Cloud-Streaming for Lord of the Rings Online and Dungeons & Dragons Online Announced
With services such as OnLive producing the capability for users to play solo video games across the cloud—it seemed like it might only be a matter of time for massively-multiplayer online games to take a dip in the cloudy waters. The reason being that while people really want to be able to play games on low-power systems across broad Internet lines, the Internet itself is a highly social sphere, and so are MMOs.
To bridge this gap, Southern California-based Gaikai Inc. worked up a daring plan to use their powerful cloud-delivery assets and backed by such powers as Limelight Networks and Intel Capital, to make streaming MMOs from the cloud to devices a reality.
The first two MMOs to be streamed in this manner are going to be Dungeons & Dragons Online and Lord of the Rings Online—both properties of Warner Bros. Interactive Entertainment and developed by Turbine Inc. Both of these games have received a great deal of popular acclaim after they moved from pay-to-play to the free-to-play markets. A strategy that also greatly benefited other games in the same arena such as DC Universe Online from Sony Online Entertainment and Everquest 2.
“MMOs have always been one of the key genres that we’ve wanted to deliver via the cloud – never before has it been possible to play MMOs in this way,” said Robert Stevenson, EVP at Gaikai. “And we couldn’t be more pleased to showcase Gaikai’s technology by streaming Dungeons & Dragons Online and The Lord of the Rings Online, which are both fantastic multiplayer gaming experiences with legions of loyal fans.”
Gaikai has spent three years building the fastest interactive cloud gaming network in the world, instantly capable of delivering cutting-edge games without the need for any custom hardware or software. Coupled with relationships with the top video game and platform partners around the world, Gaikai is capable of delivering a broad catalog of the world’s most exciting games of every genre straight to consumers on any Internet connected device, from web browsers and PCs to IP-enabled televisions.
Both DDO and LoTRO are excellent choices for cloud-streaming because they’ve made good use of the free-to-play hybrid models for players. Their model enables players to play for free from their PC, but also gives them the hybrid option of being able to purchase virtual items in game for cash. This means that most people can play and enjoy the game for free; but those who want to enhance their experience can do so. The better the free-to-play game, the less likely paying-to-enhance is needed to actually enjoy the game and both DDO and LoTRO have done a good job of keeping that balance.
Cloud-streaming also has become a product of our mobile culture, but also of allowing us to divorce CPU power from devices that don’t really need it (trading lower power consumption for higher data consumption.) In the case of IP-enabled television sets, this would be a product of the living-room-cloud, permitting our TVs and other devices to be Internet-streaming entertainment centers. Although it seems that the Xbox is poised to take this position (including OnLive streaming and others) there’s a lot of competition from
Cloud-based streaming will also enable mobile devices to become a focus of games that would require a console or a PC to run. OnLive has been pushing into this market because mobile devices are particularly vulnerable to the massive data needed to store and play these games, but with enough graphics and bandwidth (such as gaming mobiles like the Xperia PLAY or Sony Vita) cloud-streaming could bridge the gap for mobility and price.
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