Monday, April 6, 2009

Nintendo's New DSi -- A Quantum Leap Forward

Nintendo's done it again.

The new Nintendo DSi handheld gaming console, arriving in stores April 5 for $170, is a quantum leap forward from the similar-looking DS Lite. It adds another layer of applications and functions to the core DS system to become the first Nintendo handheld that's plenty of fun even without the games.

My pig-tailed game-testing assistant, age 7, had nothing but praise: "It's very great. Almost all of my friends want it."

• Click here to visit FOXNews.com's Video Gaming Center.

But back in October, when the Japanese video-game titan made the surprise announcement that it'd be introducing yet a third edition of its wildly popular DS, the news didn't appear to make sense.

Nintendo had already reduced the size and weight of 2004's blocky original DS with the slimmer, prettier DS Lite in 2006, a redesign that expanded the handheld's market beyond young boys to their sisters and older siblings.

Worldwide sales of both DS models were approaching 100 million units, a threshold that's since been passed, and the addition of a third, pricier model (the DS Lite costs $130) seemed to risk market saturation.

The single new feature promised in the DSi — as in "eye," or "individualization" — sounded like a throwaway gimmick. Two low-resolution digital cameras, one in the hinge facing the player and the other on the outside shell? Big deal.

There were a couple of technical upgrades as well — more memory, more storage capacity and the addition of an SD card slot — but compared to the much higher-powered PlayStation Portable, Sony's handheld console, those seemed like a feeble attempt to catch up.

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Well, I was wrong. The DSi is a huge expansion of the DS's capabilities. It adds a whole new layer of functionality to the DS interface.

Now playing game cartridges is just one application among many — one that can finally "hot-swap" cartridges in and out without having to turn the unit off.

The previously existing Pictochat and Download Play functions are applications as well, but it's two of the new apps — called just "Camera" and "Sound" — that really sell the DSi.

"Camera" not only takes pictures, but lets you manipulate them with different lenses, distortion effects, overlays and filters. You can stretch and swirl images with the touch stylus or your finger even before the shutter's clicked, or use various mirror effects to create kaleidoscopic images.

"I can't believe that you can take a picture and then color it in and then make a frame," said my lab assistant, who shall remain unnamed to protect her privacy. "I like making my pictures wacky and to spread my face on the DSi."

The Camera software automatically recognizes faces, so you can add preset templates of mustaches, glasses, funny ears and noses to your own images, or even merge two faces for truly weird-looking portraits.

The effects work on both new and archived pictures, which can be saved either to the DSi's 256 MB of onboard storage or your own SD card.

I whipped out the DSi in a room full of second-graders three days before the model went on sale; the boys instantly went nuts, and the girls had a blast playing with pictures.

The "Sound" application lets you record brief clips, up to 10 seconds, of your voice or an instrument, and then manipulate them in different ways.

There's a pitch/speed shifter, an effects filter with presets including "electric fan," "tunnel," "robot" and ''8-bit game" and a toggle to play sounds backwards and forwards.

Using an SD card, you can play AAC-format song files (sorry, no MP3) and use the same effects on those as well, though you can't save the manipulated versions.

A series of play-along sounds lets you clap, drum or scratch to the beat using the left and right triggers; this being Nintendo, there's even an entry for the "Super Mario" jump and coin-grab sounds.

Your prerecorded clips can be overlaid on the songs, and there's also a goofy visualizer that shows sound waves not only in oscilloscope and equalizer formats, but as dirt-bike hills, ski slopes, Super Mario coins (which of course you can grab), ripples on a pond and my favorite, an "Asteroids"-type vector-graphic spaceship shooting missiles through a space tunnel. My lab assistant's 4-year-old brother had a lot of fun with that one.

The third pre-installed new application is the Nintendo DSi shop, a welcome addition to the DS lineup that lets you download games. Like the Wii Shop, you pay for games by using "points" purchased online with a credit card or with a point card from a store.

