Friday, May 18, 2012

Consoles in the Cloud

I meant to write about cloud gaming a long time ago. Actually all the way back to when OnLive first debuted. Back then, most people didn't think it was possible. Gamers who made a living managing networks would argue tirelessly on forums about how it wasn't physically possible. The latency would be too great, the image quality would suck ass, and it wouldn't be cost-effective. To their credit, they were partially right, except for the whole impossible thing.

So OnLive debuted, and it was actually shockingly new technology, enough so to make jaded technology buffs gape in awe. No, the latency wouldn't make twitch gaming very enjoyable, and the image quality might have served only slightly above current-gen consoles, with some compression artifacts that non-cloud gamers would never encounter. But it was working. You could in fact play games with all the electronic muscle hiding away behind miles of wiring. It was an extremely novel concept, and while it didn't take off with any great zeal, it was a step towards what some might say is the future.

Why is that though? Why does cloud gaming necessarily have to be the future?