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I don't think it's impossible that streamed games will find a market, but I think there are several hurdles that (unsurprisingly) weren't apparent to a company
by brundolf 6y ago
I don't think it's impossible that streamed games will find a market, but I think there are several hurdles that (unsurprisingly) weren't apparent to a company with no experience in the industry:
1) PC gamers tend to revel in owning (building, customizing, optimizing) their hardware; not just because it lets them play the games they want to play, but even for its own sake. RGB arrays, overclocking, custom case builds. Streaming can't compete with that.
2) "Casual" gamers already have powerful devices in their pockets with thousands and thousands of games available, including many free ones and many high-quality ones.
3) Console gamers are presumably the target (?) market. But an Xbox Series S costs $299. The (absolute minimum) Stadia starter kit costs $99; you're already a third of the way there. And then there's the subscription fee. And then you still have to buy the games. Something I don't think Google realized is that over a console generation, the dominant cost quickly becomes the games themselves, not the hardware. If Stadia users still have to buy them at full-price - $60 a pop - that $200 you saved at the beginning quickly becomes a diminishing fraction. You just aren't saving that much, and in exchange, you get the constant risk that your whole library will simply be killed at any moment, as well as...
4) The latency. The problem with latency is it's not a fully solvable issue, no matter how much hardware or money you throw at the problem. There's a physical lower bound on how long it takes electricity to get from your house to a data center and back. And then there's all the routing infrastructure run by your ISP, which a) is outside of Google or Microsoft or whoever's ability to improve, and b) is unlikely to be improved by the ISP because game streaming is basically the only usecase where bleeding-edge latency actually matters. And in terms of how much it matters: one frame at 60FPS translates to 16.7ms. Client-rendered multiplayer games don't have as much of an issue with higher latencies because of client-side prediction: https://en.wikipedia.org/wiki/Client-side_prediction https://en.wikipedia.org/wiki/Client-side_prediction
Here's the only way I could see game streaming being successful:
An all-you-can-eat, Netflix-style buffet of big-budget games. Like Apple Arcade, except it has games like Call of Duty and Borderlands that you could normally only play on a console or a gaming PC. You pay a monthly fee, and you never have to buy or even download a game. Dedicated thin-client hardware is a waste; anybody who wants to buy hardware will just buy a console. Your target customers don't want that. Instead this would only be playable on existing platforms, primarily desktop/web/mobile, though possibly existing consoles as well.
That would be a decent value-proposition for some people. Those playing really fast-paced games and/or sticklers for latency wouldn't go for it, some existing phone-gamers might, but mostly you would get people like your friend from college who just wants to play Borderlands with you but isn't really a "gamer" outside of that.
Microsoft is the most clearly-positioned company to succeed at this, as far as I can tell. They have two decades of experience in the industry, they have cloud chops and datacenters, and they carry clout with publishers and even have in-house studios (because a subscription-only game buffet it going to be a tough sell when it comes to license-holders).
And of course they've already started: Xbox Game Pass is a smallish version of the all-you-can-eat subscription, and they've been experimenting with cloud-hosted releases. You can even play Control on your Nintendo Switch via Microsoft's cloud. That's pretty cool.
But I don't think this will ever make gaming PCs or even consoles obsolete, mainly because of the unsolvability of the latency issue. It will be good enough for some people.
Oh and Stadia will die anyway, because Google doesn't understand any of the above
- VRay 6y agoOne quick nitpick: The latency in streaming isn't as bad as you'd think Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen. So there's plenty of room to redesign things to work around that latency in a lot of games (This obviously doesn't apply to high-end play on twitch shooters or fighting games though, those are pretty much screwed when it comes to streaming)
- brundolf 6y agoWow, I didn't realize it was that high. I stand corrected. I think most of the above still applies, but maybe expand "it'll be good enough for some people" to include some portion of average console-gamers (assuming the rest of the productization is done right, and assuming those console-gamers have fairly good internet) The thing is that, even there, if you're putting it on a TV you're likely not going to want to plug in your Macbook or whatever. Which means, if you don't already have a console, you're going to be buying dedicated hardware regardless. Which significantly cuts into the "savings"/"no-purchase" angle, and steepens the question of "what's the point of this?" One thought though: Microsoft could use this as a way to keep last-gen console owners engaged. At some future date when the Xbox Series Y or Z or whatever comes out, people with a Series S might still be able to play the latest games by streaming them. They're using dedicated hardware that plugs into a TV, but it's hardware they already bought which is essentially being repurposed. Edit: Another thing is that the subscription model and the streaming model don't have to go hand-in-hand. I think game subscriptions are absolutely the future, but I think there will always be a market for devices that download and run those subscribed games locally.
- georgeecollins 6y ago>> Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen. So there's plenty of room to redesign things to work around that latency in a lot of games Source please? I have produced / designed / managed a few AAA games in my life and none of them had a 200ms latency between when you pressed a button and something happened on screen. That delay would be horrible for a fighting game or a driving game. How are you even defining "something happening on screen"? Let's suppose you are right, that there is a longish latency between when your input is polled and when the game systems fully react. That happens to some extent in RTSs, because changes in the game state are synchronized. But in that case the delay isn't going to hide the network latency, it is going to be added on top of the network latency.