[MUD-Dev2] [DESIGN] OnLive might make MMOs much easier

Jeffrey Kesselman jeffpk at gmail.com
Thu May 28 23:50:23 CEST 2009


Remove the netowrk latency from the equation and MMos both
become almost trivially easy to implement and have all the flexibility
to do things that local
games can do today.

So that's FAR more important then the virtualization nonsense and I
would agree incredibly valuable.
It also seems incredibly unlikely.

And that's my final comment on the subject.

JK

On Sat, May 16, 2009 at 8:09 PM, Richard Boehme <rboehme at gmail.com> wrote:
> On Fri, May 15, 2009 at 6:05 PM, Matt Cruikshank
> <mattcruikshank at gmail.com> wrote:
>> I'm just engaging in a thought experiment - WHAT IF they deliver on
>> the network claims?
>>
>> I believe there are benefits to be had, and I've tried to outline them.
>
> I think the crux of the matter is to ask if there is a trade-off from
> gaining those benefits, and if so, what it is.
>
> IMHO, there is a trade-off: you're creating something that is tied to
> the OnLive service. Is it worth it? I happen to think that you lose
> far more than you gain by making the/a client OnLive specific.
>
> With that said, I'm going back into lurk mode for this thread.
>
> --
> Thank you.
>
> Richard Boehme
>
> Email: rboehme at gmail.com
> Phone: 443-739-8502
> Blog: http://www.inexperiencetalking.com/
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