Gaikai's David Perry
On 100m users, the Gaikai controller, Amazon and cloud gaming's 'dinosaur' moment
They can make up their own pricing. If I were an indie developer, I would swing for the fences. Every new platform comes out and there's a title that we see that we all want to experience. 3DO comes out and there's FIFA Soccer and it's the one title that makes you want to try that product. With PlayStation it was that dinosaur demo. When you saw that running you were like "oh my god, this thing's unbelievable!" So if you think about cloud gaming it needs that game. Something you wouldn't even think to bother with on a normal distribution model. It'd be something where you'd want to max out the memory. We're going to just bring this thing to its knees, and have that experience delivered to my little notebook.
It doesn't have to be an indie, but somebody's got to make that. If I were in the development business I'd say there's a huge opportunity to make something people are flocking to experience.
Not necessarily. All the limitations you're always working around - building multi-level models or whatever tricks you need to make it perform in this environment - could really rely on the server being there for you. You could do much larger textures and push the hardware as far as it would go. At the moment the things we use are visual benchmarks like Heaven and things like that. They really show what the hardware is capable of. But its not a game that you can actually play.
If I were in the development business I'd say there's a huge opportunity to make something people are flocking to experience on the cloud.
You pay as you go. There's no financial commitment. You just pay for the time you're using. Stage two is you tell me how many people you're planning to serve and you can low ball that and I'll cover the excess. You reserve that capacity on the network for a set amount of time. That is the lowest cost way of working with us.
Absolutely. Cloud modding allows you to add mods with a single click. If the publisher allows it that is. So modding in cloud gaming is a way better experience than having to do it manually by yourself.
There's a whole mod community out there and every now and again some mod almost becomes standard due to its popularity. That mod, if the publisher agrees, we can put onto the cloud and you can turn it on with a single click. They're not going to approve every one as some will have people running around naked or whatever. That's the way I'd expect it to work with cloud gaming. You'd try out the game and if the approved mods click you use them. There's no cheating or hacking.
At this point it's just a developer question. Do they allow you to or don't they? We're certainly not going to stand in the way of that. It's a very, very passionate concern for a lot of people as gamers love their mods, so I think it's important.
I think a lot more people would try mods if it was just one click, then they realise "oh, this is better."
As long as it's not crazy like terabytes, I think you're okay. In reality, the amount of bandwidth everyone uses goes up together, so what they're looking for are people who are using freakish amounts. If the world is doing more and more streaming and we rise together, which is what you see happening, then we're all using a lot more bandwidth than before and we're not all getting turned off. It's only the one per cent that stand out that the ISP's think are abusing the system that get shut off.
If someone is in one of these plans where they have to pay for the actual data used then they would want to use the least amount of bandwidth they possibly can. We thought about that and said, "Why don't we offer a second option to do a cloud based delivery of the game?" So if they don't want to keep streaming for 100 hours and want it locally, what is the fastest, most convenient way to get that running on their system? We've definitely changed the rules on that. In fact, it uses less than downloading the whole game as we only download what they need.