2009년 03월 25일
Game industry big boys sign on for 'cloud gaming'
Wednesday Mar 25, 2009

Streamed gaming without hideous delays is being promised by WebTV entrepreneur Steve Perlman.
SAN FRANCISCO - Music and movies can be streamed over the internet, so why not video games?
A startup founded by technology entrepreneur Steve Perlman says it has developed a technology to deliver video games on demand, an idea that threatens to eventually take consoles out of the equation.
OnLive, Perlman's Palo Alto, California-based company, plans to unveil its technology tonight at the Game Developers Conference in San Francisco.
Seven years in the works, OnLive says it has developed a way to stream video games without any lag that humans can notice. So the instant you press a button to shoot something on the screen, the gun goes off.
This has not been possible before, because unlike with music and movies, which can be compressed - or put into smaller files that are more easily transferred online - before being streamed, video games are interactive and require instant responses. That has meant video games needed to be played on consoles packed with computing power, like the Xbox or the PlayStation, or downloaded to personal computers that could process some of the data that enabled games to run.

OnLive's technology gets around that limitation with a new form of compression that lets its game servers communicate with players over broadband connections in real time. This also means OnLive's service can work on older computers, even those without a graphics processing unit that has until now been an essential component of gaming. Through a "MicroConsole" about the size of a cassette tape, OnLive's service will also be available for television sets.
In a recent demonstration, OnLive showed off Crysis, a complex shooter game that's currently only available for PCs, played on a TV set through the little "console" and on a Mac laptop.
"It's the last console you'll need," said Perlman, a former principal scientist at Apple who in 1995 co-founded WebTV, bringing internet access to TV sets. He later sold WebTV to Microsoft for more than $500 million (NZ$ 890,757).
OnLive says it would be difficult for its users to exceed the monthly bandwidth caps that internet service providers are increasingly placing on their subscribers. A typical user would have to play about 284 hours - nearly 12 full days - to consume Comcast Corp.'s 250-gigabyte cap. Nielsen estimates many gamers play roughly 60 hours a month.
OnLive plans to launch its service late this year for monthly subscription fees it has not disclosed. Most big-name game publishers, like Electronic Arts, Take-Two Interactive Software and Eidos Interactive, have signed on, and OnLive says upcoming games will be available on the service at the same time they are released in stores. OnLive's investors include Time Warner's Warner Bros, Autodesk and Maverick Capital.
Patrick Seybold, a spokesman at Sony - maker of the PlayStation consoles and publisher of titles like Killzone 2 and LittleBigPlanet - said the company has a "competitive offering for consumers" with games distributed via both the internet and disks.
Although OnLive may seem to offer a different approach, Seybold said, consumers may end up paying more and possibly sacrifice performance "when you get this into a real-world environment where multiple devices are plugged into one broadband connection."
If OnLive takes off as its backers hope, it could be a blow to retailers like GameStop, just as digital music sales are closing up record stores and drying up CD sales - not this year, or even next, but as inevitably as the death of the eight-track.
In fact, OnLive was the second major technology announced at the Game Developers Conference that relied on digital delivery. The Zeebo, an inexpensive video game console for emerging economies, downloads its games wirelessly rather than using disks.
"Retailers have a day of reckoning coming, and that's digital distribution," said IDC video games analyst Billy Pidgeon.
-AP
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와우~!! 새로운 방식의 게임기의 탄생인가요??
특히, 어떤 전기 선도 필요치 않고 TV 또는 컴퓨터와 연동해서 쓸 수 있는 혁신적인 아이디어는 기존의 PlayStaion 또는 Xbox를 위협할 충분한 요소가 될꺼 같네요.
특히, 애플의 앱스토어 같이 Web 2.0 시스템을 갖춘 시스템만 추가적으로 될 수만 있다면, 기존 게임회사의 혁명이 불꺼 같은 느낌이 드네요. 씨디를 사지않고 인터넷상으로 다운 받고 바로 게임을 할 수 있다니... 게임기만 가지고 있다면 TV 또는 컴퓨터 어디서나 할 수 있다니 정말로 기대되는 게임기네요~!
# by | 2009/03/25 13:45 | 트랙백 | 덧글(0)
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현재 20세 이하의 PC 사용자들은 캐릭터나 배경 없이 텍스트만으로 플레이하는 온라인 게임을 상상하기 힘들 것이다. 하지만 10년 전만 해도 텍스트만으로 즐기는 머드(MUD)라는 장르가 존재할 정도로 텍스트가 PC에서 차지하는 비중은 절대적이었다. 그 이후 CD-ROM과 고용량 HDD가 보급되면서 차차 멀티미디어라는 단어가 PC 사용자들에게 깊이 각인되었다.
PMP라는 개념이 처2음 소개된 것은 미국 라스베이거스에서 열린 2003년 세계가전쇼(CES)의 기조연설 중 빌 게이츠가 소개한 휴대용 멀티미디어 플레이어 플랫폼이었다. 이 제품은 코드명 미디어투고(Media2Go)로 다양한 멀티미디어를 재생할 수 있는 휴대용 기기로, 최근 삼성전자가 출시할 예정인 YH-999가 이 플랫폼을 가시화한 제품이다.
PMC(Portable Media Center)는 윈도우 XP 미디어센터 에디션을 통해 PC 중심의 홈 네트워크를 만들어나가려는 MS의 전략이 구현된 것이다. 때문에 PMP와 PMC의 차이점은 MS PC 중심이냐 아니냐로 귀결된다. 그럼 PMP와 PMC의 차이점을 차근차근 알아보자. 



