 (Source: news.cnet.com)
Game publishers hope to beat piracy through cloud gaming
Video
game publishers are constantly trying to find new ways to put money in their
pockets, whether its working against the used games market (i.e. Capcom
applying the one-save game feature to "Resident Evil: The
Mercenaries 3D, and Sony's idea
to limit online access for used gamers with the PSN Pass) or
trying to eliminate piracy, which is what most of the entertainment industry is
trying to do (Recording
Industry Association of America for instance). In this case,
it's the latter.
Some video game publishers are looking to the cloud as the anti-piracy future
of gaming. Hard copies and digital downloads of games are too easy to
replicate, since users can just create an image of the game and distribute it
across the web, making it available to anyone with the right software to run
it. The same issue is occurring with mobile devices. In fact, "Angry
Birds" is the most pirated game in China.
"Piracy in the mobile space is rampant," said Rob Wyatt, chief
scientist at cloud gaming provider Otoy. "It's even easier for games built
on WebGL and HTML5 -- every texture, shader and asset is loaded as a separate
file, so it's easy to find the file and download it."
So what's a publisher to do? Recently, turning to the cloud has become a viable
option. Cloud-based gaming companies like OnLive, Gaikai and Otoy run their
games on strong remote computer servers and stream them to a user's
computer/device. These games are nearly impossible to steal because they
"live" in the cloud.
Some publishers are pretty serious about cloud-based gaming becoming the new
standard in gaming. They see it as a win-win because publishers score the price
they want for games and beat piracy while users still receive a quality gaming
experience (a half-decent internet connection will not show a difference in
quality between cloud gaming and PC/console gaming, according
to Venture Beat). In
fact, OnLive's CEO Steve Perlman believes that cloud gaming will be the only
type of gaming left in 10 years -- making retailers like GameStop obsolete.
"We'll be there in 10 years -- if that," said Perlman.
But what about consoles like Xbox 360, PlayStation 3 and Wii U? According to
Wyatt, a combination of the recession we're currently in and the lack of need
for next-generation consoles will put cloud-based gaming in a better spot in
the future. Wyatt says the recession has restricted gamers' spending on video
game consoles, which has prevented new systems like the PS4 from being
released.
"That next generation is seriously in doubt, both boxes are pretty much
the same feature set," said Wyatt of the PS3 and PS4. "I don't think
there's much need for a next-generation console -- you're going to have one
box, and you play it on any device like a television or a tablet."
Game companies could make their money via cloud-based gaming through two
possible options, or a combination of the two. They could either provide a
monthly subscription fee for users, or require them to pay full price for each
new game, like a video game store. Or they can do what OnLive does, and offer a
subscription fee but also charge full price for newer titles.
Cloud gaming is sure to satisfy game publishers in many ways, and there are
some benefits for gamers as well. For instance, cloud gaming could eliminate
cheating in online games, such as small groups of people using "man in the
middle" attacks.
"Because it's in the cloud, you can't access the network," said
Wyatt. "Spoofing packets is nearly impossible because of the speed of the
transmission and because all the computing happens at the other end."
“We do believe we have a moral responsibility to keep porn off the iPhone.” -- Steve Jobs
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