10°

Develop Interview: OnLive: Nothing Beats Our Tech

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."

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developmag.com
30°

44% of games industry professionals have considered leaving the industry as a result of redundancies

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

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gamesindustry.biz
30°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage1d 1h ago

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.

Scissorman2h ago

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.