Dyack Wrong on 'Cloud Computing' For Games (For At Least Three Reasons)

Denis Dyack of Silicon Knights, in a post at Venture Beat, claims that "cloud computing" will rescue the game industry from the same crash in revenue that the music industry has already undergone, and that film and (possibly) book publishing now faces.

To summarize his argument: linear media consists of a single, shareable file, and cannot be controlled in the Internet age; games are different each time played, and while so far we must distribute executables as single, shareable files, "cloud computing" means we don't have to do that any more. Instead, we can have the game actually running on a remote server, with the player connecting over the Internet, and his computer acting, in essence, as a dumb terminal, receiving and playing the data. Hence, nothing for people to easily copy, and therefore protectible IP.

It's such a wrong-headed argument that it's hard to know where to start, but to begin with an outline of my argument:

  1. Dyack doesn't seem to know what cloud computing is, which makes the headline of the article and therefore the attention it is likely to receive somewhat silly; this fact does not, however, invalidate his basic argument.
  2. He characterizes linear media as being "commoditized," which is wholly incorrect, and demonstrates a failure to understand where the value does (and does not) lie in non-game media.
  3. To the degree that his argument is that server-provided services are harder to pirate than executables, his argument is obvious rather than some dramatic revelation as the result of the growth of clouding computing; and to the degree that his argument supposes a future of dumb terminals connected to servers running games, it's flat out wrong, for obvious reasons of cost-benefit analysis.

So I guess I need to go through each of these issues one by one.

Cloud Computing

Cloud computing is an emerging phenomenon because today, the cost-per-MIPS (million instructions per second) has been inverted. For decades -- basically since the inception of large-scale networks -- the rule has been that server-side MIPS are costlier than client-side MIPS. That's because client-side MIPS were provided by cheap desktop machines, and remote ones by mainframes or other larger and expensive servers. Thus, if you were, say, an investment bank running a trading system, you tried to push as much processing as possible down the tree to the individual user, reserving critical shared data for the server backend.

Today, large data centers can purchase, maintain, and install rack servers at a far lower cost-per-MIPS than individual users -- and at a far lower cost than achievable by small companies running their own, smaller-scale, server farms. Consequently, it's increasingly cost effective for small net businesses in particular to build their infrastructure to take advantage of "cloud computing" initiatives like Amazon Web Services or, say, the Cisco Unified Computing System, rather than hiring IT staff to manage their own server farm.

Specifically, "cloud computing" refers to a cluster of technologies that offer a) remote hosting and provision of computer services, b) in a scalable and load-balanced way, so that a spike in network or processing usage is handled invisibly and without administrative effort by the service provider, c) redudantly, so that the loss of any single server, or even cluster of services, has negligible impact on service provision, d) charging on a usage rather than per-CPU basis.

The advantages Dyack is talking about result from provision of gameplay from remote servers; these advantages exist even if the game provider is hosting and managing its own servers. Consequently, he is not actually talking about cloud computing at all, and the use of the term in his article is misleading.

Nor, incidentally, is cloud computing particularly relevant to a company like, say, Blizzard; given the scale of usage they receive, and their need to configure their server architecture to their own highly unusual (by the standards of other Internet services) needs, they are unlikely ever to transition to a cloud framework provided by another company. It makes business sense for them to run their own data center. From my perspective, Dyack's attempt to connect his argument to "cloud computing" is particularly annoying, because I'd love to see a reasoned argument for how and why cloud computing will and can affect gaming, as it surely will; I've yet to see any major gaming initiative that takes advantage of cloud computing in any major way. (Manifesto hosts our installers via Amazon S3, but this is a fairly minimal and obvious use.)

Commoditification of Linear Media

Dyack argues that linear media (music, film and books) are becoming "commodities" in the world of the Internet, and are therefore doomed to drastic decline in revenues, and that games, since they are different with each playing, are not.

