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Exactly, I've never paid for anything except Bastion on OnLive though I've been a member since beta. There's more pros to it than people are really giving credit for, and the further development of internet infrastructure is going to take out a lot of the accessibility problems even 5 years from now.I've never had many server issues with OnLive, and not every cloud gaming service goes by subscription (OnLive has an optional subscription but you can use it without as well).
I mean right now it's a minority but as the internet develops in the next 10-20 years, I could definitely see it becoming a popular mode of gaming. I mean you don't have to worry about paying above $200 for a console, companies don't have to worry about piracy, and its just accessible to a larger audience.
If you can explain to me from a serious, thought-out economics standpoint, why a profit reduction that assures real sales makes publishers morons, I'd like to hear it. Steam reduces the prices of the games in major sales all the time which has been demonstrated to increase overall profits, and this isn't "corporate" piracy. Is it?Then publishers are morons. They are trading one form of piracy which is people illegally downloading their games and maybe costing them 10-15% of profits. vs The corprate piracy that is taking 40% of their profits and claiming it will stop piracy.On another note, cloud access completely eliminates piracy. This is why publishers who contract with OnLive put up with the 40% cut OnLive takes.

When you like a movie to the extent that you'd like to watch it again, you buy it. If you like a song, you buy it, or at least you're supposed to. Argument void and null, you don't pay a VoD fee twice unless you're dumb.The same is true for every online/cable service. They depend on you being connected, in front of your PC/TV, monthly subscription, servers working, all sorts of restrictions and downsides one could point out.The idea of the cloud is accessability, but when you think about it for a moment, it's less accessible.
Low reception? No game. Restricted access due to location of connection? No game. No Wi-Fi in range? No game. Server down? No game. Forgot to pay your subscription in time? No game.
Take streaming video for example. Netflix or whatnot (we don't get Netflix 'round these parts so I'm not sure what it does but to my knowledge it's some sort of glorified Youtube with arguably better content). Low reception? No movies. Restricted access due to location of connection? No movies. No Wi-Fi in range? No movies. Server down? No movies. Forgot to pay your subscription in time? No movies. And yet, video-on-demand is pretty successful.
Settle down and drink your prune juice, grampa.
Like I said, I don't know how Netflix works. I thought you could rewatch movies.When you like a movie to the extent that you'd like to watch it again, you buy it. If you like a song, you buy it, or at least you're supposed to. Argument void and null, you don't pay a VoD fee twice unless you're dumb.

Oh, of course, I know that. My point is that services like this simply don't last forever and when they close down you simply lose all your "stuff" so to speak.Like I said, I don't know how Netflix works. I thought you could rewatch movies.When you like a movie to the extent that you'd like to watch it again, you buy it. If you like a song, you buy it, or at least you're supposed to. Argument void and null, you don't pay a VoD fee twice unless you're dumb.
So anyway, accessibility isn't the problem, it's the business model? You don't have to pay every time you play, you can either rent the game for a few days, or buy unlimited access to the game (for a little less than the game's retail price), with unlimited replays. Making it similar to Steam.
http://www.freakonomics.com/2012/01/12/how-much-do-music-and-movie-piracy-really-hurt-the-u-s-economy/Exactly, I've never paid for anything except Bastion on OnLive though I've been a member since beta. There's more pros to it than people are really giving credit for, and the further development of internet infrastructure is going to take out a lot of the accessibility problems even 5 years from now.I've never had many server issues with OnLive, and not every cloud gaming service goes by subscription (OnLive has an optional subscription but you can use it without as well).
I mean right now it's a minority but as the internet develops in the next 10-20 years, I could definitely see it becoming a popular mode of gaming. I mean you don't have to worry about paying above $200 for a console, companies don't have to worry about piracy, and its just accessible to a larger audience.
I'm pretty new to PSN but being able to play demos has definitely increased my personal spending on games, I've used OnLive to demo a few games - especially because I don't have to download anything extra..
Nothing that's available on OnLive isn't available in a "permanent license" retail form, but of course, the service isn't for everyone and most people aren't willing to buy games twice.
The "if's" that I've mentioned previously in the thread -- "if I could have optional cloud service for something I already own or even pay a fee for it, I would jump right on board" these are things those people who are investing in running Cloud are surely already working on..
One huge problem for OnLive and its competition, is arranging for the kind of partnerships with publishers as Steam has, and right now they are sorely hurting in the selection department if compared directly with Steam.
If you can explain to me from a serious, thought-out economics standpoint, why a profit reduction that assures real sales makes publishers morons, I'd like to hear it. Steam reduces the prices of the games in major sales all the time which has been demonstrated to increase overall profits, and this isn't "corporate" piracy. Is it?Then publishers are morons. They are trading one form of piracy which is people illegally downloading their games and maybe costing them 10-15% of profits. vs The corprate piracy that is taking 40% of their profits and claiming it will stop piracy.On another note, cloud access completely eliminates piracy. This is why publishers who contract with OnLive put up with the 40% cut OnLive takes.



We need to go to cartridge based games again."Sorry, but you cannot access your game since the servers are currently down for maintenance"
The future seems like hell to me.

