Google Stadia deserves skepticism. Game streaming services have failed in the past, and as PC gamers, we are firmly convinced that we own the hardware our games are played on. Stadia also has some serious limitations: no 4K PC support, a required $ 10 per month subscription, and just a handful of games purchased separately. Compared to the Xbox Game Pass for PCs, which has over 150 games to download for an introductory $ 5 per month and will receive streaming support next year, Stadia's offer is meager.
However, unlike the now-defunct OnLive, there is no risk of Google giving up operations if Stadia does not make a profit in its first year, first five years, or first decade. If cloud gaming is not the future, we'll find the day Stadia falls. But there is a possibility that it is. Microsoft, Nvidia, Ubisoft, EA and all other gaming giants drive it. Nobody wants to be the blockbuster for another's Netflix.
When cloud computing becomes the norm, what does it mean for PC games? I've made a few guesses here, and they're straying into the more extreme possibilities: a total revolution that may have been more than a decade ago. My predictions are purely speculative and assume improvements to the Internet infrastructure and data plans.
Desktop PCs will hardly be different from your other devices in the future.
Gaming PCs in a streaming future would not differ significantly phones, tablets and televisions.
As with today's all-in-one PCs, connect your keyboard and mouse directly to your display. Considering the miniaturization of the technology over time, they may still be as powerful as today's high-end PCs, but they would not be powerful enough to run the equivalent of Red Dead Redemption 2 in their time would be just over Stadia or another cloud streaming service playable. (It's hard to imagine, but RDR2 will be 1
At this point, "PC gaming" and "console games" will only be "games." The only difference is whether you are sitting at a desk with a mouse and a keyboard or on a couch with a controller, all your Stadia Cloud games can be played on any device.
PC building becomes a niche
If the idea of downloading a game like Red Dead Redemption 2 becomes so anachronistic, As in the drugstore, to develop films from your 35mm camera, consumer PC components will be much harder to come by, as Intel, Nvidia, and AMD will focus on delivering mass sales to the remote computing industry from commercial processors. Most or all of the consumer sales will be in the form of pre-built PCs, televisions, and tablets designed for cloud applications, with more powerful workstations targeted at professionals
Those who like to build personal computers will be niche hobbyists resembling people who love film photography. We will buy parts from online retailers or eBay dealers. In general, these are old, refurbished components that can not run the modern games available on streaming platforms. However, that does not matter because modern games are not even published by major publishers as downloads. Streaming is also a way to get rid of piracy.
The scene will be similar to today's retro-PC scene, where hobbyists are putting together old computers with CRT monitors to play like before. A good example is Benj Edwards, who is responsible for vintage computing and gaming.
So we're going to be playing older games – maybe Steam will continue to run its download service, even though it's become a cloud gaming company at the time – and make new games from other hobbyists and independent developers. None of the old multiplayer servers are still running ( who will get the last fragment in de_dust2? ), so we need to do our own if possible.
The scope of data tracking will be obscene.
Google wants to know everything it can know about you and everything it can know about everyone as a whole. Running your software for you makes it even easier.
Developers can already capture and save player input, for example, to create a Rocket League replay or generate a Call of Duty heatmap, but with all their games on one or two cloud platforms, they can compare and aggregate individual and aggregate data face. Cloud platform owners and game publishers create profiles that describe your reaction speed, keyboard preference preferences, patience with cut scenes, frequency of distractions, and more.
Eye and voice tracking are also two functions that could easily be presented as useful mechanical innovations (imagine a call of duty telling you how fast you make enemies) and generate biometric data from a business how Google could be abolished extensively.
Games will use your data to conform to you
Systems have been developed to modify games on the fly, depending on how you play them, the level of difficulty, or the level of difficulty Focus of the game, depending on how you compare it to other players. If one of these challenging games finds that you usually do not fight, but spend a lot of time talking to NPCs, this will restructure future quests to emphasize dialogue with the most popular characters and avoid combat encounters that involve similar ones Players tend to fail.
Conversely, skipping dialogue often results in shorter dialogue trees and more battles. These bouts are tailored to players who match your overall profile. We enter here the area of existence. Long live the new flesh.
In-game ads will appear more frequently.
Clearly, I'm only guessing here, but if I know Google, data collection will not stop when you leave the game. Google and other cloud-based businesses provide an easy way for developers to target in-game ads to the people who are most likely to respond to them, the frequency of ad views, and the frequency of sales results. You will see how you open a new tab and also go to Amazon.
Nobody will be surprised by these ads, as well as ads in mobile games today.
Cross-game interaction is used for cool purposes.
Games were tried that interact spontaneously with other games. The CCP tried Dust 514, which took place in the same common galaxy that EVE Online players flew around except on their planets.
Concepts such as Dust 514 will be more common. Because remote computers handle all aspects of your game state and the game states of everyone else, actions in one game can be more easily reflected in another. They could even put you in a completely different game without you knowing it. In a crossover event, your character may fall asleep in one game and wake up in another, and both games are "aware" of what happened to the character. It's the way Mass Effect scores could be transferred from game to game, but seamlessly and instantly.
Hideo Kojima would have a great day.
Massive multiplayer games will be extremely massive.
As the technology evolves, there will be a lot of effort to achieve milestones – it's good marketing. First, they will have 200,000 players in a common world at the same time, and then they will shoot for a million.
Speed will change our relationship with games.
It'll be possible to announce a game release and have millions of players seconds later, like readers of a viral tweet.
Indie games find new and old ways.
Independent games must either be lightweight enough to run natively on the PCs of the day, or they must find a way to a streaming service. Some of our current models are likely to find their way into the cloud, and perhaps Steam or juck.io of the future will provide space for independent developers to produce graphically demanding games. (Note how much effort Valve has put into streaming technology lately.)
Big publishers will double subscriptions like Xbox Game Pass, and there's a risk of getting spotify-like pay-per-minute Develop systems. That would be catastrophic for developers who do not develop Destiny 2-like games to be played for hundreds of hours. That's the worst case. I assume that the sale of individual games will not abate and will continue to exist with various subscription services as they are now.
The streaming companies do not allow you to change game files on their servers except in a way dictated by the game.
… But the development of independent games is even more accessible.
Many games still require teams of programmers and artists, but engines like Unreal and Unity, new cloud-based development tools, and growing asset libraries will continue to open game development for individuals and small teams with different abilities.
Fraud will disappear.
] You do not have to wonder if someone in a Mul cheats tiplayer game. The only way to cheat is to use software that analyzes the game feed – it's just a video on your PC – and adjusts mouse movement and keyboard input to automatically align or automate activities. However, streaming services have an extensive database of player input data, and cheats generate unique signatures that are easy to recognize.
They are not permabanized because they know they can always catch you. You will be notified that you can return within 10 minutes of disabling your cheat software. The temporary bans become longer with each violation.
Malfunction and data breaches will be bad news.
The philosopher Paul Virilio pointed out that the invention of new technology is the invention of a new accident. The ship led to the shipwreck, the car to a car accident and so on. The acceleration of things means that these accidents become more catastrophic with each new development.
Already Internet failures and data breaches can cause serious harm to persons and companies. The more data that is remotely processed and stored, the greater the potential harm of a security breach or interruption.