The Future of Casual Games Downloads is in the Clouds

  
 
(13)
By Joel Brodie
Jun 29, 2010, 9:54am

After months of rumors and speculation, OnLive’s gaming service launched last week and the era of cloud-based gaming begins.

There has been much debate around how cloud gaming can transform the traditional video game business, turning game players from buyers into renters and making video game consoles like the PlayStation and Xbox obsolete.

Much less has been discussed on the impact on casual games. Cloud gaming has the potential to revolutionize the casual games downloads business and to fix all that ails it. That is, if companies like OnLive realize that the real opportunity for cloud gaming is in casual games.

Cloud gaming enables users to play a game without downloading or installing the game on your computer. Instead, you access the game that resides on a web server (“in the cloud”), much like you access photos on Facebook’s servers or mail on Google or Yahoo!’s servers. All your game progress and statistics are stored on the server and you can access your game anywhere.

This may sound complicated and technically, it is. But, as a gamer, it’s unbelievably simple. You open your web browser, click on a button, and voila, you are playing a game. I’ve been playing with OnLive for the past week and so far, it works like a charm.

It’s this simplicity that makes cloud gaming tailor-made for casual gamers, which is relatively older and less techie than hard-core video game audience.

Compared to cloud gaming, the try-it-and-buy-it model that dominates the market today is complicated and inefficient:

  • Game developers have to design and test their games for multiple PC and game cards configurations.
  • Gamers have to download and install the entire game (on average, between 100 M – 1 G), regardless of whether the buy the game or not.
  • The average conversion of trial to purchase is 1 – 5%. Even if it was 10% which some companies claim for particular hidden object games, that means at best 90% of all download games are not earning the developer one penny. In any other business aside from casual games downloads, this would be considered abysmal.
  • If you do belong to the 1 – 5% that purchases download games, it’s likely the game will only work with one computer because of the DRM, which is inconvenient if your hard drive crashes or if you buy a new computer.

Cloud gaming fixes a lot these problems:

  • Because the game is stored on a web server and not millions of different computers, there are less customer care issues. Developers only need to make game work once to be played everywhere. If the game has a bug, the developer can update the file on the server and automatically patch it so that the player does not have to re-install the game.
  • Players can try out a game within seconds with the click of a mouse without having to download and install the entire game, making it easier to try games before purchasing.
  • Once you purchase the game, you can play the game on any device you like, including your PC, Mac, or even TV (if you have the right equipment).
  • Right now, the try and buy downloads model is one size fits all. You wrap it once with a set free trial period (30 minutes, 60 minutes) and you have to re-wrap to make changes. With cloud gaming, the free trial can be customized on the fly based on the type of game and the player’s gaming behavior. The cloud game service can make instant offers (buy this game now, get this similar game free) that could lead to more game purchases and higher revenues for game developers.

In short, cloud gaming has the potential to decrease customer service costs, increase game sales, make the market more efficient, and improve the gamer experience. It can change the world of casual games as we know it.

Unfortunately, I don’t think OnLive realizes this just yet. At best, they are marketing the service initially at the hard-core video game early adopters. At worse, they don’t get casual games.

The service is easy but is not designed with the casual gamer in mind. At launch, there are only two games that I would consider casual --- World of Goo and Twine – and they are more indie than casual games. There are no hidden object, adventure, time management, farming or puzzle games yet that appeal to mainstream casual gamers.

Pricing is another issue at launch. OnLive announced that the first 12 months of subscription service will be free and $5/month consequentially (though personally, I think there is enough competition already that there will never be a subscription fee).

However, you still have to purchase to rent or own the game and those prices are relatively higher on OnLive than on casual game sites. A casual gamer (or anyone who knows how to use Google) is not going to purchase a year-old casual game for $20 when they can get it for $7 within a club or even $2.99 if you find a daily deal online.

It’s almost as if OnLive (or to be fair, it’s competitors) have not looked at the slew of successful casual games sites when they designed their service.

Which is a shame, really, because casual games have proven time-and-time again to be the driver of all great paradigm shifts in gaming. Nintendo, Apple, and Facebook have all revolutionized the gaming market by embracing casual games. Moreover, casual games are better content for cloud gaming services than hard-core video games because there are less latency or lag issues.

Fortunately for casual gamers, someone besides me is going to figure out that casual games and cloud gaming are a match made in heaven. OnLive just launched their service and I highly suspect casual games have to be on their radar screen. There is already lots of competition in cloud gaming (OnLive, Gaikai, Virgin) and many casual game companies today exhibit features of cloud gaming (Exent, Wild Games, Steam) and/or are as a few steps away from entering the space (in the case of Exent, they have been doing Games on Demand games streaming for years).

It’s only a matter of time before someone gets it and when they do, the casual games market will change forever.

It’s not a question of if cloud gaming will change the casual games downloads market forever, but when. Cloud gaming has the potential to replace the try-and-buy download model that dominates the market today. Mark my words - once you have played a casual game in the cloud, you may never want to download and install a game ever again.

