OnLive the cloud based, gaming-on-demand service that has the potential to kill game piracy and also kill traditional gaming platforms will go live this June in the US. The service has the potential to fundamentally alter the way games are developed, distributed and played forever, if it succeeds.
OnLive was announced last year and has since drawn widespread intrigue, scepticism and often hatred from gamers and analysts alike. Many gamers think the service will fail after them questioning whether games can be streamed over the internet without any input lag.
Whilst others think it will take too much control from the gamer and kill the enthusiast market and modding communities alike, which is something PC gamers in particular hold very dear. PC Gamers and console gamers rarely see eye to eye but having read a lot of reaction to the service, it would seem that both sets of gamers for the most part want this service to fail and aren't willing to even give it a chance.
OnLive have tried to reassure gamers by stating the service uses a propriety video compression algorithm which enables broadband connections of no more than a few megabits per second to use the service without any input lag. This is providing their access is no more than 1000 miles away from the OnLive data center providing them with a service. There are currently three such centers across the US. One in California, and the other two being in Texas and Virginia. At the moment these centers are providing the the service in beta form.
If it works the platform will give the gamer the illusion of playing any game locally as they do now. No impression of the game being streamed over 1000 miles should be felt. However it still is not clear how multiplayer games across different territories will work. For example will gamers in the US and UK be able to interact in the same games and at the same times?
If it delivers, OnLive promises to allow even the most demanding of games run on old or budget hardware since the game is streamed over the net, rather than being processed on the client computer. All the intensive on the fly rendering is done within OnLive's data centers and not through the gamers own hardware. This means we can all experience Crysis and any other game for that matter at the highest quality settings the game has to offer. That's if it works of course.
To help the service become as ubiquitous as possible, OnLive will also be releasing their own MicroConsole that will allow access via nothing more than a TV. The diminutive console will also come with a wireless controller although this device will not be launching at the same time as the service. The MicroConsole features a USB port, HDMI, Ethernet and Optical inputs on the back and two USB ports on the front.
![[ OnLive Controller and MicroConsole Image ]](http://images.bit-cast.net/gaming/2010/3/vlargethumb_image_onlive_microconsole_and_controller.jpg)
OnLive has been in development for eight years and has cost millions to get to the point of release. OnLive CEO and founder Steve Perlman welcomed the announcement and said "Everyone here at OnLive is just incredibly excited about this milestone. It’s the realization of a dream that we knew would be a huge undertaking, but also one that would change everything."
He continued by saying, "OnLive fundamentally transforms the way users experience games and interact with each other, and in time, will transform the way games are developed and marketed. By distilling specialized game hardware out of the equation, OnLive will allow games to be played as a pure media experience on virtually any device, with the same flexibility and instant-play experience that we’ve come to expect from online video and music."
![[ OnLive Controller Image ]](http://images.bit-cast.net/gaming/2010/3/vlargethumb_image_onlive_controller.jpg)
The service is due to finally launch in the US on June 17th after several months of beta testing. Access to the service will cost $14.95 and does not incorporate the cost of game purchases or rentals. You will still have to cough up for those separately. Loyalty programmes, game pricing and other special offers will be announced by the start of E3.
OnLive could fundamentally change the way the gaming industry operates. With such a service, piracy could be wiped out as the games' are hosted rather than distributed. This has another affect in that developers and publishers will no longer need to go to the expense of having to box games up and physically distribute them. "OnLive breaks the console cycle. We don't need new hardware devices," said company founder Steve Perlman.
![[ OnLive Game Showcase Gallary Image ]](http://images.bit-cast.net/gaming/2010/3/largethumb_image_onlive_game_showcase.jpg)
If OnLive takes off (I'm seemingly one of the few that thinks it will), then it could hit a lot of retailers hard, particularly those selling physical goods. If publishers are no longer distributing content to the high street, then many companies who's sole business model is based around the idea of selling games and renting them out could quickly be cut out of the market all together. This is the way it could well end up going with some of the industries leading publishers and developers providing top titles from day one. These include EA, Ubisoft, Take-Two Interactive, Warner Brothers Interactive and THQ.
Gamers from outside the US will have to wait for the service as no details have yet been released. The focus for the company right now is getting the US up and running with the service before expanding to other territories.
What are your thoughts and prospects for the service? Do you think it's the best thing since Mario or do you think and hope it will be an embarrassing flop? Let us know by leaving your thoughts below.