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Streaming is fantastic. It means there is an indirect reference between the display of the game, and the running of the game. It means you can play max quality games on a $200 chromebook. The game can be running in the same rack as the server. Visual/input lag is a different type of lag than game client/server lag, I'm not sure which one will win the long haul. As fiber is being installed into more residences, streaming becomes an even better prospect. I would much rather be vendor locked into steam than into the xbox, play station, or ios stores. Steam still has execs that think about more than next quarters profits, they aren't trying to bleed their cash cow dry like most other companies seem to be doing. From a monetary point of view $10 a month with no contract is more appealing than $500 or even $3000 every several years. It definitely seems like there are many economies of scale wins to be had via centralization. Apple also failed to create a marketplace culture. IOS gaming is synonymous with "pay to win". Good games just aren't put on those devices with the exception, maybe, of riot's games and pc ports. I would be worried about Apple's "lets make money off kids gambling" culture, that is absolutely pervasive in mobile gaming, becoming more pervasive due to cross pollination. Apple is generally a benevolent dictator, but when it comes to mobile games they are a slum lord. |
Streaming is awful.
It perpetuates the idea that you pay for a thing but don't own it. It creates more incentives for ongoing monetization (to support the streaming infra) like in-game ads and loot boxes with paid keys. It introduces horrendous input lag that fluctuates based on network conditions and it means there's yet another probably buggy layer of abstraction between the game and the player. (edit: and you can't play on LAN!)
Unless you're playing Yahtzee, streaming delivers a suboptimal gaming experience.