The cloud already has some uses, but it's not a solution for everything. Uses where only bandwidth is the main requisite, while latency just needs to be not terrible, (for example storage, social network activities and many others) will benefit more and more from the cloud as time goes by, but uses where low latency is of the essence, including increasing computing power for real time tasks (for example game engines and currently active levels), won't receive benefit neither in the near nor in the distant future. An exception about game engines could be making the cloud manage the partts of levels and game worlds that are currently out of reach for the player, that must be visible and even active, but not interactive until the player gets closer. Also, online games already are affected by latency, so while the game client engine will always run locally, game worlds will be more and more often managed by the cloud instead of classic central servers and server farms.
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TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW!