To be fair, I said that was the worst case. We don't really know the pricing model yet.
Aemon Send a noteboard - 17/06/2010 03:07:37 PM
You told Zalis up there that you pay full price, then $14.95 to play. So is that, you pay $50 to "purchase" the next Call of Duty, then pay $15 per month to play it? What's the point if you're paying the same price you pay to buy a new game with all the physical baggage if you then don't own the game?
You make it sound like the physical baggage is a positive thing. It's not. It's not a good thing to have to drive to the store or download for five hours before you can play a game. It's not a good thing to maintain a computer that's vastly more powerful than what you usually need, just to play the occasional game. The ideal situation is to want to play a game, and then to simply do it. No downloads, upgrades, hassle of any kind. That's what OnLive is trying to do.
I couldn't justify that. Of course, like I said, I like the concept, but that just ruins it for me.
Ok, let's talk value. What I was trying to convey to Zalis is that this isn't a new or exorbitantly expensive business model. It's very similar to what MMOs have been doing for years, and millions upon millions of players have happily forked over their cash. A game like World of Warcraft makes you pay full price for the game (obviously this is no longer the case with it being so old, but that's how it started), and then requires you to pay every month for the privilege of playing. You own nothing. You can't use the game whatsoever without the company's permission.
Lots of people are fine with that. The only difference we really have here is what the monthly fee is being used for. Rather than content updates as you'd get in an MMO, you're getting the ability to play your game library anywhere, on any machine. You also get a social system sort of like Xbox live, except (they claim) better. You can spectate any game, record clips to send to your friends, etc. I'm not sure how desirable those features are, but they add a bit of value.
Anyway, I talk too much, so let me wrap up. You may not think this service will offer anything you want; that's fine. I'm not trying to say it's for everyone, I'm just trying to say that it offers some genuinely desirable features for a price that is far from excessive. For fifteen bucks a month, you never have to worry about hardware or installation again.
This message last edited by Aemon on 17/06/2010 at 03:08:29 PM
Continuing my personal publicity campaign, I remind you all that OnLive launches tomorrow.
16/06/2010 05:06:21 PM
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Not yet interested, but watching. I'm curious about how game ownership will work. (or not) *NM*
16/06/2010 07:33:38 PM
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In the worst case, you buy for full price and pay 14.95 to play.
16/06/2010 08:24:30 PM
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I can see that long-term, but the overlap of games I already own would be a huge rip-off.
17/06/2010 02:49:19 PM
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Well no, I wouldn't re-buy a game. I almost never play old games, though.
17/06/2010 03:13:53 PM
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Sales matter when good, under-publicized games don't sell millions, which means no sequels.
17/06/2010 03:25:41 PM
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I just meant that the actual numbers aren't important. The dollars coming in obviously are.
17/06/2010 06:33:45 PM
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I like the concept of OnLive
16/06/2010 10:59:12 PM
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See my response to Zalis.
17/06/2010 04:27:22 AM
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What's the price that you pay for a new game?
17/06/2010 04:57:56 AM
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To be fair, I said that was the worst case. We don't really know the pricing model yet.
17/06/2010 03:07:37 PM
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True, though I'm assuming we do now (it launched a couple days ago, right? )
19/06/2010 04:47:15 PM
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Re: True, though I'm assuming we do now (it launched a couple days ago, right? )
19/06/2010 10:42:05 PM
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Re: True, though I'm assuming we do now (it launched a couple days ago, right? )
26/06/2010 10:42:45 PM
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I'm on the wait list - still waiting *NM*
21/06/2010 03:07:51 PM
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Me too. When I posted this, I didn't realize it was a phased rollout or whatever.
21/06/2010 06:56:12 PM
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