I got 1,000 free points simply by signing up for the shop, a practice Nintendo says will continue until March 2010; games and other applications cost between 200 and 800 points.

After several misfires due to a continually dropping Wi-Fi signal, I was able to download Nintendo's modified Opera Web browser (for zero points, a nice change from the $30 it had cost for the regular DS and DS Lite) and the game "Wario Ware Slapped!" (500 points) by laying the DSi right on top of my wireless router.

(I'm not sure if the balky Wi-Fi has to do with my ancient router or the unit itself; PCs, a TiVo and even a Wii have had no connection problems, but a G1 phone barely gets a signal.)

The Opera browser works fairly well. Pages load briskly, with the entire page showing on one screen and a highlighted section on the other, and it's easy to switch each between the touchscreen and the display screen for easier browsing.

Oddly, some "mobile" versions of popular Web sites defaulted straight to the regular sites. And again, the Wi-Fi connection kept getting dropped, which resulted in my giving up the Web-browsing endeavor quickly.

As for "Wario Ware Slapped!", is a great idea that's poorly executed. Players make gestures and faces that are seen by the DSi's camera in order to play a series of minigames set in an amusement park — think the Wii game "Wario Ware: Smooth Moves," only without the Wii controller.

The problem is that the software can barely see you. It needs bright light and high contrast to make out your eyes, mouth, hands and the shape of your head.

It couldn't tell the difference between my olive skin and the yellow wall behind me, or make out my eyes very well — strange, considering the regular Camera software got it all right away.

I can only imagine "Wario Ware Slapped!" must have been calibrated by light-skinned, black-haired Japanese technicians in well-lit labs. I hate to think what'll happen when darker-complexioned people try to play.

Physically, the DSi does lose one feature found on the original DS and DS Lite: the second cartridge slot that let the older models play Game Boy Advance games.

What this really means is that Nintendo has finally moved on from the GBA platform — the last original game for it was released in 2006, and it's now listed as a legacy system on the company Web site.

Unfortunately, it also means that the two "Guitar Hero On Tour" games, which plugged a 4-button "fretboard" into the GBA slot, can't be played on the DSi at all. Nor can the optional DS "Rumble Pak," which gives some tactile shake to games, be used.

Otherwise, the DSi's case is a barely perceptible modification of the DS's. The body is a tad bit longer and thinner; the screens are a little larger; some of the buttons have been moved.

The most noticeable difference is that while the DS's glossy body picked up smudges and fingerprints easily, the matte-black (or matte-blue) DSi is smooth yet smudge-free.

So is it worth spending $170 to upgrade from the "fat" DS or DS Lite? Probably not. Gameplay is exactly the same.

If you don't already have a DS, would it be worth paying an extra $40 above the DS Lite, which will presumably still be manufactured?

Yes. The camera software, sound software, SD card slot and downloadable content give it new dimensions of enjoyability the DS Lite will never reach.

"It's better than all the video games I've ever played," said my lab assistant. "[With the Wii,] you have the Wii controller — but you don't get to write on the screen."


Sunday, April 5, 2009

Hot Movies, Softwares, Themes, Games, E-book

Apr
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Quebec says 'non' to English-only video games

The French Canadian government of Quebec is saying non to English-only video games if French versions are available.

French language rules on video games come into force on April 1, prohibiting the sale of new English-only video games in Quebec if a French version is available.

Great Seal of Quebec

Great Seal of Quebec.

(Credit: Quebec, Canada)
Is this a smart move to get more video games into the hands of French speakers? Or, is it misguided, xenophobic protectionism? I'm going with the latter.

One of the many reasons this is such a bad idea is that game companies can simply stop creating French versions of games to bypass this ridiculous law. I'm not sure how big a market there is for video games in French, but I suspect any kind of regulation that forces game development companies to abide such rules would quickly force their hand to decide if it was worth it to carry on with multiple languages.

