I, for one, prefer the subscription model for some things. I like that I can dip my toes in and out of the Photoshop ecosystem without having to shell out hundreds up front. I prefer to rent Netflix for a month rather than purchasing DVDs or Blurays I may watch once or twice. And when cloud gaming is baked (it will be a long time away for me as I live in a small island nation) I will love being able to play any game from a huge range with no outlay other than my monthly subscription - no hardware requirements, no upgrading, just a few bucks a month, and only on the months when I choose to keep my subscription.
My only caveat with cloud gaming is that mouse + KB is non-negotiable, I'm not sure how realistic that will be. I will not play shooter or strategy games with a controller.
This is where NVidia went wrong. They're basically providing that sort of thing, but wanted to present it as their own game service as though all the other storefronts were just backend plumbing. Not a bad consumer experience, but also not what publishers are licensing when they stick their game on Steam.
Some LCD TVs alone can add 40-60ms of latency, and software can add another couple of frames. Often 30hz frames, too...
Which kind of sucks if you grew up on CRTs and arcade games that often managed much lower latency.
But I guess it means that game streaming really could offer a console-like experience if as much non-network latency as possible was eliminated...
The issue here is how much will ping time add to that when streaming a game. Consoles hover in the 100ms are depending on game. PC's it's highly dependent on video hardware, but I good gaming system, display, and keyboard/mouse will be around 70ms.
The issue of streaming game ping ms in part comes down to human reaction time, which averages around 200ms-250ms. Given this, you want a ping time that doesn't add enough latency to the setup to put you above that 200-250ms reaction time, or you start to perceive more noticeable input lag. Given 70-100ms baseline, you want a bandwidth ping absolutely no more than about 100ms on top of that.
The math squares with my personal experience as well. I've played a few streaming services, and when my ping gets to the 100ms area I start to notice a little difference. It's often sill playable, but if it gets higher it can be very distracting.
I agree, that part is nice. However, once I've dipped in a toe and know I want to OWN it, I can't. The non-saas option is gone.
So now I have a perverse incentive to argue against you, for my own sake. Because the more people like you enter a market, the less likely that market is to provide a single purchase product.
I was like you, years ago, but what pulled me to the other side was "couch convenience". Might be similar to the other convenience factors you list. Unless you're playing competitively (where %s matter), there's something great about playing a game like Control while lazing around on the couch
> It's not a good way to do things, it's not good for any consumer or user of those things
> no matter how impractical or stupid it is
Hard disagree on this take.
I would personally love a stable, smooth gaming-as-a-service experience - where I can pay based on my usage level, access any games I want to, pick up my saved game from any device, and never have to worry about sitting around for hours waiting for updates or downloads.
I expect there's a _massive_ market for that. You may not be in it, and that's fine, but I wouldn't be so quick to dismiss it.
Here's the thing though. Those downloads and updates have a massive efficiency factor. Once you have downloaded your assets, they don't have do be downloaded again to be used.
With these game streaming platforms, it doesn't matter that you have downloaded 100GB in screen frames. They can only be used once and then are discarded. In some cases this is a benefit - on Flight Simulator 2020 the servers only have to send you a fraction of their terrain data. But that's a small part of it.
> stable, smooth gaming-as-a-service experience
Netflix and the like work because you can buffer. Is your connection a bit choppy today? Hit pause and let it buffer a bit, hopefully it will stabilize. But games do not tolerate ANY latency issues. Even things like Steam Link - using only your local network - can struggle if there's too much traffic or interference.
Then there's the business model. I don't want a 'subscription'. If I buy a game today I may be spending $60 upfront(if the game has been out for a while, often much less), but I can play as much as I want.
Do you have fantastic internet connectivity, an under-powered device, and you want to quickly shuffle through different games from an online selection? Ok, this could make sense.
Still, this sounds like a far better deal for corporations, as opposed to consumers.
The 100GB of streamed frames happen while I'm playing so I don't care.
This benefit is for those who value their time highly and want something to 'just work' without having to bother with installing stuff, updating, buying and setting up new hardware every year, etc.
Imagine you only have 30 mins a month to do gaming... Like many busy adults... With a PS4 or PC, you'd spend most of your 30 mins waiting for updates to complete.
Or you could just start Steam a few minutes before your monthly 30 minutes I guess. If you have the internet connection required for stable cloud gaming, you won't be spending long waiting for the patches anyway anyway.
It’s also wildly expensive at that point. How much are you paying to game per hour? Much more than going to a movie.
However, I agree that this system is very likely to NOT benefit developers, it will be the publishers that make the cash and it will become a haggling point in dev/pub contracts as to the amount, of any, the devs see from these continuing fee arrangements.
All said, I cannot see a time when I’m willing to go in for full game streaming as a stand alone product. I can imangine paying for Microsoft’s game network or something if I wanted a console this generation. But I have 7000+ DOS games, and a few external drives full of Windows games, and then emulators and ROMs, so I think I’m good for gaming and don’t fit the target for a streaming service.
The word docs I still use end up having 3 dozen copies in my downloads folder from different versions sent via email. It's a nightmare.
If it requires a $6/mo subscription for the cloud based equivalent of a $100 consumer software package, I'd gladly pay it.
Why sell software and hardware once when you can sell software, the hardware it's hosted on, and the support and services to manage that software and hardware every single month. It's why companies like Adobe and Microsoft have tried to push their main, relatively static[1] software packages like Office and Creative Suite over to a rent-seeking model. And it's why selling cloud services is all the rage.
It's not a good way to do things, it's not good for any consumer or user of those things, but it prints money on a stable and continuous basis in perpetuity, because people lose everything they paid for when they stop paying.
That's why cloud gaming is going to keep coming up year after year, no matter how impractical or stupid it is.
[1] For the vast majority of users, the difference between any given version of Office or Creative Suite and one released five or six years prior is nearly zero. Almost nobody needs to continually buy these.