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OnLive Interview

Steve Perlman gives us his post-launch perspective on CNET chats with the CEO of OnLive, discussing how things have been going since the initial launch of this cloud-based media service. The lengthy conversation goes forward with the assumption that performance is satisfactory, and focuses on other questions, such as how they ramp up to add users, whether ISPs are complaining about bandwidth consumption, how much this will cost when they begin charging, and a response to concerns that users won't own their games, but rather are buying a three year license to play, which elicited this response:

We have to put a stake in the ground somewhere. We could put five years, we could put two years. It's less of an issue about the licenses evaporating, and more of an issue of whether or not we continue to maintain the operating systems and the graphics cards to run those games. If a game is tied to a particular Nvidia or ATI card, or if it's relying on a particular version of Windows with different drivers, we can't be sure that those will continue to be available as our servers age and need to be replaced. If it's a popular game that can't run on old hardware anymore, the publishers can do an upgrade for the game. Also, servers usually do last longer than three years, so chances are we'll keep running them. But we have a legal obligation to disclose what might happen. I think the probability of us pulling a game in three years is on the order of 0.1 percent. It's also highly unlikely that a game server will evaporate after three years, but we have to allow for that possibility.

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