One retailer profiled in the Toronto Star alluded to the fact that the delay in getting games to players (assuming the French version came out after the English version) would affect his business dramatically:

"I'm afraid it's going to cost me my business," Ronnie Rondeau said. "If it really was going to make a difference, I'd be for it, but only a small number of people want to play in French. The rest don't care."

If the issue for retailers is really the timely delivery of the French version then this suggests there is a market opportunity for cloud gaming platforms such as Steam to figure out ways to offer new games in multiple languages.

Via GamaSutra

Update 1:35 p.m. PDT: I got some helpful background information from the editor of JOUEZ.com:

In 1977, the Charter of the French Language, also known as Bill 101, defined French as the only official language of Quebec and framing fundamental language rights of all Quebecers. In 1997, this law was amended so that every product sold in Quebec must include packaging, instructions and warranty certificates in French. Since then, all computer software, including game software and operating systems, whether installed or uninstalled, must be available in French unless no French version exists. Video games publishers were given a six-year grace period to comply. Since 2003, video games are now available with French packaging/booklets/warranties.

In 2007, the Quebec government finalized a deal with the Entertainment Software Association of Canada, to increase the number of video games available in French in Quebec. Activision Blizzard, Disney Interactive Studios, Electronic Arts, Microsoft Canada, Nintendo of Canada, Sony Computer Entertainment Canada, Take2 Interactive, THQ and Ubisoft Canada, who are all members of the Entertainment Software Association of Canada, agreed that they would be able to offer their next-generation games with French content before April 1, 2009, if such a version exists elsewhere in the world.

After this deal was announced in 2007, the number of bilingual games raised significantly. For example, in 2007, only 17 percent of Xbox 360 games were available in French in Quebec. Today, half of the Xbox 360 library (about 190 titles out of 380) is available in French in Quebec. Almost every new AAA release is now bilingual or multilingual. Games that are only available in English, that don't exist in French, still can be sold in Quebec. Out of the thousand games released each year, almost every one of them made their way in Quebec. Retailers complaining about possible delays or higher pricing are not truthful.

Awesomium: Embed Web content in your 3d worlds and games


Category: Games

Awesomium lets you embed Chromium/WebKit into 3d worlds and games. Check out the video above and half fun looking at the transparent search results and the shadows from the content on the grass.

What could it be used for?

  • Powering an in-game GUI using HTML/JS/CSS
  • Rendering a live web-page to a 3D object and interacting with it
  • As a framework for an advanced, 3D web-browser
  • As an offscreen renderer for snapshots of web-pages
  • For the implementation of in-game advertisting.

Friday, April 3, 2009

DSiWare Launch Titles: Which Ones to Buy

Categories: Portable Gaming

Dsi200

The short list of launch titles showcased in Nintendo's DSiWare digital distribution service includes clever time-wasters and mini-games ripped from bigger titles.

The inexpensive downloadable games, which go on sale Sunday when the $170, Wi-Fi-equipped Nintendo DSi launches in the United States, have already been released in Japan, along with dozens of other titles for the new hardware.

Nintendo said Wednesday that everyone who buys a DSi and logs in to the online DSi Shop through Oct. 5 will receive 1,000 free Nintendo Points with which to buy software. The company has not yet released prices for the DSiWare launch games, but if they cost the same as the Japanese versions, here's what you can expect to pay — and which games you should pick up.

200 points ($2)

Master of Illusion Express: Funny Face (above left): It's a magic trick pulled from Nintendo's retail game Master of Illusion. If you already own that game, you already have this — an audience member picks a card, and you draw a face on the screen that comes to life and tells them which card they picked. The enjoyment you will get out of this is equivalent to the amount of time you spend doing magic tricks in front of your friends and family.

Bird & Beans (above right): Based on Pyoro, the unlockable mini-game from the WarioWare series. You collect beans with the bird's tongue. This is a small-scale time-waster of a game — it's been compared to a modern-day Game & Watch. For $2, you might find it to be just the sort of addictive burst of activity to get you through those odd moments.

