Dr.Grass said:
I just don't see how one would cater for those without (good/reliable/any) access to the cloud. It is a logistics nightmare. Therefore, these types of benefits are destined to reside with MMO's (for the foreseaable future). Can you deny these (simple) points? |
If this is good for MMOs with millions of players, why would this not be good for regular Singleplayer games. Games work today over the net just fine. You have companies like Gaikai and Online doing game streaming. Why exactly would cloud compute be any different. People who play their MMOs expect those games to be up and running all the time and in most cases they do. One of the key advantages of MS cloud tech is that its highly redundant. Meaning that if one node goes down you have three to take up the slack with no down time. The only thing that would make this not viable if your internet service is bad which I admit is the case for a lot of areas. Even then, developers can get around high bandwidth and latency but prefetching their compute work based on the bandwidth and latency of the individual connection. This type of work is done all the time with MMOs and multiplayer games.
What the developer would need to do is to think more ahead in design. Since they know eactly what the player is doing at all times, sending multiple Jobs to the cloud to prepare a scene should not that that much work.
The negatives that people mention is that this would mean that games are tied to MS services and thus if you leave the network you basically leave your game. This is true and a good concern but then again is it any different from PSN or Steam where each service give you benifits to entice you to stay on the service.








