GDC09 interview: OnLive founder Steve Perlman wants you to be skeptical

Joystiq: So OnLive ...
Steve Perlman: Yeah!
First, congrats on the launch ...
Thank you.
Everybody's asking, "What's going on at GDC? What's the thing this year?" You know, it's not LittleBigPlanet this year and it's not Gears of War 2. I think the biggest thing at the show, in terms of buzz, in terms of coverage, has to be OnLive. So, congratulations on that.
Thanks.
But there's a second side to that buzz story. Everyone's talking about it, but they're all saying the same thing: "Yeah, it sounds really good, but ... it also sounds like magic."
Uh-huh.
Gallery: GDC 09: OnLive debut
There's I think a lot skepticism – some might even say not enough skepticism – based on just the promise, which is really ambitious. What's your first response to that level of skepticism?
They damn well better be skeptical. When I set out to build this thing, we looked at it and said, "Look, in theory it's possible to do, but in practice we just didn't know if it could actually be done." You know, Rearden [Labs] is an incubator. You guys covered Mova, when we did the facial capture stuff, and you know, you saw it come out with The Incredible Hulk and The Curious Case of Benjamin Button. That also was a very ambitious thing, we said, "I don't know if we can really [get] the face with that level of realism, where you can't tell that it's a real person." Well, jeez, Brad Pitt was nominated for Best Actor. For a person, for a performance, but it was a computer-generated face for most of the movie, right? So we overcame that. It took over five years to get to that technology.
"They damn well better be skeptical." |
OnLive took seven. Right? Very similar thing, is that we started out saying, "If it can work, it will be transformative to the industry, but we don't know whether or not we'll get there." And I'll tell you, for the first several years, we were making incremental progress, but we just didn't know whether we could. And finally we got a thumbnail – just a tiny little postage stamp window we had years ago – that we had Quake running in it, called MicroQuake, and you could kinda tell what was going on, sort of, it was hard to aim, but it was absolutely instantaneously responsive. And it was working on a server center remotely. We said, "Alright, it's theoretically possible. Now how do we make that full screen, and of course how can we deal with the fact that it was home-safe – this kind of firewall, this kind of router, or this wi-fi adapter, what have you – how can we get it that we can get a reliable stream that works, so that people can actually use it as a commercial service?"
So, it took years. So there's science that's behind this thing, that had to be developed, a lot of new ways of thinking about video compression. And then there's just practical engineering, just going into lots of different places. I mean, the thing, I don't think people quite get, and one of the reasons why it seems like you know "this is just too much, too big," is that the earlier stuff that you might've expected to first see come out – you know, running on a small window, running a simpler game than Crysis, remotely, and so on – that kinda stuff we did years ago we just decided to stay in stealth mode, until all the pieces were in place, and then we had all the publishers that had a chance to really run us through the ringer. Then, when we announced, we knew people were going to be skeptical. And they should be, you know? But they would go and say, hmm, we've got nine of the top publishers behind this thing; do we really think these guys are gonna take their top titles, commit them for release the same retail window as you know, the titles when they come out for the consoles, and they're gonna let us show games on the floor here, which are actually just being released the day that the OnLive booth opens, you know?
The only reason they're going to do that is, obviously, they've gone through tons and tons of testing as well.

When asked about this thing, Will Wright said something like, "At some point you run up against the actual laws of physics." Actually, it's not about the technology. I'm sure you can stream video, I'm sure you can compress it fast enough; I'm sure you can do 10,000 or 100,000 instances of Crysis all at once ...
That's right.
... I don't want to know how much money it'd cost you guys for a hundred thousand instances of Crysis all at once, but you, you get it, it's fine. But at some point you run up against the actual barriers of physics, speed of light. What sort of limitations do you have that you literally can't overcome; that are impossible?
"... when you look at the location of the five service centers, and you draw a thousand mile radius around them, you get coverage of the entire US." |
We're not gonna be able to get server centers much further away than 1,500 miles, and that's only if you have something like fiber. If you have cable modem or DSL, then the servers need to be within about a thousand miles of your home. And because of the speed of light through fiber. Theoretically, we could set up low orbiting satellites, because the speed of light through the air is faster than through fiber, and then I guess we could go maybe three thousand miles. I don't think anyone's going to erect that; I think we're going to be using fiber that's already in place through the internet. So, in practice, and what we've told people, is that you really need to be within 1,000 miles. So, right now, for beta, we have a west coast service center in Santa Clara and an east coast service center in Virginia. We're literally right now outfitting one in Texas. And then we'll be setting up a couple other ones in the US. And then when you look at the location of the five service centers, and you draw a thousand mile radius around them, you get coverage of the entire US. I think there's a little corner up North Dakota that we're outside of the 1,000 miles radius somewhere ...
