Has anyone tried a Stadia before? I've remained doubtful about game streaming because it seems like the latency is such a hard problem to overcome. In any game that requires even a bit of precision and fast reaction, 30-100ms of latency can feel pretty bad. Seems to me like the only way this could possibly work is if the games are designed with streaming in mind, but even then it seems hard... Remote Desktop in Windo…
Luna – Cloud gaming service
61–70 of 288 posts
Re: Luna – Cloud gaming service
#62Earlier quoted context omitted.
Well, that's how console gaming and most e-shops work. You get to play until the hardware generation phases out.
Which is why so many in the gaming community prefer to buy physical games as opposed to digital downloads. At least with digital downloads you can quick download all of your purchases before a store closes down. With gaming streaming that shit's gone forever.
It's by design. MS made it clear 8 years ago that they wanted Digital and to move on from Physical media. It's an inevitability, the question is how can we migrate licenses from platforms. I like how movies are handled with MoviesAnywhere.
Re: Luna – Cloud gaming service
#63This feels like an appropriate place to rant on something that’s been bothering me for a while. It’s really disappointing to me to see every single form of entertainment becoming a subscription service. It’s also the same problem you see with various apps/software trying the SaaS model, even when it doesn’t make sense. Are we going to have exclusive games requiring multiple subscriptions to enjoy the content you want…
Re: Luna – Cloud gaming service
#64This feels like an appropriate place to rant on something that’s been bothering me for a while. It’s really disappointing to me to see every single form of entertainment becoming a subscription service. It’s also the same problem you see with various apps/software trying the SaaS model, even when it doesn’t make sense. Are we going to have exclusive games requiring multiple subscriptions to enjoy the content you want…
SaaS, and streaming in general, is very much anti-consumer, especially for those of us who value reliability over quantity. It's sad, but in most cases piracy really is the most pro-consumer option, even without considering the price (although in my case I usually just don't bother and go for other forms of entertainment).
The next generation of consoles already seems to include two versions, one with support for discs and another one (cheaper, of course) which is digital only. I'm tempted to rant about how this is a ploy to incentivise people to eschew physical games and go digital only, but I would be fooling myself, since physical games are also DRM-riddled and they might just stop working if some software update so decides.
Re: Luna – Cloud gaming service
#65Re: Luna – Cloud gaming service
#66Earlier quoted context omitted.
I find this odd because I think historically most people haven't purchased entertainment. Libraries have always been common for books, more people listen to a song on the radio then on a CD they own, people watched TV on broadcast or cable before Netflix, and most movies are watched in the theaters or rented then on a DVD they own. Games have been weird for being something you have to buy.
Not historically, surely? People didn't tend to rent chess boards. Even something like billiards, players with enough wealth to have a room with a table would do so. Personal libraries were a commonplace shortly after the printing press, as were broadsheets and then newspapers, all of which were purchased and owned. Music was impossible to 'own' before recording technology, but ownership of musical instruments, and t…
The current concern is that the ability to own, lend, and retain access to any of it, is vanishing completely. And, specifically with server-enabled games, the ability to experience almost all of them is guaranteed to vanish in just a few years.
Re: Luna – Cloud gaming service
#67Re: Luna – Cloud gaming service
#68This feels like an appropriate place to rant on something that’s been bothering me for a while. It’s really disappointing to me to see every single form of entertainment becoming a subscription service. It’s also the same problem you see with various apps/software trying the SaaS model, even when it doesn’t make sense. Are we going to have exclusive games requiring multiple subscriptions to enjoy the content you want…
It all boils down to $$$, of course. 1. You cannot touch the sacred cow $60 game price. You can go lower, you cannot go higher. 2. Reoccurring revenue & upsells/addons are every business' wet dreams. The game is done, sell it at $60 and shift 9/10ths of the team onto the next game. 1/10th of the team remains in bug-fix/content-churn mode to fulfill whatever season/battle pass scheme they're peddling. Release a new ga…
I am merely 23 years old yet I still remember when I used to pay 50€ instead of 60€ for new games on Steam/Retail. And now it's going closer to 70€ for some games. For consoles, I've seen anything between 60€ and 90€. So, at least in Europe, this doesn't seem true.
> 2. Reoccurring revenue & upsells/addons are every business' wet dreams. The game is done, sell it at $60 and shift 9/10ths of the team onto the next game. 1/10th of the team remains in bug-fix/content-churn mode to fulfill whatever season/battle pass scheme they're peddling. Release a new game with the same stuff ~2-4 years later.
That's definitely true for the megabudget games like GTA. There still seems to be a sizeable niche that for pure single-player experiences though, for which I am glad. I find them to be far from dead; there are tons of upcoming SP games I am excited for and I see no reason for this trend to end anytime soon. There are also still expansions. I mean, there's a lot of AAA SP games on the market and coming out.
> 3. Singleplayer games are dead because studios haven't figured out to get cheap secondary/ternary monetization out of them (for cheap.) A lot easier to make a digital hat than keep your design/narrative team making expansions.
The problem with secondary/ternary monetization is that the market will probably saturate quite soon; most people aren't going to pump money into 5+ live service games at once.
Re: Luna – Cloud gaming service
#69Earlier quoted context omitted.
"Forever" - so until Google kills it in a year or two.
Well, that's how console gaming and most e-shops work. You get to play until the hardware generation phases out.
Re: Luna – Cloud gaming service
#70I noticed that there are web apps for iOS to get around Apple’s rules. Why couldn’t MS and Google do this.