Speaking at the GamesBeat@GDC conference today, OnLive chief executive Steve Perlman said gamers will be able to subscribe to the PC or Mac games-on-demand service for $14.95 a month, and get access to a wide variety of current titles from major publishers. It is partnering in this launch with publishers including Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive Entertainment. The games will also include new releases like Mass Effect 2, Borderlands, Assassin’s Creed II, as well as a bunch of other titles. Perlman anticipates anywhere from a dozen to 25 titles to be available at launch time, and more after that, depending on how negotiations with other publishers proceed.
[aditude-amp id="flyingcarpet" targeting='{"env":"staging","page_type":"article","post_id":165979,"post_type":"story","post_chan":"none","tags":null,"ai":false,"category":"none","all_categories":"business,games,","session":"A"}']OnLive’s basic technology is compression, which squeezes game data into a compact form so that it can be transferred over a broadband connection to a server, where the data is computed. Then a video is sent back over the broadband line to the user’s computer. OnLive tries to make this round-trip happen so fast that the user doesn’t notice that the computing is happening in the cloud, rather than on the user’s own computer.
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“This is for the user who wants instant gratification,” Perlman said. “The idea is to give gamers the same ability to enjoy something instantly as with music or video.”
The Mac version of the service will be particularly interesting, as Mac gamers have had to wait for their games for a long time after they’re published first on the PC. But OnLive will have competition on that front, as Valve announced on Monday that Mac games will be available on its digital distribution network Steam.
The Palo Alto, Calif.-based company plans to launch its consumer game service in the U.S. on June 17, during the beginning of the E3 2010 video game conference in Los Angeles. That’s later than it originally planned, but Perlman said it takes time to test a nationwide service.
When the company announced its general games-as-a-service plan a year ago, many were skeptical. And OnLive has fallen behind its original schedule; it will launch in June instead of the winter of 2009-2010 as Perlman first said. But point by point, Perlman has dealt with the criticism.
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Last summer, for instance, he rounded up the capital needed to deploy the network from AT&T and Lauder Partners. Other backers include Maverick Capital, Autodesk, and Warner Bros. Interactive Entertainment. While he didn’t announce the funding amount, Perlman said the money was more than enough to allow OnLive to fully test its system and launch when it was ready.
Last fall, the company began an online beta test. At the Dice Summit, Perlman showed the system working live before an audience of hundreds. Perlman also planned to show the service off at GamesBeat@GDC. The company plans to extend its beta test to another 25,000 users now.
The OnLive Game Service will let gamers discover, explore, purchase and play video games. Much like the Netflix DVD rental service’s online component, it lets you play games on the network instantly. You simply click on an icon for a game and it launches over the broadband connection.
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Other big titles include Dragon Age Origins, Prince of Persia: The Forgotten Sands, and Metro 2033. By June, some of these games will be old. But Perlman said more games will be announced over time. The MicroConsole TV Adapter won’t be available in June, but will ship later in the year.
Perlman said that the company’s 100-plus employees have been toiling away at building the network across five different data centers and then testing it. The service can’t suffer from delays, known as lag, or gamers will complain loudly. That’s also why OnLive is expanding the service little by little.
OnLive will be telling developers how they can create games that can be released on its network at the GDC. Perlman said it took one THQ engineer about three weeks to port the first title to run on OnLive. The games have to modified for various things they do different than in a console game; for instance, they don’t have to sign someone into a company game network or initiate a digital rights management authentication, as a user does when they log into the OnLive service. So some of those functions have to be turned off in a game in order to make them run. As for building out the OnLive network, it took eight years to design it and then roll it out, “rack by rack,” Perlman said.
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“If you do something with huge potential scale, that takes a lot more work,” Perlman said. “Some things turned out better than we expected. Some things worse. There was a time when we thought we would have to come out at a much higher price. That isn’t the case. Overall, it’s a net positive.”
“We are following through on our goal of disruption,” Perlman said. “Some skeptics said we were violating the laws of physics. Some said it would be easy. Some said it wouldn’t be practical. We have seen that it is hard and complex. ”
So far, hundreds of thousands of people have put in their requests to get service. The initial service will be available in high-definition at 720p. To do 1080p resolution, Perlman said it will take time, perhaps not until 2011. As for the competitors, Perlman said, “We haven’t seen anyone else come out ahead of us. The question is what games are they going to get.”
Read all our coverage from GamesBeat@GDC.
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