Now here's the thing. A commodity is a fungible substance. Sugar is a commodity; every bag of sugar is chemically identical to every other, and the only reason to prefer one to another is price. And if you're buying brand-name sugar over the house brand you're an idiot.

But no one ever said "I want to listen to some music, whatever's cheapest." Works of arts are inherently not commodities, and never will be, regardless of how they are or ever will be distributed. Blitzkrieg Bop is not interchangeable with the Eroica, Red Harvest is not a reasonable substitute for As I Lay Dying, and Being John Malkovich will never be mistaken for Gone With the Wind.

What digital distribution changes (dratistically) is consumer perception of value. Not long ago, we generally perceived the items we bought as having value because of their physical substance. Thus the cost of books was largely set by the cost of printing ink onto paper, binding the paper into books, shipping the books to bookstores, and supporting the overhead expenses of the retailer. Similarly, the cost of music was the cost of a physical plastic disc with a metal insert with laser-generated pits burned into it that your device at home could render into audible music, along with all the costs entailed in delivering this physical item through the value chain into your hands.

I remember once at a Toy Fair having a buyer from a major retailer tell me that "games have no intrinsic value" -- a statement which both blew my mind as to its obtuseness, and to the degree that it was revelatory of consumer perception. A boardgame does not have value in the same sense that a 10' length of 2x4 does; its value is in the play, and the enjoyment and intellectual challenge you gain thereby, not in whatever bits of cardboard and plastic (or bits and bytes) you purchase in order to play it. The consumer perception of value in popular works of art was, in fact, an incorrect one; the cost of all that plastic and paper and packaging, the cost of the marketing and distribution and retailing efforts, is in fact friction. It's not relevant to the real value of the work -- nor, in fact, to its real cost, which is measured in the cost of creation.

What Internet distribution actually does is reduce the level of friction, disintermediate those who used to manufacture the physical object needed to embody the artwork created by others, and to some degree disintermediate the people who perform marketing, distribution, and retailing services. (Not as much in the latter regard as it should, perhaps, but that's a subject of another rant.) Consumers, rightly, perceive that if they aren't buying plastic and metal and cardboard, if they just want the work in itself, then the only people they really should be paying are the creators thereof, and the cost the consumer pays should therefore be much smaller.

Every mass artform has its publishers (or labels or movie studios, whatever you wish to call them). Publishers provide four services: development funding, manufacturing, distribution, and marketing. Manufacturing is now irrelevant. If your distribution is mainly through iTunes or Amazon, then you can go direct to them, and the chokehold publishers used to have on distribution, with their vast teams of sales reps calling on thousands of individual accounts, is no longer relevant. If technology makes production vastly easier and cheaper -- as it has in music and to a lesser degree in film, and not yet much in games -- then development funding is less critical. Marketing remains critical -- and yet, this suggests a future in which publishers, rather than taking the lion's share of the consumer dollar, cease to exist, or rather, become contract marketing houses, with the artist receiving a considerably larger share of a -- much reduced -- consumer dollar.

Dyack argues that linear forms are forced to offer their products at values increasingly close to zero by the forces of digital distribution; I don't think that's true. I believe consumers perceive value in such works, and (as demonstrated by the success of iTunes) are willing to pay what they consider reasonable rates for efficient delivery, and a positive shopping experience, for linear media. What's only beginning is the disaggregation of the intermediaries -- and while it's clear that, say, the music labels are, and will continue, to suffer, it's not at all clear that either artists or consumers will, in the end, suffer at all. Indeed, they may both benefit greatly.

And that's good. They're the ones who matter. Everything in between them is just overhead.

Why Dyack is Wrong: The User's MIPS are Free

Dyack argues that since gameplay is different each time, you can structure a system in which games are processed on remote servers, and therefore there is no single shareable set of bits that users can transfer to one another; therefore, they must continue to pay for gameplay; therefore, games have a sustainable business model when "commoditized" media do not.

