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on the cost structures: my guess is this is primarily aimed at the type of game developers who build upon a MRR (monthly reoccurring revenue) model - from WoW t
by dotBen 13y ago
on the cost structures: my guess is this is primarily aimed at the type of game developers who build upon a MRR (monthly reoccurring revenue) model - from WoW through to XBox-Live type gaming. Being server based particularly lends itself to multiplayer gaming where network latency should be zero and MRR is most common.
It's basically OnLive for mobile but you bring your own distribution channels.
This isn't going to compete with casual games you would natively run on devices for a fixed deployment cost.
- quantumpotato_ 13y agoHow does this compare to Heroku? Heroku is just a wrapper around traditional AWS..?
- alttab 13y agoI don't see that as a problem. My guess is, even if you remove the barrier to entry by not requiring strong hardware to run the game, you still have to turn someone that has had no previous motivation to play hardcore games, to now play those games simply because they can. Sure, those who would love to play these games without chasing hardware will, but I can't imagine that's worth the additional, continual cost of rendering the game in the cloud and piping it over the network.