North Dakota's a big market ...
(chuckles)
Eurogamer had a story that I'm sure you've probably read it by now. One of the arguments they presented was that this technology – this ability to encode video this quickly and send it anywhere, within a thousand miles of the data center – why is video gaming the product that you wanted to sell with a technology that's that far ahead of anything else the industry's ever done, in terms of video compression?
Well, there's a couple reasons. I mean, to start out, Reardon is a technology and media incubator. So, in terms of what we like to do, one of the things that really motivated us was that we're creating photo-real people, and we're like, "Well, this is really cool for movies, but how are we going to get them into game systems?" We knew we needed more performance that was feasible at home, and so, this is very exciting to do that. But, another thing is that it was a real market, ripe for disruption. It's the last digital media format that is primarily distributed through packaged goods. Music is long gone, away from packaged goods. And video's on its way out, away from packaged goods. Well, look at video games. I think it's like 85 percent of the market goes through physical media. So, we're seeing downloads; as one, Steam is a great service, so there's been a lot of progress moving toward an online distribution model. But a download takes a long time, you've got to have the right drivers, right configuration, and so forth, and you certainly have to have the level of computing power in your local machine to keep up with whatever game you're trying to play. You've got students in dorm rooms, now, that have laptops, that have either no GPU or very low performance GPU's. So, we figured, "Hey, gaming is a good place to start".
Then the last reason we chose that as well, is that is was the hardest problem. This obviously would be awesome for video conferencing, right? You know, that delay you see, with your hands, with online, it's like you move your hand, and it moves instantly across the video conference link. But, games are way harder. I mean, in video conference, the camera doesn't move very much. There's tricks you could do to minimize the data rate, and so forth. Video games, they even defy what movies would do. Movies, you typically have regular pans, and a couple zooms, and things like that. Video games, you could have a pan, zoom, twist, explosion going on, right? Then when video compression algorithms are developed – you know, my team developed Quicktime, and it was involved in all those various other standards – what you do is you look at the various cases: okay, here's what we do with a zoom; here's what you do with fine detail; here's what we do where we have a random pattern of grass; or something like that. The kind of cases you have to deal with in video games go far beyond what occurs in cinema, or television programming, or home movies. So we say, "If we can get that solved, then we can solve anything."






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Reader Comments (Page 1 of 2)
Reclaimer 114 @ Apr 1st 2009 7:17AM
We need this kinda thing in the uk!
Bise @ Apr 1st 2009 9:13AM
Judging by what Steve Perlman said about the server plans throughout US, i guess they don't have any immediate plans for releasing this in other countries at the time. They will probably test it there and see if it's accepted by the public.
The problem is that maybe US isn't the best testing ground right now because of the economic setbacks and all. It could hurt a new distribution idea that has potential for anywhere in the world, maybe even MORE potential in other countries, like Brazil (where I live) that the distribution of gaming software is very weak. You don't find them easilly to buy, the prices aren't fixed like the $60 in United States, and the government over-taxes games since they are mostly imported. OnLive would proove a viable solution for that.
Reclaimer 114 @ Apr 1st 2009 9:58AM
I know it would take a while :(
But if they pull it off in the states, it would be worth waiting for!
mark @ Apr 1st 2009 10:19AM
Everyone wants this near him/her if it works.
Judging by the 1000 mile requirement, I think they will franchise it! (McOnlive anyone ?)
But before that - Bets are out if this will actually work or not.
He wants us to be skeptical, well I am, but will be glad to be proven wrong.
This may not work that well at the beginning but considering the speed at which technology improves, there is much this can lead to!
Swagman @ Apr 2nd 2009 2:50AM
@ Bise
I can tell you from personal experience as a business owner, recession is the best time in the world for deploying new product or expanding your existing business. Because of recession, you can negotiate to get everything so much cheaper than you would if the economy was in a more stable shape.
Everyone is pinching their pocketbook, and no one is willing to lose business - whether it is an existing customer or a new customer. So looking at OnLive's model for example. They are going to have to need their own customer servers and hardware, server nodes to link them to the internet with, bandwidth allocations, etc. When times are good, these things can be quite expensive - prohibitively so, if you are expecting tons of traffic. However, during recession, it would not surprise me to see them negotiate themselves into a savings of anywhere between 25% and 50% - depending on what the markup was in the first place; and depending on how the companies they acquire their goods and services from, will value their patronage down the road once the economy has rebounded.
Even in my own business, we have been looking to expand regionally for some time now. Due to the recession, we have been able to renegotiate most of our services, like the lease we pay for out office, downward by a considerable amount. We're saving money like crazy, and unless one of out customers approaches us about renegotiating our own prices to them, we are still charging the same amounts we were before the recession.
The deal with our lease holder has worked out so well, that we were able to secure two more offices in the region, for the same price we would have paid for just one - all while reducing the lease on our initial office. It works out great for us, because we save money and are able to start expanding like we had hoped we could. It works out great for out lease holder, because the two new offices we now occupy, were to companies that went under, and according to the realtor we had scout out new places for us, were expected to remain vacant for the foreseeable future, because of the recession. So the lease holder is making money on two more properties they were not before, but were still required to pay taxes on. See, it's win-win.
Same thing with your rent. As a battery of practical services the CFO initiated to help our employees survive the recession, we wound up helping almost everyone renegotiate their rent downward by 25% to 35%. We've even brought a guy in who's helping those of out employees who are home owners, find ways to renegotiate that mortgage. We are even looking at a guy who is going to come in and help get car payments, revolving debt, insurance payments and even utilities down for our employees. If everything goes as planned, our CFO projects we will be able to save our employees $10,000 to $20,000 each, in spending this year. And none of that would have been possible were it not for recession.
So do not believe the hype, recession is not all doom and gloom like the talking heads on TV like to pretend it is. If you are willing to revise your plans, revise your spending and negotiate, you can position yourself to take advantage when the economy finally turns around.
The OnLive guys sound like a pretty smart bunch who have been around the block a few times, so I am sure they know all this, and may have done it a time or two during previous recessionary periods. And the best thing for them, is that because of the recession, not only are gamers staying home to play more games, but more people than ever before are becoming video gamers. This industry is practically exploding despite the recession. So honestly, were I running the show, I could not think of a better time than now to introduce something new - especially, if it really turns out to be something that can lead the industry into a major paradigm shift. The last time that happened in the video game industry, was with the launch of the NES . . . in the middle of an industry crash, no less.
rohan @ Apr 1st 2009 7:18AM
i wonder if this is going to work outside the US.....
CJLopez @ Apr 1st 2009 2:11PM
i hope so, cuz i'm getting one, and I live in Mexico
4mb Cable broadband will suffice right?
Agumen @ Apr 1st 2009 7:19AM
It is quite interesting to hear this guy frankly and honestly discuss all the criticism. I was openly calling the service OnLies, like a lot of other internet observers. But hearing the guy talk about it, it actually seems like a more humble and achievable service than I had previously imagined. I'm still skeptical, but now I'll keep my eyes open. However considering I live in Europe, I'll probably never see it anyway unless it dominates the US.
What I don't believe is that this will ever become the way to experience the latest games. It would take too much money in processing power on their side to deal with the amount of people all rushing to play the 'new Crysis' or equivalent; and the consumer would get a compressed image when, with new blockbuster games, graphical fidelity tends to be very important to gamers (with Crysis this was, in fact, the games selling point).
What I can see is this service having success in certain genres of less than bleeding edge pc games. Take Warcraft 3 or Civ 4 etc. (Excuse the examples, I'm a console gamer)
Either way, I wouldn't be quaking in my boots if I were Microsoft, Sony or Nintendo.
ZippyDSMlee @ Apr 1st 2009 8:46AM
Ya its a uphill fight with hardware, but they can offset alot of the cost with that monthly hardware/software subscription and upgrade the line as needed like with HDTV set top stuff so it has a chance but the main problem will be limited sales to places that have good internet speeds.
master811 @ Apr 1st 2009 3:16PM
This will never work, not only will there be lag worries in the actual viewable downstream data, but now you have to worry about controller lag as well.
So if there's lag on screen, and there's controller lag as well, it will make using the controls impossible.
Zac @ Apr 1st 2009 7:26AM
Good read. Looking forward for more tomorrow.
koehler83 @ Apr 1st 2009 7:33AM
Mission Accomplished.