Dsi500

500 Points ($5)

Art Style: Aquia (above left): A match-three puzzle game in which you shift blocks to the left and right, pulling them in and out of the tower. I love the style — this, and all other Art Style games, are made by the unorthodox clever types at Skip — but I was pretty much flummoxed by the puzzle mechanics. This seems like a game that hard-core puzzle fans will love and casuals will get at least somewhat confused by.

WarioWare: Snapped! (above right): The latest in the WarioWare series of games, which string together a series of lightning-quick five-second "microgames" all built around a theme, uses the DSi's camera. You use your silhouette to control the on-screen action. It's fun, but you need to be able to set the DSi on a table and have really good lighting to use it properly. You can't play this one on the bus. Whether or not you buy it should depend on what kind of portable player you are.

Dsi800

800 Points ($8)

Brain Age Express: Math (above): Enjoy training your brain occasionally, but don't feel like carrying your Brain Age game with you everywhere you go? Download this app, which will sit on your DSi forever, and do some math problems anytime you feel like it. This isn't really anything new — just a selection of games from the retail version of Brain Age.

That's the launch lineup. With a ton of apps and games already available in Japan, it's easy to imagine DSiWare's shop filling up with lots more games in short order.

You could hold on to your free 1,000 points until something better comes along — say, Dr. Mario or Mr. Driller, or more Art Style games — but if you want to blow it all right now, what should you get?

I'd recommend skipping the $2 microgames and the $8 version of Brain Age (can't you buy a used Brain Age for $8 these days anyway?) and buying the two $5 titles, WarioWare Snapped! and Aquia.

Images courtesy Nintendo

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Tuesday, March 31, 2009

Study finds 'action' video games can improve vision



So, we've got good and bad news for you. First, the good news: A study conducted by the University of Rochester has found that "the very act of action video game playing enhances contrast sensitivity." Rather, playing lots of Call of Duty might actually help keep your eyes in shape and the contrasts in color sharp as you age. But now, the bad news: Those 100+ hours you sunk into Fallout 3 may not have helped.

The study explains that, of the "expert video game players" tested, the "VGP group" (group playing "action" games Unreal Tournament 2004 and Call of Duty 2) exhibited "enhanced contrast sensitivity" versus the "NVGP group" (the folks playing "non-action" game The Sims 2), especially in the light of the population differences' interactions with spatial frequencies. Wait, WHAT?!

In so many words, majority percentages of the "VGP group" were clustering together on the high end of the scale while "NVGP group" numbers were clustering on the other end. Professor Gary Rubin, of the University College London Institute of Ophthalmology, sums up these findings rather nicely, saying, "This is a small study, showing a small effect, but it was carefully done, and merits further investigation."

2010 Games officials eye global warming costs


Photo

VANCOUVER, British Columbia (Reuters) - Organizers of the 2010 Olympic Winter Games said on Monday they are confident they can find sponsors to help with the estimated C$4.5 million ($3.6 million) cost of keeping the event from adding to global warming.

The Winter Games in Vancouver are expected to create about 300,000 tonnes of carbon emissions, including those from airplanes bringing thousands of athletes and spectators to the western Canadian city.

The Vancouver Organizing Committee said it is in talks with carbon offset management companies it hopes will help sponsor the cost of buying credits, which it said is running between C$10 and C$20 a tonne.

But the search for sponsors also comes as VANOC and other international sporting event groups are struggling to line up sponsors amid the global economic crisis.

"We're very confident we will be able to get partners on this," VANOC chief executive John Furlong told reporters outside an international conference in Vancouver on the environmental costs of major sports events.

The offset credits would come from investing in projects such as renewable energy.

While Vancouver is not the only host city to promise a "carbon neutral" Olympics, Canadian organizers say they are also including emissions created outside the 17 days of competition.