Your statement completely ignores the willingness of publishers to agree with Valve/Steam on massive discounts to increase their sales. This is a variable number rather than the fixed number that I only quoted from an OnLive fan blog (which seemed legit but I can't recall if it was sourced).. for Steam, so many different publishers make varying degrees of discount agreement for those promotional sales which undeniably sells games that people otherwise wouldn't have bought.http://www.freakonom...he-u-s-economy/If you can explain to me from a serious, thought-out economics standpoint, why a profit reduction that assures real sales makes publishers morons, I'd like to hear it. Steam reduces the prices of the games in major sales all the time which has been demonstrated to increase overall profits, and this isn't "corporate" piracy. Is it?Then publishers are morons. They are trading one form of piracy which is people illegally downloading their games and maybe costing them 10-15% of profits. vs The corprate piracy that is taking 40% of their profits and claiming it will stop piracy.On another note, cloud access completely eliminates piracy. This is why publishers who contract with OnLive put up with the 40% cut OnLive takes.
No one can give a definitive number on what piracy costs the industry. So , my idea of 10-15% maybe overstated. Now with onlive taking a 40% cut , we have a definitive number (and in my opinion , that would be piracy). By them taking 40% the publisher must increase the price so said publisher can make more money to recoup what they spent and to make share holders happy with the profit margin.
The reason no one knows what piracy costs the industry is because no one really knows what should be counted as piracy.
For example , would you buy a game like Resident Evil: Darkside Chronicles even after it got bad reviews ? Maybe not. But you might download it , to see what its like . Does that mean that the industry lost money because you just downloaded it ? I would say no.
Lets even assume for a moment you might be inclined to buy [a poorly reviewed game], but, there is a game that will be comming out a week later that you really , really want and your short on cash . So you decide to rent the first game and to your horror you find out it sucks and are glad you didn't buy it. But you decide that you will download it if given the chance. Did the industry lose money here ? I would say no. But because you did download it , a few industries did make money from it , even though the publisher technically didn't lose money from you (because remember you never would have bought it anyway). The industries that made money. Your ISP , your computer manufacturer , the website you downloaded it from , the dvd media your gonna burn it to or hard drive your gonna add it to , the console manufacturer your gonna play it on , and most importantly the government, because and all those companys are gonna pay taxes on these things. So a none existent sale for one entity, produced revenue to a lot of others.
So to keep it simple , just because someone downloads something without paying for it, it doesn't necessarily translate into lost revenue for a another , I would say quite the contrary.
Now there are some that would download a game that they really want without paying for it ,and would buy it if that was their only choice. But I don't think they represent 40% of the people doing , and if I'm correct , then it is corprate piracy.
15% loss of profit due to possible piracy vs 40% loss due to someone else selling it for you. I'm sure you know how the math would work out . As for steam , anything they reduce the price by will only cut into steams profits. What I'm saying is , if onlive is taking a 40% cut for itself than is insane , and I would think that onlive is telling these publishers , " hey look at us , we are stoping piracy and helping you make money so give us a 40% cut " .Exactly, I've never paid for anything except Bastion on OnLive though I've been a member since beta. There's more pros to it than people are really giving credit for, and the further development of internet infrastructure is going to take out a lot of the accessibility problems even 5 years from now.I've never had many server issues with OnLive, and not every cloud gaming service goes by subscription (OnLive has an optional subscription but you can use it without as well).
I mean right now it's a minority but as the internet develops in the next 10-20 years, I could definitely see it becoming a popular mode of gaming. I mean you don't have to worry about paying above $200 for a console, companies don't have to worry about piracy, and its just accessible to a larger audience.
I'm pretty new to PSN but being able to play demos has definitely increased my personal spending on games, I've used OnLive to demo a few games - especially because I don't have to download anything extra..
Nothing that's available on OnLive isn't available in a "permanent license" retail form, but of course, the service isn't for everyone and most people aren't willing to buy games twice.
The "if's" that I've mentioned previously in the thread -- "if I could have optional cloud service for something I already own or even pay a fee for it, I would jump right on board" these are things those people who are investing in running Cloud are surely already working on..
One huge problem for OnLive and its competition, is arranging for the kind of partnerships with publishers as Steam has, and right now they are sorely hurting in the selection department if compared directly with Steam.
If you can explain to me from a serious, thought-out economics standpoint, why a profit reduction that assures real sales makes publishers morons, I'd like to hear it. Steam reduces the prices of the games in major sales all the time which has been demonstrated to increase overall profits, and this isn't "corporate" piracy. Is it?Then publishers are morons. They are trading one form of piracy which is people illegally downloading their games and maybe costing them 10-15% of profits. vs The corprate piracy that is taking 40% of their profits and claiming it will stop piracy.On another note, cloud access completely eliminates piracy. This is why publishers who contract with OnLive put up with the 40% cut OnLive takes.


15% loss of profit due to possible piracy vs 40% loss due to someone else selling it for you. I'm sure you know how the math would work out . As for steam , anything they reduce the price by will only cut into steams profits. What I'm saying is , if onlive is taking a 40% cut for itself than is insane , and I would think that onlive is telling these publishers , " hey look at us , we are stoping piracy and helping you make money so give us a 40% cut " .
Yes , I know the publisher doesn't have to agree to this . But I'm sure the publisher would make more money via traditional distribution methods , or hell , even setting up and doing the distibution it self via the internet

My physical machine for gaming will always be better than cloud gaming.

My physical machine for gaming will always be better than cloud gaming.
how do you know this? once they get rid of the latency problems, your machine will not be able to keep up with cloud computers.
also, im all for this, as i dont have the resources for a high end machine.








