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Op Ed

Eurogamer - Why OnLive Can't Possibly Work.
"So, let's say that Grand Theft Auto V is released via OnLive, and (conservatively) one million people want to play it at the same time. We can talk about Tesla GPUs, server clusters, the whole nine yards, but the bottom line is that the computing and rendering power we're talking about is mammoth to a degree never seen before in the games business, perhaps anywhere. There may be a way how this can be handled (more on that later), but even having capacity for 'just' 5,000 clients running at the same time is a monumental effort and expense. It would be the equivalent of us running a single Eurogamer server for every reader who connects to the site at the same time. The expense involved is staggering (not to mention the heat all this hardware would generate - think of the children!)."

Wired - In Praise of the 3-Hour Game. Thanks Mike Martinez and Techdirt.
"Forty hours might sound like a reasonable amount of play. But the truth is that very few games offer an experience that truly requires — and rewards — 40 hours of play. After all, one of the chief joys of gameplay (which nongamers tend to misunderstand) isn't in having mastered it. It's in the process of mastering it. You start off stumbling around, not really knowing what your goals are, how your enemies and obstacles behave, or the complexities of your weapons and abilities."

GameZone - Tough Cookies: Are video games too easy now?
"From the development side of things, the desire to create a game that can be easily completed by the player makes a lot of sense. These developers and publishers are pilling millions of dollars into the creation of these games, from the production of the story elements and cutscenes, to its continuation and franchise potential. If you haven’t completed the first game in a trilogy, are you usually ready to jump into the sequels? After all, if you’d only made it halfway through Star Wars, would you really give a crap about The Empire Strikes Back?"

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