"We have expanded the scope by taking in air travel and starting when VANOC started (to include venue construction)," said Linda Coady, who is in charge of sustainability efforts at the committee.

Air travel for athletes and spectators to and from the Games in February 2010 and Paralympic Games in March is the largest contributor of greenhouse gas emissions related to the sporting event, VANOC officials said.

The 300,000-tonne estimate is based on a 2007 study by the environmental David Suzuki Foundation, and organizers say they may have been able to cut that with changes in venue and transportation planning.

A revised estimate is scheduled to be released in October.

The estimated C$4.5 million to buy offset credits is not included in VANOC's C$1.7 billion operating budget, and officials did not

The Suzuki Foundation, which is working with VANOC, released its own report on Sunday warning that global warming is a threat to traditional winter Olympic sports in Canada as shorter winters leading to less ice and snow.

Monday, March 30, 2009

Video game play may improve eyesight

Study:-

Playing action video games may help adults improve their eyesight, according to a study released Sunday.

A new study finds that playing action video games such as "Call of Duty 2" can help improve eyesight.

(Credit: Activision)

People who used a video-game training program saw improvements in their contrast sensitivity, or the ability to notice subtle differences in shades of gray, according to a study published in the journal Nature Neuroscience. The training could be beneficial to people who have amblyopia--commonly known as lazy eye--and those who have trouble seeing while driving at night, the study said.

"Normally, improving contrast sensitivity means getting glasses or eye surgery--somehow changing the optics of the eye," Daphne Bavelier, professor of brain and cognitive sciences at the University of Rochester, said in a statement. "But we've found that action video games train the brain to process the existing visual information more efficiently, and the improvements last for months after game play stopped."

Researchers studied two groups that played video games for 50 hours during a nine-week course. One group played action games such as "Call of Duty 2" and "Unreal Tournament 2004." Another group played non-action games such as "Sims 2," which doesn't require precise, visually guided aiming actions. People who played the action games showed enhanced contrast sensitivity compared to those in the non-action game group, with improvements ranging from 43 percent to 58 percent, according to the study.

"To the best of our knowledge, this is the first demonstration that contrast sensitivity can be improved by simple training," Bavelier said. "When people play action games, they're changing the brain's pathway responsible for visual processing. These games push the human visual system to the limits and the brain adapts to it, and we've seen the positive effect remains even two years after the training was over."

The results appear to mirror those in a 2007 study that found people who played action video games for a few hours a day over the course of a month improved their spatial resolution by about 20 percent.

Researchers suggested that the video game training's effect could last for years and could be a useful complement to other eye-correction techniques such as eyeglasses, contact lenses or surgery. The study, which was funded by the National Eye Institute and the Office of Naval Research, noted that not all action games have such a benefit to the visually impaired.

Sunday, March 29, 2009

Game Group slips on talk of new online rival

The bulls would point to new consoles, new games, as well as the company's buoyant trading performance, and the fact that competitors such as Zavvi and Woolworth have been taken out of the picture.

Bears suggest the growth cannot continue, and technology will ultimately mean games buying their fix online rather than traipsing down to the local shopping centre.

If the latter seems too far away to worry about, then a new launch in the US this week may well change people's minds. In a sell note on the company, analysts at KBC Peel Hunt has drawn the City's attention to a presentation at the Game Developer Conference of a new US start up called Onlive. Analyst John Stevenson said:

"Onlive has been developing the model for the digital distribution of games for seven years in relative secrecy and has announced its intended public beta trials for the summer, ahead of a full US launch at the end of this year. The system is designed to allow players to stream on-demand games of up to HD quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer, or to television via a plug-on box.

"What is the threat? Onlive is seeking to host games on its servers rather than requiring users to download the game itself and requires no specific console hardware. In other words, users will be able to play the latest PS3 or Xbox games without needing to own the console itself or buy physical game software in a direct distribution model to rent or purchase the games.