 

Comments (13)

cakefordinner's picture
cakefordinner
Jun 29, 2010, 10:13am
Thanks for this info, Joel. I'll definitely be checking it out...well, I just did and not a lot of games, yet. I bookmarked it and will keep an eye on it.
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laurent1066's picture
laurent1066
Jun 29, 2010, 10:42am
Great Stuff Joel, I have been thinking the same thing but thought perhaps the disruption would come from downloadables being free with new methods of monetization. Cloud game services could be just as disruptive. The issue I see is that the traditional casual game market is not an early adoptors market. It will take either a well established publisher to take a risk or something new to disrupt the try-before-you-buy model. It's clear the current pace is at a race to zero. My bold thought would be to go with Amazon and it's Reflexsive gaming group. They are leaders in the cloud, are already streaming movies and can take on the risk.
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frolic's picture
frolic
Jun 29, 2010, 10:50am
There Is a great information you have provided us with, In this constantly changing technology there is no room for 'this is not possible'...!!
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OldMan44's picture
OldMan44
Jun 29, 2010, 11:42am
Interesting editorial as usual, Joel. Will continue to follow and will be interested to see how this turns out; both in the near term and in the future. Thanks for the insight you continue to give into the Gaming Industry and one of the things that makes your site such a pleasure for one "old man" to visit each day. Happy Gaming, OldMan44
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renni's picture
renni
Jun 29, 2010, 12:04pm
I looked at OnLive last week and my first thought was to ask why someone is not doing this for casual games. It should be wide-spread within a year.
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joel's picture
joel
Jun 29, 2010, 12:23pm
Thanks for all the excellent comments.. Some quick responses: I actually think the casual game audience are early adopters. Let's keep in mind, the games downloads market as we know it now only really started 10 years ago with the launch of Bejeweled. There was shareware before (e.g., id's Doom) but the downloads model in its current form is relatively new experience and market. During this time, we have seen multiple models embraced and adopted -- club based subscriptions, rental models (e.g, Wild Coins) and even now Collector/Premium editions. There is a misnomer that casual gamers are not early adopters because its a relatively older audience but when you look at facts, the audience are actually early adopters. If the technology makes it easier to play games, the casual game audience will jump on the bandwagon. The good news is that the technology works, it just needs to be adopted for casual games. The issue is really one of product marketing and tailoring cloud gaming to casual gamers. Unless something is happening that I am not privy, I agree with that it could be 6 months to a year before this has a true impact on casual games.
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TnTexas's picture
TnTexas
Jun 29, 2010, 6:56pm
Your prediction/suggestion reminds me a bit of Gamehouse's FunPass option. The biggest difference seems be that with the FunPass you still download the game to your computer whereas you wouldn't do that with the "cloud" set up; right?
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jkuci's picture
jkuci
Jun 29, 2010, 7:43pm
I checked out the OnLive site but found nothing that appeals to me yet. One of the reasons I like BFG is that I can download my games and then play them off the internet. I have high speed cable. So, I can take my laptop and go to the beach without having to find a WiFi hotspot. Or where ever I happen to want to be that has no internet. I use Amazon's cloud for more than 200 movies - but I "bought" them for a one time charge that allows me to use them whenever I want from then on..until Amazon ceases to exist, I guess. I really don't want to be a renter.
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SnowHaze's picture
SnowHaze
Jun 29, 2010, 7:45pm
Where exactly is the good news for the consumer? Renting means you keep on paying and paying. Buying a game that is attached to a service means depending on that service. The idea that the consumer can be force fed games continually, via tailored advertising and deals, because they are online, may be beneficial to the producer, but it is definitely not to the advantage of the gamer. So called convenience always has a price.
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TnTexas's picture
TnTexas
Jun 29, 2010, 8:08pm
Renting is good if you're only interested in using the product once. If you don't like to re-read books, getting one from the library is probably better than buying it. If you don't like to re-watch movies, Netflix or Blockbuster are good choices. If you don't like re-playing games, the "cloud" possibility could be a good option because you would have access to as many games as you want without having to put down a lot of money for something you're only going to play through once.
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joel's picture
joel
Jun 29, 2010, 8:10pm
For consumers, the big advantage of cloud gaming is that once buy, you can play anywhere, less techie issues, and more flexibility to try and play games when and where you want. Though renting is an option with Onlive, it's just one option. You can also buy the game. similar to as Jkuci mentions, buying and watching movies in the cloud via Amazon. Jkuci does raise another good point, with Onlive's service as of now, not only do you need to be on a net connection, it needs to be wired connection (not wifi). I am convinced if they targeted casual games with their technology, it would work fine with Wifi. Still today, that is a big limitation. And it is true, that if you buy a game from a cloud service like Onlive, and they go out of business, you will have issues down the road. Though, I'd argue that is the case with any game you download from a site that has a download manager, if that company goes out of business, you'll have potential support issues in the future. Thanks again for the good comments!
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joel's picture
joel
Jun 29, 2010, 8:12pm
One more point on renting, renting games makes sense in my mind if its rent to own. Meaning, if its $5 to rent a game for a week, the game is $20 to own, then that $5 you paid to rent goes to the purchase price of the game. In this case, if you rent for $5 you would then pay $15 to pay for the $20 games. A service that does this now is Wild Games (http://www.wildgames.com) with their Wild Coins program. It's very interesting.
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cakefordinner's picture
cakefordinner
Jun 30, 2010, 1:52pm
An added benefit to playing in the "clouds," especially for those with small setups, is that you don't have to waste valuable hard drive space storing installers. As Joel mentioned, there is the possibility of losing games that become out-dated and deleted from the server, but this type of service is something that has as many benefits, as it does downsides, for now. I would venture to guess that things will change based on the market share, how well they respond to customer issues and the addition of WiFi. The biggest downside, for me, would be if it required and installed program loaded with the nastier versions of DRM. I haven't been back to Wild Tanget, because of this, since they first appeared on the scene, about 8 (?) years ago. Things may have changed, but we'll have to see how this rolls out. Metaboli, based in the UK, is another "cloud" based game service with an extensive library of all kinds of games, including casual ones. They also have a 3-tiered system depending on how much you want to play and what type of games you're interested in. Note: their servers are located in France, so they're not affected by the recent increased UK VAT; they're only subject to the French VAT. Copy/paste this into the address bar in your browser to check them out: www.metaboli.co.uk/howItWorks.html
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