Hassknecht said:
Streaming games, what a load of crap. I want to buy my game once and then have it on a physical medium to install it on my physical hard drive whenever the fuck I want.
Yes, I'm probably as backwards as DB's arms, but I just like having my own fully usable computer. I also like owning what I buy and not being dependend on the state of my internet connection.
Read an EULA every once in a while. You've never owned any piece of software you ever bought, and you never will. The chief difference between locally installed games and streaming games is purely technical - the former execute client-side, while the latter execute server-side. The former model has some advantages, such as permitting some degree of game modification (since the user has access to game data and binaries), but I'd say disadvantages are beginning to outweigh the advantages, and they are becoming more and more glaring.
The principal issue is scalability. For the developer, it is not economical to develop games for a multitude of different hardware and software platforms, which can differ wildly in fundamental architecture, but even moreso in processing power. For the consumer, it is not economical to own the whole spectrum of gaming platforms (how many people do you know who own every game console
and a gaming-capable PC?), or (in the particular case of the PC) constantly purchase new hardware to keep up with growing demand for processing power and memory capacity. Server-side, streamed games offer an elegant solution to the issue of scalability, since they scale to any device capable of connecting to the Internet, rendering video and accepting input... which nowadays is pretty much
every device, be it a smartphone, tablet, laptop or desktop computer.
Moreover, server-side games are a good thing for the publisher/developer, since they have constant and direct control over the entirety of the game data and code, including compiled code. This makes games effectively unhackable and unpiratable. For many users this will be a shortcoming, as I mentioned before, but I think it's safe to say the majority won't care. Hell, they might consider it a good thing - no access to game binaries means no need to go through the hassle of installation or patching.
One aspect that could potentially be both positive and negative for consumers is the transition to a subscription-based pricing model. We are so accustomed to paying once for a game and then playing it without limitations that the idea of paying a monthly subscription for games seems like an affront. But on the other hand, it is easy to overlook potential gains of the game-as-service approach. Imagine being able to play your game on any device, anywhere. The current, client-side model just doesn't accommodate that well, if at all. Moreover, while I agree it's absurd to expect users to pay $15 or more a month to play a game, there are many ways to make the general idea of a subscription model palatable - e.g. by providing access to a whole game library for a fixed monthly sum (like Netflix does for movies), by having one base fee for the entire service (like Xbox Live), plus a small monthly fee on top of that for each game, etc.
Finally, the complaint about being dependent on the state of your Internet connection is shortsighted. What if your Internet connection was as fast and reliable as your system bus? In a not-too-distant future, it will be, and there will ultimately be no difference between running an application on the client or using it as a web service.
Shadow of the Wastes said:
but but but digital distribution is the future! fat nerds told me so...
Oh, boy. You might want to put away that edge before you cut yourself.