Part of this is self-evident, and part of it wrong. Let's look at each part in turn.

Korea has the most vibrant market for MMOs of any country in the world. Part of the reason for this is doubtless purely cultural. But another part of the reason is that, until recent years, Korea did not permit the important of consoles from Japan (their hated foe, even today), and therefore console gaming has never amounted to much there; and part of the reason is that laws against piracy of software were never enforced in Korea. Thus, Korean developers could not make money doing either console or conventional PC games (the latter because they would be pirated); the only way to make money was to do a server-driven, online game, and charge for access to the server.

Thus, sure, if your game requires server access, you have a pressure point you can use to continue making customers pay. And for games like, say, World of Warcraft, consumers will understand that you incur substantial costs by operating those servers, and it's reasonable to pay for access to them.

But Dyack seems to believe that the basic business model is extensible beyond MMOs, which clearly require a server component, to, say, games like Oblivion. In his model, even a single-player game would run primarily on a remote server, in order to protect the code from replication, with the user's client doing little more than receiving and rendering data.

But you know what? Even MMOs push as much processing as possible down to the client, reserving the servers for handling multiplayer interactions and providing a central data store (the latter for security reasons and to prevent hacking). Last time I checked, the WoW client was in excess of 6GB, including all the graphics needed for play, with client-server communication limited to the bare minimum needed.

There's a simple reason for that; even if, on a cost-per-MIPS basis, server farms are now more cost-effective than desktops, the user has already bought the damn desktop (or laptop or whatever). That's sunk cost. And using the user's machine costs the service provider zero. It's still more efficient to push as much as possible to the client, because the cost of client MIPS is zilch.

I've seen any number of pitches for services where, say, graphics are rendered remotely and then dispatched to the user; this makes no sense, and never will. Why not have the client do that processing? And the bandwidth costs of streaming high quality interactive video to clients is extremely non-trivial; let the client do the rendering.

Moreover, how stupid are customers? Won't they realize that they reason they require Internet access to play your game, and can't play it offline, and can't own the executable outright, even though this is a wholly single-player experience that by no stretch of the imagination requires Internet access, is purely so you can make sure they're paying you?

Nope. Sorry. Single-player games, or small-scale multiplayer games where clients connect directly instead of through a remote server, are indeed more like Dyack's "commoditized linear media" than they are like MMOs. You can't, and shouldn't, force an artificial net intermediary. The argument fails.

In summary:

  1. Dyack may think he's talking about cloud computing, but he clearly isn't.
  2. No artwork is ever a commodity.
  3. The need for access to a server to play provides business model protection only to a restricted category of games, not to games as a whole.

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Alternate histories of tech development

So...In an alternate world where bandwidth is widely available, but client-side computing is undeveloped enough that we CAN'T play 3D games on a cellphone...We might have seen an MMO that works by streaming prerendered video.


It's sad when a good company goes insane.

I used to like Dyack. He had some counter-mainstream ideas about how gamemaking should work, and some of them even made sense. But it seems like every time I hear from him any more, he's a little further into a complete disconnect from reality. Maybe he's been doing too much research for Eternal Darkness 2...


Commodity definition

The basic premise of your argument is practical and well-taken. I agree that a business model founded on remote servers rendering modern-day graphics would be entirely unfeasible, at least in the next few years.

I'm not sure your definition of "commodity" hits the mark, however. While no one can confuse Candide and Max Payne 2, people are also not in much danger of confusing sugar with corn syrup. A Max Payne executable is a Max Payne executable, just as granulated sugar is always granulated sugar.

Some straightforward definitions of "commodity" I've found are "something useful that can be turned to commercial or other advantage" and "An article of trade or commerce." While there is certainly a connotation with "commodity" of something grown or put together manually, the word does have a more general applicability, especially today.

It is still wrong to say that the internet is causing the "commodification" of art forms, since art was a commodity long before Flash games, arcade consoles, or even the Sistine Chapel. The internet merely hastens the ago-old process of men trading their creativity and ingenuity for more temporal goods.


