Cloud Gaming – Game Streaming Part 2
Earlier in the week, there was an article that discussed game streaming, and some of the drawbacks that might come with it. When it comes to a future built around cloud gaming, there’s a lot of ground to cover. Which is why the article was broken into two parts, in this article we’ll continue to look at some of the potential pitfalls to cloud gaming. Such as what the services may look like, and more importantly how data caps could derail the future before it even gets here.
The future isn’t too bright for cloud gaming
One of the bigger problems, when people think about cloud gaming, is how you’d go about getting games. There’s the old-fashioned way of just purchasing the game, then logging in to play the game from the host server. Of course, this poses a whole host of issues, chief among them being that a game you purchased could be taken down without notice.
Hopefully, there would be policies in place to deal with issues such as this, doesn’t mean it would lessen the blow any. Think about it you spend a hundred hours on an RPG only for the dev to go out of business and suddenly the servers that hosted their games are shut down. Because of this you now lose access to a game that you bought, you’ve also lost all the progress that you made in that game. I think most people would agree that this is a disaster waiting to happen.
A better solution would be that each of the big studios would offer their own subscription service. Giving you access to their entire library of games. Of course, this also creates another problem from the number of services that could potentially pop up.
Look at it like this Microsoft, Sony, and Nintendo would most likely all launch their own service. The larger studios like EA, Ubisoft, and Square Enix could also potentially launch their own services. If all the large studios launched their own service with their own games. You could easily end up subscribing to six or seven services just to get your gaming fix.
None of this considers DLC and other transactions, such as loot boxes. This has bad idea written all over it in capital letters. It would echo the current state of video streaming services since chances are one service wouldn’t be enough for you to play every single game that you want to.
Data Caps Are A Problem
While internet speeds are a potential roadblock to cloud gaming, the big elephant in the room is data caps. While some customers are fortunate enough to have the option for unlimited data, that’s not the case for everyone. The truth of the matter is that streaming a video game isn’t going to be the same as streaming a video.
Right now, multiplayer gaming doesn’t use a lot of data, the big data pusher for games now is downloading the games themselves. I would also imagine that hosting a Twitch stream would also require a lot of data, but I’m just guessing about that.
You can rest assured though that a move to cloud gaming would literally chew your data up and then ask for more. Of course, the thing about data caps is that you must pay for any overages. I see this as the biggest roadblock for the future of cloud gaming.
A Not So Bright Future
I know that both articles seem very negative, that’s because they are. I’m not fond of the idea of cloud gaming as the future, but I do feel that there’s a lot that needs to be worked out before that future can even look to take place. I won’t lie though the idea of not being able to play my games if the internet goes out isn’t a prospect that I’m fond of. Of course, all this worry could be for nothing this is a prospect that may never happen, or the industry could already have it all figured out. We’ll just have to wait and see where the future takes us.
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