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Cloud-gaming is inevitable - Carmack |
Listed in: News Tags: id Software, John Carmack
He expounds on this thought in a recent interview with Industry Gamers. "Consumers have shown over and over again that convenience can often more than offset more quality issues, and there will be significant conveniens wins possible there over optical media or digital downloads."

He points to the current trends, with more games going the way of digital distribution, having even smartphones join in on the fray. "Blockbuster games will continue to increase in development cost, but gaming should continue to have a much more vibrant 'low end' than, say, the movie industry."
There is also no denying, he said, that there have been a whole lot of changes in the industry since when he first started out. But always, the changes are good, interesting and exciting. "If anything, I feel almost overwhelmed with the available directions to focus on... Twenty years ago you could look at a platform and consider it as something that could be grapsed nearly in its entirety.
Today, your cell phone's total complexity is beyond anyone's capacity to completely comprehend, to say nothing of your personal computer and the Internet it connects to."
Via [Industry Gamers]
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Or lose access to any games we purchased when they decide to no longer support the format.
Yes, it is convenient, but ultimately an insubstantial purchase, without the ability to have a saved physical copy of any software or media. I am sure they will cripple them with tons of DRM.
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NO.
Carmack is a washed-up D-bag. Rage? Already the -real- release screenshots are looking like run-of-the-mill FPS, and not the extraordinary multi-shaded cinema-quality masterpiece he's been showing the last 4yrs.
Cloud Gaming? I have OnLive. I rarely use it. Bandwidth would have to be a whole lot consistently higher before the 'pulsing' effects go away (honestly, it hurts my eyes way quicker than 3D: I could sit with glasses-on-glasses for 3D for 3-4hrs and feel better than 20mins running an OnLive game.)
This is just Carmack trying to 'engage in the gaming conscience' again, in lead-up to his Rage game. But, his is a comment that you could (at the same time) view as both "No duh" (since Cloud Gaming is ALREADY HERE), and "You're dreaming" (since I'd bet the OnLive userbase is barely enough to sustain the business model right now).
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Valve, OnLive, Xbox LIVE, (etc) these are cloud gaming services.
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What you said isn't entirely true either. OnLine would be the only example of cloud gaming you've provided. Neither Steam or Xbox live process anything for you on their end as far as graphics or data processing. They're more like file repositories and dedicated server lookup tools. They may leverage some cloud functions within their environment but those are not extended to the end user as cloud computation.
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We just can't afford it right now. Maybe for crappy little .99 games...
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But dont underestimate people's desire to physically OWN things and collect them.
The booklets, the packaging, etc.
I dont see nebulous tethered access to any sort of expensive/top shelf single player game replacing that very soon.
I dont think human nature is going to change that much in the next 15 years.
Maybe in the next 500?
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http://imgur.com/0FyaG
There will surely be backlash from a few, but the masses will adopt.
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For true cloud gaming to work the model has to change, but I have an idea for that and Mr. Carmack will likely hear about it in the near future.
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P.S. Digital downloads, as seen with smart phone games and DLC, nor roaming profiles nor anything that requires anything other than a client for the cloud service is true cloud gaming.
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If the games work as they do now, all we would need is a cloud to compute the multiplayer. That could work.
But running multiple copies of the actual game on the cloud would severely impact the quality of the game being played.
I can see multiple clouds for different regions, that way they can take the cloud and dedicate it to something else when the game it's being used for becomes discontinued.
Then we wouldn't need dedicated servers for every game, because the console companies could use different size clouds to compute the multiplayer and matchmaking, something far less intensive than computing the whole game.
Otherwise I don't see it working for gaming, just look at Onlive, what a joke.
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