One other thing

Interesting, I'd add that he seems to be borrowing an argument made by Ray Kurzweil in his book 'The Singularity is Near'. The difference would be that Kurzweil was arguing that having one giant super computer that people remotely accessed was more efficient and less costly than dozens of independent machines.

I don't know enough about cloud computing to really comment on the rest. Given the enormous amount of trouble A.I. investment programs have gotten us into, I'm not sure how much I trust Kurzweil's predictions anymore.


Interesting timing

With OnLive being revealed now. Gaming in the cloud and all that.

(Self promotion alert, this is my post on it)
http://www.itworld.com/personal-tech/64926/onlive-new-game-changing-tech...

Bottom line: I'll believe it when I see it.


I'm probably not representative of the average game buyer, but..

I do almost all of my PC gaming a laptop while riding the train. I have no network connection then, and requiring an always-on connection to play is the kiss of death.

I would have bought the Neverwinter Nights premium modules in a heartbeat, if I could have actually played them.


Cloud computing, and cloud

Cloud computing, and cloud gaming more specifically, is simply not feasible in the United States. Our nation's network infrastructures need a major rehaul if cloud gaming is to ever be viable.

Wasn't Dyack the one that couldn't figure out how to use the Unreal Engine? And didn't he try to blame Too Human's flaws on people not understanding the game? Dennis Dyack is full of hot air, and hasn't made a good game since Blood Omen...there I said it.


Latency will kill you

This is a more minor point, but Dyack is glossing over the problem of latency. The internet is high latency. For many games this isn't a problem, but there are also games where people demand responsiveness. Take Guitar Hero or Rock Band. Both games are so latency sensitive that they allow you to calibrate the video and audio because your television or receiver might be too slow! If I'm round tripping across the public internet, it's essentially impossible.

But surely Rock Band is an exception. Something like Unreal Tournament 2010 can stand a little latency. After all, it works online today. Except that it cheats. The client and the server work together to hide the latency, using predictive movement and, to an extent, trusting the client. The system works because the developer can leverage those sweet free cycles on your desktop or console to conceal the latency.

What Dyack describes could work for games that are extremely forgiving of high latency. And there are plenty of games for which that's true. But it's not most games.


Cloud Rendering, Not Cloud DRM, Is The Future

I'm not saying this is a technology feasible today, but I think that a dumb terminal system is going to happen for a very good reason: if Crysis' graphics were being rendered by a remote supercomputer, it would be playable, in theory, on an iPhone.

In other words, hardware won't matter. Much like a film is watchable on anything that can play a video, games will be playable on anything that can do input, output, and Internet. Latency is an issue...for now. But I see a future where developers can release their games and have them playable by anyone, regardless of whether Sony or Microsoft has better marketing.

Perhaps some larger developers will use this as a new opportunity to "prevent piracy," unless everyone has a personal cloud service by that time; then it would be more akin to everyone having an infinitely scalable remote desktop, so the paradigm would be the same as running a PC game, but without the potential for a bad framerate.


Cloud Rendering

I can't see it, for two reasons: First, as the game provider I'm paying for the hardware to render all the images, whereas if I provide you with a client to do the rendering, you pay for the cycles. Second, latency, as suggested above; ~200msec latency, which is typical of the Internet, is acceptable for FPS and MMO games, where the latency is hidden by predictive mechanisms, but it's not tolerable if images are generated remotely and need to respond very rapidly to user input -- a .2 second delay between triggering a jump and having it happen will be very perceptible to the user.

Third, the notion that remote rendering solves cross-platform issues strikes me as naive; sure, you can scale the graphics dynamically for the target platform, but the target control scheme and other issues will still vary from device to device.


Speak Of The Devil...

You can't see it? Well, they just announced it at GDC. I swear, I had no idea that was coming.