"While there is a huge step between concept, live demo and actual execution, US press previews appear to have been delivered without any hiccups and the business model has enlisted the support of most major games developers.

"Is this credible? Onlive is seeking to launch in the US only towards the end of 2009, albeit this has material implications for the games industry and current distribution channels if the company can successfully execute an online distribution model at real-time speed.

"Our sell stance on Game Group is predicated on our view that the current console cycle has peaked and operating profit will fall away over the next 2-3 years. We had assumed there would be a fourth generation console cycle in the near future, without the immediate threat of online distribution, with the next cycle still driven by the next generation Xbox, Wii and PlayStation.

"However, whether Onlive's initial foray is successful or not, the threat of online distribution has become much more tangible; the genie is now out of the bottle."

Saturday, March 28, 2009

The Game Developers Awards

‘LittleBigPlanet’ wins big at game developers awards

Published: Friday, March 27, 2009

‘LittleBigPlanet’ wins big at game developers awards

“LittleBigPlanet” sacked the competition to win four trophies at the Game Developers Choice Awards.

Developed by Media Molecule, the cutesy PlayStation 3 adventure game which allows players to create and share their own levels was honored for best game design, debut, technology and innovation at the Game Developers Conference ceremony Wednesday evening.

Bethesda Softworks’ “Fallout 3” seized the evening’s top prize. The post-apocalyptic shooter, which is set in the ruins of Washington, D.C., blasted fellow nominees “LittleBigPlanet,” Valve Software’s “Left 4 Dead,” Lionhead Studios’ “Fable II” and Rockstar Games’ “Grand Theft Auto IV” to win game of the year. “Fallout 3” was also awarded the best writing trophy.

Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by “Psychonauts “ and “Brutal Legend” developer Tim Schafer.

Other winners at the ceremony at the Moscone Convention Center were Ubisoft Montreal’s “Prince of Persia” for best visual art, Ready at Dawn Studios’ “God of War: Chains of Olympus” for best handheld game, EA Redwood Shores’ “Dead Space” for best audio and 2D Boy’s “World of Goo” for best downloadable game.

photos on the web

There are so many online photo-printing services available on the Internet, they all seem to blend together. One service, Shutterfly (shutterfly.com), is betting that personalization and social networking tools can help separate it from the pack.

Shutterfly offers its members the opportunity to create their own photo-sharing Web sites. In addition to uploading your favorite pictures, you can post journal entries, embed a planning calendar, create your own polls and more, all with tools provided by Shutterfly.

Setting up a customized site is so easy even computer novices should be able to do it. To begin, Shutterfly lets you select from a wide range of basic, but attractive site templates. You can rearrange elements on the templates by simply dragging-and-dropping it to the area you like. Child’s play!

You can also control the level of privacy on your site, restricting who has viewing access, upload/download permissions as well as who can leave comments.

And because the site is hosted by a photo-printing service, visitors to your site can create and purchase any number of products that Shutterfly offers such as photo books, cards, posters and more.

old titles find audience

The audience for video games has changed a lot in the last few years, with more women and older players picking up joysticks. That’s created a demand for more games that families can enjoy together, like “Wii Sports” and “Rock Band,” and publishers have had a hard time adjusting to a more lighthearted, casual style of play.

One way to attract those new gamers is with familiar titles — names like Scrabble, Yahtzee, Boggle and Trivial Pursuit. All those brands belong to Hasbro, and Electronic Arts has the electronic publishing rights to all of Hasbro’s board games.

“It’s the perfect time to have these products,” says Chip Lange, general manager of EA’s Hasbro division. “Everyone realizes this is a new form of family entertainment.”

EA had some success last year with the compilation “Hasbro Family Game Night” on the Nintendo Wii, and it’s now introducing some of those games on Microsoft’s Xbox Live. Lange says the EA versions of games like Scrabble and Monopoly are more than just simple translations. “We’ve invested some creativity in the brands,” he says.

