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I can understand that you dislike the idea of being beholden to a 3rd party in order to run your game but you lost me with

>At this point, what difference is there to an interactive movie?

What is an interactive movie and how does having a game stream from a remote server change a video game into one of these things?


This has been a complaint especially in the adventure game community. If I go to the cinema to watch the endgame or a john wick movie, I pay 10 bucks for 2 hours of movies. A lot of AAA games are a bunch of boring filler with some interactivity, but you end up with a much worse money per minute ratio. If you discount cutscenes, I've spent 60 bucks on less than two hour of gameplay on some games.

Now, I could replay those games after some time. That improves my overall cost-benefit ratio from 60 bucks -> 2 hours of gameplay to 60 bucks -> 4 hours of gameplay. Or, if the game is good, even more. I have a bunch of adventure games I paid 10 bucks for, and I have replayed them a lot and I will replay them a lot.

However, if you have a AAA studio, they will consider a game a failure shortly after release. You get one play-through for 60$ and that's all you get, because then they shutdown the servers for their next thing. And of course they will "charge less" and "run updates" and "keep expansions going" and such so it's less obvious. I'm jaded at this point.

> Now, I could replay those games after some time. That improves my overall cost-benefit ratio from 60 bucks -> 2 hours of gameplay to 60 bucks -> 4 hours of gameplay.

Or someone has modded it, and you can play it again with different content, or altered content, or altered gameplay, or some combination thereof. And if it's owned and local, there's nothing they can do to really stop someone from doing that definitively. The first mods for games weren't because developers decided they wanted people to be able to mod the games, they were from fans diving in, reverse engineering and making changes. Developers embracing modding came later.

With a cloud based game or digitally verified synced content, some level of consumer control is definitely lost, and that's a shame.

I do think it's possible that streaming game services and what you are talking about wind up a little different. I could imagine that streaming game services could spin up and down servers more dynamically depending on demand. There would be a lot of motivation to do this in a more automated fashion than regular game studios because the streaming service will be dealing with 1000's of titles not just a handful. I think generally you keep your saved game info locally and then it is fed to a server which starts you at the appropriate place? I'm making a lot of assumptions but I do think the basis of my argument 1000's of titles vs ~10 is a pretty good reason to think this won't be handled in the same way.

Also, games like GTA V have been supported for a crazy amount of time. Transitioned into online play. People have probably gotten 1000's of hours of gameplay from a $60 purchase. I play things like fallout and minecraft so I also get a huge gameplay time to cost ratio, so I'm not very sensitive to this from my personal experience.

What AAA $60 game only has 2 hours of gameplay?
I took it to be a comparison to Netflix. Cloud gaming is analogous to streaming movies with similar tradeoffs, the difference being that games are interactive.

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