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JaggedSac said:

Yeah, there would definitely be some hurdles.  It would be much harder than deploying XNA content because XNA is all based around the same framework.  There can be no limitations for such a broad service such as this.  But your concerns are basically the same concerns for all cloud services.

Also, I am wondering how the cost to developers are going to be.  Is it a one time fee to get your game on the service?  Is it based on bandwidth usage and cpu usage?  These OnLive guys better have one hell of a cloud for this thing to work right.

 

You're right, I don't see them charging the same for all the games. Surely they want to encourage developers to optimize their games in order to minimize costs.

The question is who pays the difference, developers or gamers.

 



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