Dark Virus @ Apr 1st 2009 7:37AM
Seems fun and all. But I live outside the U.S. and I don't think onlive is going to be a global service.
context @ Apr 1st 2009 7:52AM
If it really took them 7 years to develop they will the others are screwed. But remember the huge R&D numbers of Nintendo, maybe it's about the same tech? And Microsoft can always try to screw it up a little. Making it just not work correctly on a PC and develop their own version. We'll see how things will work out cya in 2011 cloud gaming.
Omega2k3 @ Apr 1st 2009 8:02AM
Seriously? You couldn't come up with anything better?
ZippyDSMlee @ Apr 1st 2009 8:17AM
Multilayer might not work well with all that streaming data but it could work in places with good infrastructure where you can get stable 5Mbit or better connections....
How much is the hardware going to cost 10-30 a month for basic "programming" or 300$+ for the hardware and half the monthly?
3 things will keep this from getting anywhere 1 games(they are going to have all the new games) 2 price, if its cheap enough it will sale but will a third or so of gamers buy into it?
If its not cheap I don't want it because I'd lose the ability to go somewhere offline and play.
John Z @ Apr 1st 2009 8:32AM
I think you probably hit the nail on the head, as far as my big concern is. I like the option to play offline if, say, my cable modem's out (which happens-- it's Comcraptastic!). Steam offers an offline mode as well, which was my big concern with that service, but after 5 years I've warmed up to it. If OnLive lasts five years with satisfied customers, I might consider it.
ZippyDSMlee @ Apr 1st 2009 8:38AM
Steam dose not have the best of offline modes I have had issues with it, this unit is going to be a stream unit akin to a Settop box you get your TV/Sat/Cable services from it might have a HDD that can allow for some offline play on some games but predominantly its going to be a online only setup.
Its ahead of its time, the console war is doing well although I have to admit if they can find a niche between the WII and the PS360 the service will grow and change for the better but from what I have seen its a kind of replacement for the PC and 360 and I have a hard time seeing it replacing them.
David Cater @ Apr 1st 2009 12:55PM
I think offline play is definitely an issue. I could see two mitigating factors, however:
1) To some extent you get a trade-off benefit by losing offline play: portability. This is the same trade-off you get when using a Netbook and online-only applications (like Google Docs) vs. having your applications stored locally on your laptop. You would easily take your OnLive setup anywhere there is a high-speed internet and get the same gaming experience you would have at home.
2) High-speed internet is steadily becoming more ubiquitous and stable. We're not yet at the point where you can access the internet everywhere at high speed all the time, but we're making progress. There's a cycle going on here. The more applications there are that require a constant high-speed connection, the more people will demand that those connections be always-available and always-on. At the same time, as high-speed connectivity becomes more available and more consistent, more applications will be offered. We're at a good point in that cycle now, because there are already many application out there that are useless without the internet, and people are starting to depend on them.
I agree that I wouldn't replace my console (or PC) with something like this if it were offered to me right now. Within a short number of years, however (assuming they can pull it off from a technological standpoint), I could see us getting to the point where being "offline" and unable to play games is so rare and catastrophic that it won't be an issue anymore.
chad @ Apr 1st 2009 8:22AM
I hope this thing fails big time. I really don't like the idea of paying for a game and the not being able to play it if the company folds. I will always take a console over this crap.
Robert Maynard @ Apr 1st 2009 9:39AM
Pretty sure you rent the games..
chad @ Apr 1st 2009 9:47AM
You can rent or buy the games.
ElStefio @ Apr 1st 2009 9:55AM
Ok, i can understand your arguments against owning one and respect that it is entirely your option not to sign up for this when it becomes available. I do not however understand why you "hope this thing fails big time". I mean, i personally don't like marmalade, but i don't expect it to disappear from supermarket shelves or for people to stop eating it just because it doesn't fit my views on what is or is not worthy of existence. I know comparing OnLive to maramlade is a bit out there, but it's sometimes hard to think of good comparisons...
Besides, i'd rather see it play out. I can understand peoples reservations about cloud gaming, but at the end of the day even if they fail technology will still be heading in that direction anyway. It's similar to what the internet did to computers - how many people out there would have much if any use for an offline PC these days?
Marty @ Apr 1st 2009 11:45AM
Oh, I dunno - maybe millions upon millions of people who actually use their computer for work, like office work, writing, spreadsheets, accounting, graphic design, music production, etc.
