Streaming Online Games

2009 Mar 30 4 Responses 

Two services have just been announced that host the game rendering and mechanics in the cloud. Basically this means that you install a small client that only sends your input (keyboard, mouse) commands to the game on the server which returns the games video frames in seeming real time. You wont know the difference from playing locally.

This sounds to good to be true, we all know about lag online and the technical issue seems to be insurmountable. But there isn’t one player on this, there are two large services (OnLive and Gaikai) with proper backing being developed and possibly shortly released.

The OnLive demo from GDC left reviewers in awe but still not convinced. Gaikai only focusing on online games might make it a lot more technically possible (as most lag is from game state calculation any way) but still to be proven.

What do you think?

Visit OnLive and Gaikai and check it out.


4 Responses  Posted in Game industry

Why hardcore's love peggle

2009 Mar 09 No Responses 

A wired article on why hardcore gamers love peggle finds a strikingly simple way to categorize gamers as casual or hardcore.

It’s a short and good read, check it out.

In summary the article proposes, based on Popcap games data and theories, that gamers either put effort into understanding complex casuality or they don’t. Hardcore and Casual. Which would explain the difference in appetites as well as time invested and similar data available from this kind of categorization.


No Responses  Posted in Developers