A Basic Look At Gaming As A Service
The developments that have come together to create a modern world has come from some surprising places. We cannot imagine a world where we could not go on line and reserve airline tickets, make dinner arrangements, or even buy a book from Amazon. Did you realize that the technology and protocols that make e-commerce possible were first developed by and for the on-line pornography business?
It is easy to understand that some of the earliest interfaces between computers and the non-technical general public was through video games. In 1952, A.S. Douglas did his PhD at Cambridge on EDSAC vacuum-tube computer by creating the first graphical computer game, a version of Tic Tac Toe called “Noughts And Crosses”. The very first video game was Tennis For Two, played on an oscilloscope at the Brookhaven National Laboratory. The first real computer game was Space War, which was developed in 1962 at MIT. Later versions of Tennis for Two and Space War would become truly important parts of Atari Computers.
The video game industry has grown to generate more than $25 billion per annum. The lion’s share of this development has been for gaming consoles, which provides far from the best gaming experience. A gaming console is just a computer, even though its architecture and interface are different from a traditional desktop. Like any other computing situation, the biggest weakness of the gaming console has always been keeping it fed with up to date software. Cloud Gaming is a relatively cheap alternative to the constant need to feed a console.
Cloud Gaming may be one of the easiest cloud concepts for the non-IT users to understand. Anyone who has played a game through their Facebook account has had a cloud game experience. With cloud gaming, not only is the software handled in the cloud, but the records of the gaming experience are recorded and archived there.
Massive Multiplayer Online Role Playing Games seem like the most natural fit for cloud gaming, but any type of game that is played on a console or with local software can be found through a cloud gaming service. The area of greatest potential for cloud gaming is the freedom of interface options. For those who simply must replicate the console experience, thin-client type devices are available which are basically a console without a disk slot. The disk is replaced by a connection to the Internet.
Games can also be played on any desktop or laptop computer that is connected to the ‘net. Smartphones and tablets are already popular gaming platforms as cloud- connectivity significantly increases the potential sophistication of gaming on mobile devices, although the experience may be limited by the speed of the users data connection.
By Peter Knight