In 2009 the OnLive company (www.onlive.com) announced that it wanted to distribute games via streaming video. They’ve received a lot of scepticism, scorn and jeering. People felt it was impossible because it would require too much bandwidth and produce unacceptable delays during play. Last year the company launched their Cloud Gaming Service for which they now received respect from all sides. Game consoles are greatly challenged by a formidable, new competitor.
In the 1970s video games were only available in arcades. Pac-man was the first big arcade blockbuster. It took until 1982 for the domestic video games market to take up, when Pac-Man became part of the standard Atari-2600 video console and greatly accelerated its sales.
Basically there are four techniques to deliver games to people’s homes. In agreement with the Atari approach the real gamers still use video consoles such as Xbox, Wii or Play Station. They run their games from DVD or Blu-ray, while at the same time they connect to the internet for the competition with others players. Also many games are played on the computer, initially through floppies, later with CD-ROMs, DVDs or today increasingly through the web. Mobile phones and tablets are rapidly growing platforms for gaming, which naturally exploit the device’s network communication function combined with GPS kerstmarkt sensor data. Finally, cable companies increasingly use the set-top box for offering games directly on TV, which is a major new strategy because the TV is still the main access point to the people’s homes.
All networked gaming solutions using a remote server have to deal with two major challenges. First, they need to provide a good synchronisation of the game. If players are informed too late about relevant changes in the game, the logic and causality of the game play are undermined. If you’ve just eliminated an opponent, you don’t want to be taken in by the same opponent soon after. Secondly, platform independence: the segmentation of the market in different hardware platforms is a potential growth restriction. Nobody likes to be reminded of the pitiful problems of the incompatible video formats VHS, Betamax and V2000 frustrating the video market in the 1980s.