spemanig said: Cloud computing doesn't mean always online games, at all. You can play a cloud-enabled game offline. It just means that you can't experience the benefits of it when you're offline. So really, what people are saying it "fuck games making progress if I personally can't experience it yet, even if more than enough people can to make it mainstream." So which I say, too bad. Oh, so sad. |
Depends on what you call progress. For now it's mostly presented having the same effect as adding a PhysX chip did almost a decade ago. Ehancements rather than progress.
It's making the job of developing games harder instead of easier. Now you need 2 versions of the game engine on the console and an extra engine on the server that runs parallel with every game in progress. Plus a whole load of contingencies when data doesn't arrive on time. That's not progress.
That doesn't mean the research won't lead to great things. The modular Azure setup MS is working on can solve all the slowdown that Eve experiences in massive battles. Time dilation won't be neccesarry anymore (yet a complete recoding of the engine will be, so I wouldn't count on it) Online games running on standard, interchangeable servers is great news. No more keeping legacy servers running, simply migrate the virtual servers to newer faster hardware. Old games won't be become a liability and will take less and less resources as servers get upgraded. Automatic load balancing, always being able to connect to server near to you instead of the specific data center that runs that specific game.
Of course all that doesn't sound as sexy as massive destruction. Yet that part is the least interesting of what MS is building.
The Azure platform is progress, and the future of online game servers. CloudEngine, Cloud assisted gaming, unlimited CPU, mostly PR.