We can now confirm that the assets of OnLive, Inc. have been acquired into a newly-formed company and is backed by substantial funding, and which will continue to operate the OnLive Game and Desktop services, as well as support all of OnLive's apps and devices, as well as game, productivity and enterprise partnerships. The new company is hiring a large percentage of OnLive, Inc.'s staff across all departments and plans to continue to hire substantially more people, including additional OnLive employees. All previously announced products and services, including those in the works, will continue and there is no expected interruption of any OnLive services.
Looks like it's in a bad spot, but not shuttered. Hopefully OnLive will improve from this, because their performance lately has been driving me away. I'm a physical media fan, but I've been a fan of OnLive's low prices, and honesty about the temporary nature of their product (even if it's frequently misunderstood on their own fan forums). I treat OnLive as a low-cost arcade, and it delivers on that.
HammR25, on Sat Aug 18, 2012 4:49 AM, said:
They only averaged 1800 concurrent users at a time? How did they stay around this long?
High user count but low concurrent users is the ideal model for this kind of setup.
There are people like me who pay money for the dirt cheap games when they go into deep sale and then *never* bother to play even half them, and also because of the playpack subscribers paying monthly for a service that they probably hardly ever use except for the additional discount on other games.
OnLive tries to get as many games/services into their users hands as they can, knowing that there's only so many hours of gaming that we're actually going to use, so it benefits them to flood us with 'priced to move' titles to generate extra income. I've spent about $40 total for access to games or their playpack and got ~100hrs of gameplay from them. $2.50/hr should be more than enough to maintain and even slowly grow their service assuming tens or hundreds of thousands of users (active or not so active) are in the $2.50/hr boat.
Also, let's not forget OnLive's other half, MOVA (link
), which claims to use the unused OnLive cloud horsepower for 3d face-mapping for movies/games. I've only seen a couple examples of it in action, though.
Edited by Reaperman, Sat Aug 18, 2012 10:52 AM.