Now that we've solved the graphics scaling problem, it's only a matter of time before someone comes up with a bright idea for the control scheme.


Color Me Skeptical

Yes, I've been following the OnLive story, of course. But:

1. I haven't seen anyone address the latency issue.

2. The list of investors in OnLive is interesting: WB, plus "major game publishers." I can see the pitch to the VCs now: "We solve the problem of piracy for game publishers who will be eager to adopt our service." ("We solve a problem for a clear set of customers with power in the value chain" is one of the things VCs love to hear.) But to succeed, they need to foster -consumer- adoption -- the fact that publishers love being able to eliminate piracy is nice but not ultimately relevant. It still faces the basic problem that consumer MIPS are zero cost, but server MIPS are not -- which implies that the cost of using the service will be higher for consumers than playing games purchased conventionally.

Now, the publishers could get around that by stopping selling their games conventionally -- but who is going to pull the trigger first, piss off their retailers, and lose the market channel that's currently successful in the hope of building one later that might be more successful?

And the history of subscription-based services offering lots of games -- like, say, GameTap -- is not encouraging. (GameTap is no where near providing an adequate ROI on the investment made in it, and Warner would love to unload the service on some other sucker at this point.)

So you know, color me skeptical.


Gametap

(GameTap is no where near providing an adequate ROI on the investment made in it, and Warner would love to unload the service on some other sucker at this point.)

They did, months ago. To Metaboli, a French company.

I like the idea of doing server-side game rendering (one mobile phone client for Second Life allready does this but SL is not so twitch based) but I don't like what the OnLive demonstration seemed to show of their business model which is comparable to renting the game from Blockbuster in n day chunks. I do have a Gametap subscription that I (barely) justify; I don't think I'd want such a service without a flat fee option.


latency isn't much of an

latency isn't much of an issue if the servers are at or near your isp.
household computer resources aren't used most of the time so running
things on a server used by many people will be cheaper if the game
needs more than needed for basic computer tasks.
what remains is bandwidth vs. pixel resolution.
while getting a competitive resolution over their current bandwidth will be impossible for most people right now it is only a matter of time before everyone has the bandwidth to stream as many pixels as anyone could want.
(there are also compressions possibilities e.g. by checking where people look)


Heard it all before

To me, this all sounds like yet another variation on the "dumb terminal", "thin-client computing" model. It seems to come around as The Next Big Thing every 5-10 years or so, probably when a new generation of IT admins comes along and starts telling their bosses how cool it would be to centralize everything. And yet, somehow it always seems to peter out into Yesterday's Fad.

My theory is that one of the main problems with it is that it ignores the "Big Dick" factor - the testosterone-fueled competitiveness: "My CPU/video card/console/etc. is bigger/better/faster than yours!" If all you've got is a bare-bones dumb terminal, what are you going to swing in your neighbor's face? Racing stripes?


1. "Latency isn't much of an

1. "Latency isn't much of an issue if your servers are near my ISP." True. Hence Akamai and the whole idea of edge provision. Yet what if you are playing against me, and you are in China and I am in Brazil?

2. This is a Utopian view of bandwidth costs. Me, I'm paying about 17 cents per gigabyte transferred to customers, which I consider amazingly cheap (although I'm sure big data center operators can do better). I expect that bandwidth is a huge portion of YouTube's ongoing costs, and the main reason they aren't already profitable -- and they're running FMV in tiny little screens. Scale screen size up to, say, 1024x768, and the economics do not look attractive. Certainly not for an advertising-supported service, although I suppose it might be manageable for a subscription-based one.


playing against others

playing against others doesn't have to happen on the same server-farm.
both parties use one close to their location and between the farms it works just as it works between enduser computers now.

as for the bandwidth: ISP-internal traffic is cheap.

success will depend on how fast the
necessary connections becomes widely available.


Major Game Publishers

I know I'm late to the game on this, but OnLive has posted their partners list.