In the past I’ve noticed that some tech reaches an almost ridiculous pinnacle before a quick demise in the market. The most recent example of this is Blockbuster Video, which up until a few years ago was a seemingly unbeatable force in movie rentals. Until, that is, technology made movie rentals moot. Old fashioned. Silly. Now Blockbuster is on a long, slow spiral of market death.
I’ve been wondering the same thing about video game consoles lately. There are three major gaming consoles this generation: Nintendo’s Wii, Microsoft’s Xbox 360, and Sony’s PS3. Nintendo seems to be winning this fight for the moment, with Microsoft firmly in second place and Sony bringing up the rear, at least in terms of sales. Some transparency here: I own an Xbox and a Wii. I play on both of them, although the Xbox is what I usually end up playing. I don’t have anything against the PS3, but I don’t much like Sony as a company.
The problem with three consoles is obvious: games are expensive to make, and to assure that developers make their money back on games, they are usually developed for either the two HD gaming consoles (Xbox and PS3) or for all three (although ports to the Wii tend to be very different). This defeats the purpose of having different gaming consoles. Despite fanboy enthusiasm, both consoles are roughly equal in performance. Neither has games that look dramatically better than the other. And mostly, the games for both are the same. So it’s a massive drag on game developers to create the same game for two completely different consoles. And since the Xbox is essentially a PC, it is far easier for developers to make games for the Xbox and PC than for the PS3. Developers want to make money (and gamers should want them to make money), so they make decisions based on the widest installed base of platforms. That’s been the PC and Xbox this time around.
But what if the console didn’t matter? What if game developers could be assured that everyone could play the games, no matter what hardware they had? What if they had no hardware at all, really?
That’s where OnLive comes in. It’s a new system for renting video games. Yes, renting. If there has been any new development in media over the last few years, it’s been the media-as-service model, where you pay for broad access, rather than paying for specific titles. Like Netflix’s on-demand system, you pay a fee and you watch what you like. So far, indications are that this model not only works well in practice but is extremely popular. But will it work for games?
How it works is simple: rather than buying a console and individual titles on DVD, you purchase a box. The box is not a console, per se, it is simply a network device that receives signals from a gaming controller and sends them over the internet to the OnLive server, where the game is running. The server sends back streaming video (720p resolution, which is the most common on HD gaming systems right now) of the game, which the box sends to your TV.
Initial objections were obvious: what about lag? After all, the signal’s got to go from the controller to the box over the internet to a server somewhere across the country, then the signal has to be processed, the game reacts, and then the video has to be compressed, sent back across the internet to the box, then to the TV. What about lag? So far, it looks like the company has that problem licked.
The benefits to this are enormous. First, the box itself (because it has no media drive, no advanced processors or memory) is relatively cheap. Second, no one needs to mass produce all the game discs and crap that goes with the game to the retailer. Third, because all the games run on back-end servers, there is never a need for individuals to upgrade their consoles. All the hardware upgrades go on the back end. Once a new generation of games is announced, everyone has access to them without buying new hardware.
I still have some reservations. First, that’s a lot of computing power at any given moment. It also requires that everything be done over the internet, and I’m not convinced that current infrastructure can really support that much active bandwidth. But it’s also clear that both computing power and bandwidth are increasing at decent rates. And an Xbox 360, for instance, compared to current desktop computing power, simply is not that demanding.
For developers, the boon would be fantastic. They’d no longer have to worry about developing games for multiple consoles. Microsoft, Nintendo and Sony might be out of the console business, but the business model has been dead for some time: console makers take losses on console sales up front in order to make money on the games. It remains to be seen what would happen with online services such as Microsoft’s popular Xbox Live, but they might survive in some other context.
In short, I think the idea is great and worth pursuing, but it probably needs some development before it’s market-ready.
Oh, and there’s the real benefit to all this: the death of endless, pointless, ridiculous fanboy arguments over which console is better and/or has better games. That benefit alone is enough for me. Sign me up.
tags: gaming, markets, technology
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