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OnLive unveils Facebook integration, Intel hardware deal

By Matt Martin

Thu 02 Jun 2011 11:01pm GMT / 7:01pm EDT / 4:01pm PDT

Direct launching from social network from next week; UK roll-out this autumn; universal controller planned

OnLive has unveiled a host of new plans to push its cloud gaming service into more mainstream markets, including integrating its technology into Intel hardware, direct launching of games from Facebook and the release of a wireless universal controller for multiple platforms.

In the social space, from June 7, users will be able to launch games directly from Facebook, post Brag Clips of their performance, allow friends to spectate in high definition and leave comments on on pages.

"The OnLive Facebook integration is a watershed event for the videogame industry," said Steve Perlman, CEO of OnLive.

"No one questions the massive appeal of social gaming, but before OnLive there was no frictionless way to integrate AAA core games into the global social network fabric. OnLive's Facebook integration not only achieves this, but OnLive's spectating, voice chat and Brag Clip videos add a media-rich social dimension unlike anything that as existed before."

No one questions the massive appeal of social gaming, but before OnLive there was no frictionless way to integrate AAA core games into the global social network

Steve Perlman, OnLive

OnLive is pushing the idea of high-end gaming anywhere, with Facebook and OnLive experiences supported on PC, Mac, tablets, TVs, and in the future smartphones, IPTV and set top boxes, blu-ray and other media players.

The company is also updating its SDK for content creators to incorporate social features such as cross-device spectating and voice chat at the development stage.

The streaming games service - which now boasts over 100 titles in its portfolio - is also teaming with Intel to offer access to high end games on any Intel hardware with the Atom Processor CE4100, including Smart TVs, Blu-ray players and set-top boxes, doing away with the need for the current MicroConsole TV adaptor.

Accompanying that announcement is the unveiling of a universal wireless controller, allowing users to play with one peripheral across multiple devices, and to better take advantage of games designed for a home console.

With the service already well underway in North America, OnLive has also confirmed an autumn roll-out of the games platform for the UK with other European regions to follow.

OnLive is also adding Disney Interactive titles to its line-up, including two games from Black Rock: Pure and Split/Second.

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Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
Oh great, Facebook integration, as if having your wall clogged up with what playstation trophies your mates have or what they have been sent by lovefilm isn't irritating enough, we know get more flawless integration. Good job no one I know seems to have on live.

Posted:5 years ago


Stephen McCarthy Studying Games Technology, Kingston University

205 0 0.0
you could not use the facebook integration you know.... no one making you

Posted:5 years ago


Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
Stephan, it's not a case of me deciding to use Facebook integration, which I don't, it's a case of people I know, who are friends on Facebook having these things update their status and clogging my wall, hiding the things that I want to read about in large amounts of "Dave has got the splat trophy on game x".
I know sometimes you can block certain types of updates, but unfortunately the facebook phone app I generally use doesn't have the option, and I forget when I use a PC, which admittedly is my fault, but I can't decide for other people not to use it.

Posted:5 years ago


Sandy Lobban , Noise Me Up

387 327 0.8
The main issue still stands for me. Its ineffecient to send large amounts of video and audio data to everyone. If networks are getting faster, then why not just download the whole game once to local memory in a matter of seconds, and send very small packets of multiplayer location data back and forth, over many more lower bandwidth connections. Makes for a guaranteed experience for many more people.

Posted:5 years ago


Klaus Preisinger Freelance Writing

1,498 1,896 1.3
because you retain full control over the product, including no piracy. You might gain two bottlenecks which are lag and bandwidth, but you also eliminate a bottleneck which is the processing power of the hardware the game runs on. It is even more inefficient to expect every customer to have powerful hardware, which on standby 23h each day.

Every TV these days can display an Internet stream. No TV could run a modern computer game. With the right type of games, OnLive might be quite successful. They are onto something, but they still need time to find the right customers. Very lag-conscious fps players might be the wrong crowd.

Posted:5 years ago


Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
In it's current state it does nothing to reduce piracy, as there are no On Live exclusive games, and the user base isn't large enough for that to change any time soon. So whilst when using something on on live removes the ability to make pirate copies, copies are available from stores or download portals that can be copied, and anyone who wants to make copies will not opt for the streamed version.

Posted:5 years ago


Rick Cody PBnGames-Board Member

144 14 0.1
Facebook integration ("social gaming" crowd might love this) and a universal controller... Genius

Posted:5 years ago


Paul Gheran Scrum Master

123 28 0.2
The universal controller had better be a keyboard/mouse combo, cause console controllers suck-diddly-uck.

Posted:5 years ago


Jeffrey Kesselman CTO, Nphos

112 0 0.0
YOu DO have to hand it to these guys.

First they beat the "cloud" drum beat so loud they got everyone to overlook the fact that the proposition made sense neither technically (thanks to internet latencies) nor fiscally (it makes the operator shoulder the cost of the client computing, which is free when its the clients own machine.)

Now that thats running out of gas, they've jumped to the "social gaming" bandwagon.

I really havent seen a pure PR business plan executed this well since the hey day of Second Life.

Posted:5 years ago


Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
I believe they signed an exclusive deal with BT in the UK? Does anyone know what % ofUK broadband customers use BT. I don't have numbers but I thought TalkTalk was now the biggest provider, but even if BT are, it can't be a large margin, especially with the prices they charge compared to TalkTalk, Sky and Virgin. And technologically if they were going to sign exclusivity over, surely Virgin with their faster cable broadband may have been better. The thing is, even if you are on BT, if your friends aren't that limits the social punch anyway.

Posted:5 years ago


Aleksi Ranta Product Manager - Hardware

386 316 0.8
OnLive published any financial numbers yet? Q/FY?

Posted:5 years ago


Paul Jones Flash API Developer, SPIL Games

1 0 0.0
Am I the only one who isn't cynical about this...? I was surprised by the lack of fanfare when I first downloaded the client some months ago and realised that, despite a little lag and all the games having a sort of youtube filter, it actually worked. Social network integration and all the associated buzzword BS aside it seems like they'll now at least get the word out, albeit through facebook. Seems like it could be an excellent launchpad if not the perfect eventual home for such a service.

I'm optimistically curious at least...

Edited 1 times. Last edit by Paul Jones on 6th June 2011 8:43am

Posted:5 years ago


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