
GameBizBlog: In an extensive interview with Develop, OnLive CEO Mike McGarvey has disputed the suggestion that the technology will be relatively easy to replicate.
OnLive includes no proprietary peripherals, which has caused some to suspect that the server farm tech that is at the system's core will tempt format-holders to create rival devices that ape the functions of the cloud-based service; a theory Mike McGarvey contested.
"The technology needed to deliver games over the internet requires much more than a 'just a server farm'. If that were true, then someone would have launched a similar service years ago," said McGarvey. "OnLive was an immensely complex engineering effort, and beyond that, it took years of testing in hundreds of homes to make it work seamlessly."

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise
We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.
Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.
it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.