Quote:Original post by Sneftel
Quote:Original post by ChurchSkiz This has to be bad for business though. I'm sure I'm not the only one who will use this purely for demoing games (no messy installs needed for a short demo). It's going to cost them in processing power and bandwidth and they won't get any money from it. |
You're thinking too short-term. Today, OnLive is an afterthought for publishers. Soon (according to what I am certain is OnLive's internal strategy) it'll be a primary platform for many of the smaller ones, and OnLive will be pulling down pre-sale money on up-front licensing and support contracts. A couple of years after that, the first AAA-quality OnLive exclusives start trickling out; you won't be picking those up at GameStop.
There's a lot to like about OnLive for smaller publishers. It shares the same advantages of XBLM -- low distribution costs, built-in marketing, unpirateable (even more fundamentally than XBLM) -- and it's got a better story for wide market penetration than either XBLM or Steam. |
Yes but I can also see some large negatives as well:
1. The lower-end the game, the less sense it makes to purchase it via OnLive. Why play Sam & Max onlive when I can play it lag-free on a 5 year old comp?
2. Bandwidth requirements are the same regardless of game quality. It costs them just as much bandwidth to push out Crysis at 60fps as it does Tower of Goo. I imagine bandwidth is either their first or 2nd highest cost.
OnLive is different than any other game portal. They have actual costs every time someone uses their service. A simple game being played is going to cost them real money due to processing and bandwidth. Compare this to steam who lose practically nothing if someone downloads a demo.
Not saying it can't work, but if they play it wrong they could easily go bankrupt on bandwidth costs. An online portal can fizzle out but they're not going to pile up insurmountable debt either.