UPDATE: Xbox One To Bury Deep In The Cloud As Microsoft Emphasizes More on ‘Digital’
(Updated from initial July 4th, 2013 posting)
In what seems like a complete departure from Xbox 360, the next generation Xbox One that is coming November 2013 will live most of its lifespan in the gaming realm of the cloud. According to Microsoft, the switch to more digital content is likely to change user agreements and accessibility options, but then, the transition increases the association of developers between products, all in the cloud. The company has it that the new release will be like having a console at home and an extra Central Processing Unit in the cloud. The latter will perform all computing work for the sit-at-home gamer, and in particular games, it will be possible to leave bots playing for one while off the net.
The Implications of the Switch To Digital
Some of the early preconditions of selecting cloud servers as the lifeline of Xbox One gaming console have now undergone review. At the start, gamers had to check onto the web every twenty-four hours but in mid-June the company bowed down to pressure to remove this online restriction. This indicates the ability to use discs to engage in play while off the web. However, it is inherent that to use the cloud feature, gamers must have unrestrained use of the Internet. This means that the digital switch still remain firm for match-making and linking enthusiasts.
The other implication involves the predecessor, Xbox 360, which will receive a revamp in its external appearance. This plastic therapy will be an inspiration of the look of Xbox One, which the company has already premièred in the beginning part of the year, in anticipation to the November roll out. Furthermore, perhaps because of the proliferation of cloud computing everywhere around the globe, the new product will no longer impose international, but will endorse local denominations to buy games therein, on the web.
The Microsoft website depicted a cloud scenario at the center of which was Xbox One. An executive explains in abstract terms how having the play happening online equals to realistic details that are hard to resist. One of these is the fact that Software as a Service (SaaS) environments can save the pain of looking for one software at a time to accomplish a piece of action. In lieu of framing light slowly to depict a lightening-speed car crash scene, or another fast moment in a video, the users will only require the combination of various gaming devices or software on the web for this depiction to come out dazzlingly clear and real.
In short, having an Xbox One at one’s premises, with a connection, will equal to possessing three gadgets on a cloud server. This reduces the pain of making impossible computations in, say, enabling a race come alive for players. This may also be the secret why it will be possible now to let inanimate emissaries of gamers to continue play for them offline.
Though the digital premise of Xbox One is a little off-the-mark for current users of Xbox 360, it might be matter of months before they discover the new meaning of ‘offline.’ Take one popular racing engagement: it will feature a ‘drivatar’ icon that will simulate the electronic play of a human gamer and continue on his or her behalf when the latter goes to sleep.
Secondly, it is now official from Microsoft, as abstract as it may sound, that one can transmute hardware or Central Processing Units into the cloud server and have it perform various complicated tasks during or off the game. This may mean saving even the lifespan of the device at home, because it will not require too much processing power.
Thus, as Xbox One hits the shelves this winter, it will already have anticipated a trend half a year before. That trend is cloud computing in video gaming technology as it has never before delved. It will be time to turn very smoggy alien worlds of games into crystal clear fighting and racing scenes courtesy of the rapport of various gaming consoles, in one cloud, in support of the console at the player’s house.
By John Omwamba
(Image Source: Wikipedia)