Duke @ Apr 1st 2009 2:26PM
I don't understand wanting this to fail. Nobody is forcing you to use it. Now, if it works it gives another method for people to enjoy gaming who cannot afford the equipment, and thus makes the gaming industry expand. That is a good thing. You should want to have more options in gaming, not less.
mrfaithful @ Apr 3rd 2009 9:31AM
"Don't like it don't buy it" *DOESN'T* apply here. If this service is a success, and I mean a roaring success, developers are going to start developing EXCLUSIVELY for OnLive. Much like Valve's games are available only through Steam, making the whole platform dependant on one company staying afloat. Gabe promises to release an unlock patch if they fold, but for OnLive that's not possible. No company, however successful lasts forever. Eventually the bean counters will look at the costs of this system and decide that it's best to shut up shop. Any exclusive games are gone and you'll have to hope that the owners of the IP find it in their hearts to make a port to another platform. And with the state of PC development, it's a miracle if the developers hang around long enough to issue a patch let alone do a port.
shadowhowl1900 @ Apr 1st 2009 8:24AM
Will it be available in Canada? or will it be IP blocked?
ZippyDSMlee @ Apr 1st 2009 8:41AM
Depends on how hard the CP owners fight for region specific licensing........
shadowhowl1900 @ Apr 1st 2009 9:15AM
CP?
Hashbrown Hunter @ Apr 1st 2009 8:28AM
If OnLive, this could really revolutionize not only the gaming industry, but technology in general. This could really push cloud computing to the point where it is commercially accepted and frequently used. But they're going to need to setup a LOT of servers if they want to cover the whole United States. Still, as an initial product it's looking very, very promising.
Besides that, fantastic interview with some really strong questions and even better replies. Looking forward to part 2.
Hashbrown Hunter @ Apr 1st 2009 8:29AM
"If OnLive *works*, this could...."
John Z @ Apr 1st 2009 8:34AM
Maybe I'm just old, but I remember a time when all computing was "cloud" computing... ah, the old days of terminals and mainframes. "All this has happened before, and will happen again" indeed. :)
KBeat @ Apr 1st 2009 8:30AM
I want this thing to succeed very badly. If it means the end of console fanboys, it'll be worthy of a Nobel prize.
ZippyDSMlee @ Apr 1st 2009 8:47AM
Then you'd have game/series fanboys..oh wait we have them now LOL
I'd rather have my physical copy and not be tied to the net and subscriptions...
Alex Sohn @ Apr 1st 2009 8:49AM
Amen to that! It's funny, I've always been skeptical of a one console future, but if you think about it, it's never so much the hardware that matters, but the games that exist on the console, that make or break it.
I signed up for the beta, so hopefully I'm a 1,000 miles from their east coast server (I live in Cincy), but I'm doubtful it will release this winter, because I'm fully expecting Microsoft to buy up the company for $100 million or more, and wallah, we've got the next xbox.
dynnnbag @ Apr 1st 2009 11:37PM
@ Alex Sohn
Not to sound like a pretentious snob but...."wallah" is actually spelled/pronounced "viola".
Pretty sure anyway, the more you know and all that...
bulletsmakepeace @ Apr 1st 2009 8:50AM
I still have tons of questions on this idea.
I believe 100% it could work... But!
#1. Will it be worth the price vs. one time console fee and free psn or 50.00 for xbl.
#2. Unlike playing with peers, and peer hosting all users will be connecting to a host server without peer host in sense?, what will volume/load do to the quality. In theory with a huge volume of games streaming your talking a LOT of servers.. Not to mention all the different users with far difference latency. Even if it doesn't seem to lag someone or lots of players will be frames behind. The old days of host having the advantage will now turn into the player with the best latency having the advantage in multi.
#3. Actual, real world bandwidth requirements.
#4. Security, gamers like to mod and hack and this spells disaster too me. So now when they exploit codes in theory they could find true security breaches inside your network, flood your servers when they get banned, etc. Not to mention when a game network goes down you can still play your games on console, with this your in the dark.
Interesting idea but I will have to use the wait and see approach, and I mean like 1-2 years of it running waiting. not saying it's bad, I just don't think the networks are really ready for it.
Lee @ Apr 1st 2009 8:57AM
This is going to be absolutely pointless. Who is it aimed at exactly?
Lesser powered games run on anything.
High powered game players likely want the best experience so will opt for lag-free mice and keyboards.
And how are they going to run potentially 100k+ instances of Crysis or UT3?
Good idea but one hell of a wrong timing.
Alex Sohn @ Apr 1st 2009 9:31AM
So when is the right time to release such a service?