Friday, March 27, 2009

Steam and Games for Windows Live add more piracy protection



In moves which may or may not lead to an outcry from the gamer population at large, both Valve and Microsoft have strengthened their DRM on their PC gaming platforms. Whether these changes will simply curb piracy, as intended, or whether they will prove a nuisance as other DRM schemes have done historically is yet to be seen.
In moves which may or may not lead to an outcry from the gamer population at large, both Valve and Microsoft have strengthened their DRM on their PC gaming platforms. Whether these changes will simply curb piracy, as intended, or whether they will prove a nuisance as other DRM schemes have done historically is yet to be seen.

Valve’s effort is called “Custom Executable Generation,” and it appears to create a unique EXE file for every user, probably related to their SteamID and thus unusable by anyone else in theory. Here’s how they explain it:

Headlining the new feature set is the Custom Executable Generation (CEG) technology that compliments the already existing anti-piracy solution offered in Steamworks. A customer friendly approach to anti-piracy, CEG makes unique copies of games for each user allowing them to access the application on multiple machines without install limits and without having to install root kits on their PC.

Microsoft has a different setup, more geared towards preventing pre-release piracy and reducing non-official online play:

Anti-piracy Solution: Zero-day piracy protection and server-side authentication help prevent game piracy before street date, and protect publishers and consumers by requiring authentication for online play

What do you guys think? DRM, threat or menace? Obviously it needs to happen, but every solution is usually two steps forward, two steps back, plus or minus one step

Thursday, March 26, 2009

Online Xbox and PS3

OnLive could threaten Xbox, PS3, and Wii

The OnLive system will be shown with 16 games from a series of major publishers during the Game Developers Conference in San Francisco this week. OnLive is aiming to upset the traditional video game business model.

(Credit: OnLive)

SAN FRANCISCO--Sony, Microsoft, and Nintendo, look out. Your traditional video game console business model may be in danger.

It's too early to tell how much danger, of course, but a start-up called OnLive announced a brand-new game distribution system Monday night that, if it works as planned, could change the games game forever.

OnLive, which was started by WebTV founder Steve Perlman and former Eidos CEO Mike McGarvey, is aiming to launch a system--seven years in the works--that will digitally distribute first-run, AAA games from publishers like Electronic Arts, Take-Two, Ubisoft, Atari, and others, all at the same time as those titles are released into retail channels. The system is designed to allow players to stream on-demand games at the highest quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer.

The system will also stream games directly to a TV via a small plug-in device, and players can use a custom wireless controller as well as VoIP headsets in conjunction with it.

The OnLive system includes the ability to use wireless controllers similar to those available for standard console systems like the Xbox or PS3. It also has a small micro-console that will allow games to be streamed directly to a TV.

(Credit: OnLive)

Based here in San Francisco, OnLive timed its formal unveiling to this week's Game Developers Conference, where it will be showcasing the technology and 16 initial games it will launch with.

The service is currently in a closed beta, but is expected to go into a public beta this summer, and to launch this winter.

According to Perlman, OnLive's technology will make it possible to stream the games in such a manner--high quality, no matter what kind of system the user has--by virtue of a series of patented and patent-pending compression technologies. And instead of requiring users to download the games, OnLive will host them all and stream them from a series of the highest-end servers. Users will have only to download a 1MB plug-in to get the service up and running.

OnLive is hoping to capture a significant portion of the video game market share. In February, the industry posted one of its strongest months ever, with total sales of $1.47 billion, up 10 percent from a year ago. And in February, the Xbox, PS3 and Wii accounted for total sales of 1.42 million units.

The OnLive system aims to bring cost-efficient instant and high-quality video games streamed to Macs and PCs.

(Credit: OnLive)

An intended benefit of this infrastructure, Perlman and McGarvey explained, is that users will be able to play streamed games via OnLive with no lag, so long as their Internet connections meet minimum thresholds. For standard-definition play, that would mean a minimum 1.5 Mbps connection, and for high-def, 5 Mbps.

