowing ever more
powerful smartphones to connect to other devices and be used as a
more general purpose computing device.
Imagine for a moment a world where you
would lay your cell phone down, and it would wirelessly connect to
your larger monitor/tv, speakers, mouse and keyboard and be perfectly
usable as a pc. And the main point of all these things is that they
too can play games. And ever more popular laptops, phones, and
tablets are all just as portable as the cloud, moreso because you
don't need to be connected to the internet at all times.
While these may lack the “simplicity”
factor of consoles and streaming they are getting ever closer to
doing so. This of course eliminates one of the cloud's biggest
advantages, and comes with none of the disadvantages.
There could be a lot more to discuss.
The idea of a “home cloud” where your Playstation 4 sitting at
home could stream inputs and outputs to other devices. Or netflix
like game subscriptions services or etc. But I am aware of those and
this blog post could go on for a lot longer if we discussed such
things. But instead I'll leave you with one last thought.
There is one huge disadvantage for the
cloud. One that, were it to occur, could spell doom for the entire
concept. If the streaming company you bought your games from shuts
down, your game is gone. It's history, wiped out, your purchase
eliminated.
It is not hard to imagine how consumers
will feel about this. How their friends, aquaintances and people they
don't even really know on social networking sites will feel when they
see how “easily” hundreds if not thousands of dollars can
disappear due to no particular fault of their own. If this happens
consumer confidence in cloud streaming could, potentially, collapse
to the point where the entire thing is not viable to even try again.
Depending on the amount of customers affected, perhaps for a very
long time.
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