Everyone keeps sayings it's "too soon" or it's not the right time, so will someone please suggest when is the correct time to release this?
This has got everyone up in a firestorm it seems, I really wonder why everyone feels threatened by it.
It's not like you are going to be forced to use the service, I just wish people would let it flow its course, it's a business and a product like anything else, when it finally hits shelves and folks can try it for themselves, that's what will determine whether or not it can be successful, but until then, let them prove themselves.
It used to be we prouded ourselves on innovation, instead it's just a bunch of console and pc fanboys feeling threatened by something that hasn't even hit the stores yet.
Descender @ Apr 1st 2009 3:13PM
@Alex
I'm not sure exactly would be the "right time" for this service to actually hit the shelves, but another console suffered from being ahead of its time: the Dreamcast. It was advanced, it did things other consoles didn't. It died, too. Rest In Peace, DC.
That being said, I signed up for the beta. If it's ahead of it's time, and it tanks, I still wanna be a part of it for as long as it manages to last.
OnLive Dream @ Apr 21st 2009 12:21PM
I think the economic setback will actually help onlive, because im predicting their campaign (as many others are doing) will blatantly advertise this as a prodyct that will save them money, since its cheaper than buying 60$ games, and the console itself is cheaper than the wii, making it the most affordable gaming system out.
I wrote about it on my blog http://OnliveDream.com
xFenixKnightx @ Apr 1st 2009 9:14AM
At least they got the analog sticks right. :)
My question is, what does this actually do? If this works does it mean that I can just buy this and play PC games without actually having the high powered PC at home? Kinda confused here...
Mike @ Apr 1st 2009 9:29AM
Yes. All of the processing happens on their end. Your controller input streams to their servers and the video streams back to you.
Robert Maynard @ Apr 1st 2009 9:34AM
Yes, that's basically what it means.
If it works you wouldn't just be able to play high powered PC games without a high powered PC, you could do something like play a PS3 game on an iMac. The console just receives video and sends controller inputs to a server that is running the game on some kind of supercomputer.
Alex Sohn @ Apr 1st 2009 9:37AM
The way I would describe it, it's sort of like using remote desktop, you're accessing their server which runs the game, and then it remotes back to your screen and you can see it.
The real innovation comes with the encoding process they are using (which sounds really impressive, in the article it states they are the guys who came up with Quicktime) and using "cloud computing" to make the ability to run hundreds of instances of crysis happen seamlessly.
Instead of running on individual high powered gaming computers, they have huge powerful servers that handle all of the processes for the games.
xFenixKnightx @ Apr 1st 2009 10:04AM
Thanks, guys! Sounds sweet, I hope they can pull it off!
Misfit Toy @ Apr 1st 2009 9:43AM
Honestly, one of my biggest concerns are some of the smaller things...like how good will the controller be? I hate those crap controllers you find in hotels. And with the Wii, 360, and PS3 being the three major players...who's design would you 'borrow' from the most if we were to have this one world nation gaming system? And do the big 3 agree to go along with this and just develop software, or are we looking at a 4th system trying to break in.
It'd be hard for me to imagine them just lying down on this one. In the long run those consoles start to make those companies a profit. I don't see any of them just throwing that away. Not to mention the legions of fanboys and girls that have an allegiance to a particular console.
Too many questions so far. I'd need a little more reassurance before trying this out.
golobulus @ Apr 1st 2009 9:47AM
lol steve, i bet at the end of this venture you'll want us to laugh at it too.
GMC @ Apr 1st 2009 10:55AM
Assuming he's fairly accurate about what he says the service can provide - the only problem is bandwidth, conistency of service and usage caps of the end-users.
If this works, if this truly works - then SCEE, Nintendo and Xbox are all in trouble.
Definatley not today, but if this company can struggle through the next 5 years, ISPs will (perhaps driven by services like this) push up the quality of their service. When this happens, the big three will be in trouble. They will all have to work with this service to get their names on it... then their names will fade in value as their role of publisher becomes irrelevant.
Assuming this all works, of course.
Suichimo @ Apr 1st 2009 10:56AM
Let me guess. The FIOS user they found in the Midwest was in Chicago or St. Louis or a similar type of city. Thats not exactly an accurate depiction of what we have available to us in the Midwest.
I've mentioned this in other comments concerning this. A lot of us in the Midwest can expect either crappy dial-up or crappy satellite w/ a sub-20 GB download limit per month. This is all possible because they see us as poor saps because we can't really get much better.