That's obviously an essential feature, as it's hard to imagine anyone paying for a service like OnLive, no matter what games are on offer, if the user experience is inadequate. But the company promises that as long as users have the requisite minimum hardware, operating systems, and Internet connections, they should be able to have seamless play.

The upshot of this infrastructure model, Perlman said, is that OnLive is somewhat future-proof, meaning that players won't have to upgrade anything to keep on playing games on the system years into the future. Instead, the upgrades will happen on the back-end, with the company regularly boosting the power of the servers it uses to host and stream the games.

And while demos always have to be taken with a grain of salt, CNET News did see a real-time presentation of OnLive on at least two different computers and on a HD TV. Game play was as smooth and lag-free as advertised

So far, OnLive has yet to make its business model public, but what seems likely is some form of subscription service, where players will pay a monthly access fee and then pay additional costs, depending on whether they want to play games once, or buy them for permanent play.

The company also said that it will probably offer free trials of some or all of the games it offers, allowing consumers to decide whether they want to buy. OnLive recognizes that some players may use those trials as a way of deciding whether to buy such games from traditional retail stores, but Perlman and McGarvey suggested that as long as people are interacting with the OnLive system, they'll be happy.

It's clear that OnLive is modeling its system at least somewhat after Microsoft's hit Xbox Live service. So fans of multiplayer games won't be on their own. Rather, they'll have full access to multiplayer features of games built for them. And another interesting social feature is one that will allow users to digitally watch others play games in real time. The company thinks that users will find it exciting to watch the best players in action, even if they themselves are only kibitzing.

Perlman said that the concept of spectating in online game systems is, in and of itself, not new, but that OnLive presents the first time players will be able to look in on what others are playing without owning the games themselves.

Another social feature in the Xbox Live mold is what are called "brag clips." These are essentially 15-second replays of game action that players can share with friends if they want to show off their prowess. This is possible, Perlman said, because OnLive is continually recording the last 15 seconds of action.

The OnLive system includes social features such as 'brag clips,' which allow players to share 15-second videos of game action they want to brag about.

(Credit: OnLive)

All told, McGarvey said, OnLive offers a full suite of standard social features including friends, clans, rankings, leader boards, tournaments and more.

From the outset, OnLive isn't partnering with any of the first-party publishers--Microsoft, Sony, and Nintendo, meaning that franchises like "Halo" or "Zelda" won't be available. And that makes sense, since those companies are hardly likely to want to sign up with a company whose very technology may obviate their longstanding business models.

That means, Perlman and McGarvey acknowledged, that many players who sign up for OnLive's service will still maintain their consoles, and continue to buy games for them. At least for the rest of the current generation of machines, they said. But come the next generation, all bets are off, they said.

And for the nine--to date--third-party publishers who have committed to being involved, McGarvey said, OnLive presents a much more efficient and profitable distribution model than the standard retail structure. That's because the system is all digital, cutting down on physical distribution costs, and because it is designed to eradicate piracy and second-hand sales, both of which are banes of the publishers' existence.

Indeed, McGarvey said that OnLive has gotten strong commitments of titles from the nine publishers. That means, added Perlman, that the planned launch this winter could be accompanied by the most titles of any new gaming system launch in history.

In addition, McGarvey said publishers are eager for the kind of raw data that OnLive can provide about players' usage of the games, including whether they like or dislike games, how much they play, how they play and so on. That data is hard for publishers to collect with traditional consoles, he argued.

Clearly, OnLive has set an ambitious goal: dethroning the console makers as the game industry's kings. And as is always the case with brand-new and publicly unavailable technology, it is far too early to know whether the company or the service can live up to that goal. But if its demo is any indication, OnLive is definitely onto something, and given that the company has been in stealth mode for so many years, it's possible that the console makers will be caught off guard.