Again, of course it works for him. He has a 50+Mbps connection and lives 50 miles from a data center. A much larger percentage of people in the US have a 7 or below Mbps connection, and live over 500 miles from a data center. Meaning that the reviewer's experience is not anything close to what the average user will experience.ianuilliam
I'm 500 miles away from the server in Dallas and 1,000 miles away from the server in West Virginia. My current connection has been fluctuating between 2Mb/s and 4Mb/s, and I have been able to play without any issues at all. You're making assumptions when you can just try the service yourself.
The average speed in the US, according to Speedtest.net is around 7Mbps (I have 6, myself). While that's sufficient to use the Onlive service, it is just barely.ianuilliam
The service states a minimum of 1.5Mb/s, you're fine in that respect as long as you have a steady connection. Again, you're arguments are still based on assumptions.
Even with a faster internet service, there's still the input lag. Sure, the Joystiq reviewer didn't notice it. But as I said, he lives ~50 miles away. I live 500. Many others live farther. And no, input lag has nothing to do with your connection, it's a simple matter of distance, infrastructure, and physics. There are basically two options to improve it. Move closer to a data center, or wait till they build a data center closer to you.ianuilliam
This statement proves you have never used OnLive and have no idea how it works.
At least the software is cheaper, right? No actually, it isn't. Sure, most of the games on the service are less than $60, but they are also old games. AC2 is $30 on Onlive (full playpass is the only rental option). AC2 is also 30 on Steam, and the console version, new, is $30 at Gamestop. Used copies are as low as $15 at Gamestop and Amazon. Other games will show similar price comparisons, and for the games that offer shorter playpasses, they tend to be the same as renting from Blockbuster stores or Redbox, and far more expensive than renting from Gamefly or Blockbuster Online.ianuilliam
Assassins Creed 2 on OnLive has all of the DLC and Addons included with it, as do majority of the games on the service. Keep in mind, the publishers set the price of all the games, not to mention you get these games INSTANTLY which makes up for the fact that renting prices are similar to Blockbuster and Redbox. Gamefly and Blockbuster Online still require you to wait 2-3 days for your game, and even when you get the game it could be unplayable if the disk quality is low.
Speaking of software, where is it?ianuilliam
Sorry. Not sure if you heard but December 2nd is the Micro-Console launch. Yes the service has been around since June, but that was basically live beta testing to see usage numbers and performance. They hope to have 50-60 games before the end of 2010, and have 100 games in the pipeline slated for next year.
And none of that even touches on what, for many, is the biggest flaw. No ownership. If I buy a game, it means I intend to keep it. My game collection goes back to the NES, and I still play those old games. Why would anyone want to pay just as much for a 2-3 year lease to play a game as they would to just outright own it forever? Even if you don't play old games or care about collecting them, at least with a console copy you can always resell it and get some of your money back.ianuilliam
Again you're arguing based on assumption. First off you own the license to play the games forever, just like with any physical or digital media in history. You should really read your EULA and TOS for your 'physical' copies of your games, as you only own the license to play the game and not the game itself. its not you play your NES still, I have my in mint condition never opened in a closet. Why haven't I opened it? Because I haven't had a TV that supports the inputs since 2000. There's no 3 year limitation on your games that was dropped just like the monthly fees, and not because of complaints from consumers.
OnLive never intended to charge a monthly fee ever, it was temporarily planned as a worst case scenario.
Inside Gaming: "Last month you announced that OnLive would be dropping it's required monthly fee. Players can now jump into OnLive for nothing. What was the motivation behind this? Was this move a direct reaction to negative feedback that you received about the subscription fee."
Steve Perlman: "Look, we never wanted to have subscription fees. We had no data to go by. When we announced $14.95 a month… nobody minds when you go down in price. We're not a Microsoft and we're not a Sony. We can't afford ten years of loses. You know what I'm saying? Let's put it this way: the worst case scenario we could imagine as far as usage would have required us to charge $15 a month. But what we did between the announcement and launch was what we call a commerce beta where people were buying games to test the credit card purchases and everything because you can't get real usage numbers until somebody actually buys a game. It's fascinating watching how usage for the exact same game, free or purchased, is different. So we were rolling up to release in June at E3, we're like 'jeez, I don't think we're going to have to charge anything.' But we couldn't be sure. So we decided to go this way: we partnered with AT&T and announced that the first year is free and after that it's $4.95 a month. Okay? Just to get people on there so we could get real usage and track that usage. We collected the data and tuned the system to optimize it for usage and after three months we were able to conclude that we don't have to charge any on-going fees. Which is great."
IG: "Was that sort of the plan from the beginning? When you you guys started was it like 'Ideally, we won't have to charge monthly fees?'"
SP: "So here's the thing. The plan was to make it so there were no monthly fees, if you play a game, either way, we get paid because you're playing a demo [Editor's Note: Steve mentioned to me earlier in a presentation that OnLive is compensated when users play free demos] or we get paid because we get a revenue share on a sale of the game. But we had to go and ran the numbers. You know? You're a start up so you go and run the numbers. 'Here's the best case scenario and here's the worst case scenario.' By the way, the only reason we could afford to do is we were so worried about the worst case scenario we built in all these optimizations in the servers to minimize the cost of operations. And it's because we built in all these optimizations…that we are able to offer a free service. If we just took off-the-shelf servers, we wouldn't be able to. But what you just saw there is that you're sharing servers amongst a lot of other people and it's using them very, very optimally."
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