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EA: "Cloud gaming is going to bring in another billion players"

Bullet Club

Member
Cloudy with a chance of lag.

EA: "Cloud gaming is going to bring in another billion players"
CTO Ken Moss on EA's huge investment in AI, cloud streaming and tech

CTO Ken Moss on EA's huge investment in AI, cloud streaming and tech

Outside of Google, Xbox and PlayStation, there is another huge company company taking major strides in the game streaming space.

EA's Project Atlas began testing in September, with FIFA 19, Need for Speed Rivals, Titanfall 2 and Unravel available to play across numerous devices. It is yet another platform to sit alongside Stadia, xCloud and PlayStation Now, which is why it was surprising to see EA's chief technology officer Ken Moss at Microsoft's X019 event to announce that several more EA titles will be coming to xCloud.

"We definitely do not see it that [we're competitors]," Moss tells GamesIndustry.biz. "That is really not our goal. We haven't announced exact next steps on what we're doing with ours. We are pushing it, but I view it as actually part of our strategy -- bringing our games out to the cloud and taking the learnings back to our studios, giving us the information on how we need to evolve our core platforms like Frostbite and our services platform and AI. That's what we are doing. We're not at all interested in competing on platforms."

Moss is a lifelong gamer, but has spent much of his career at major organisations such as Microsoft and eBay on non-games projects. However, the allure of the cloud drew him to the games business.

"I've seen it transform so many things and the opportunity in games is incredibly exciting and not really achieved yet," he says. "I truly believe that these forces -- cloud and AI -- will change just about everything in games. It's going to be a five or ten year journey for us, but I say that confidently. I don't even think that's a bold prediction.

"With streaming, our motivations are to be where the players are so that they can play our games wherever and however they want. Our actions are consistent with that. How cloud gaming evolves is uncertain right now, but it's going to bring in another billion players into the gaming world. We say we're at 2.6 billion or so right now. We want to make sure we're at the forefront, but also get the early learnings so we know how to change how we build our games in that world.

"Our partnership with Microsoft is a big deal. We're really excited that they are believers in cloud gaming and that they're pushing hard. Our own investment is also a big deal to us. They are helping us get very direct learnings. They're natural extensions of work we have done in the past with things like Origin. They allow us to have this direct connection with players, and frankly we're just scratching the surface. You should expect us to actually look to partner a lot more than we have in the past."

Although EA has the content for cloud gaming, and it's partnering with indie studios to bolster its own subscription catalogue, it doesn't boast the same cloud infrastructure as a Google or a Microsoft. But Moss says there is more to launching a successful game streaming offering than simply having the data centres.

"There's a broad spectrum of things you need in order to achieve this vision. You need to have right infrastructure, for sure. You need to have the software running on that infrastructure that knows how to do streaming. Streaming games is more complicated than streaming movies or music by an order of magnitude, and that software is really important. You need to have the experience so that it's good for players. And last, but certainly not least, you need to have the content.

"If you don't have all of that, you're probably going to struggle. So on the infrastructure side the players you mention are certainly important. We are not going to pick up a shovel and open data centres and start investing those kind of dollars, but there are a lot partnership opportunities where you can piece together all these different areas."

Although EA says the future direction of game streaming is uncertain, Moss believes that the subscription model will ultimately prove popular with consumers.

"We've seen in other forms of entertainment that cloud streaming has been most effective when partnered with the subscription model. When those two come together is when the magic happens in other forms of entertainment. We see the same thing happening in gaming. We've been pushing forward on the subscription front pretty effectively. We have our PC subscriptions, we have an Xbox one, and now we have a PlayStation one.

"We're in the learning phase. We've been in [subscription] for a few years now. We have over 200 games in our PC subscription. We've been able to study what kind of behaviours people have. That will help us figure out what games to make and what games to partner with. Today you need to buy a whole game and hope to like it. A subscription world view is that you're going to invest an hour and see if you want more. We are getting that learning. The truth is that people do like to play different games. Even hardcore fans of one franchise want to take a little vacation and try something else."

Game streaming is one area that excites Moss, but something that's even more promising -- although not quite so public -- is the impact cloud and AI will have on games.

"I'm super excited about [streaming], but it's actually one step on a journey. The main difference in cloud is not really that the CPU is sitting in a big building versus being in your living room; the main difference is now you can have dozens or hundreds or thousands or millions of computers that can do stuff to help power the game.

"If you apply that to an actual game like Battlefield... DICE prides itself on amazing destruction. They blow stuff up better than anyone. But the simulations they do for destruction are very limited compared to what they would really like to do, because they have a certain amount of GPU and a certain amount of CPU and they have to do it in real time. If they could have a pool of servers up there that can be running our physics engine in Frostbite and be calculating better destruction, it can be like real life.

"And you can apply that not just to blowing things up. You can apply that to really every part of the game; the size of the world, the immersion of the world, the quality of the characters... That's where it's really going to transform everything in gaming."

Cloud and AI may enable significant technical advancement, but considering the escalating costs of AAA game development -- and with games taking longer to create -- it doesn't seem realistic for DICE to spend so much time and money creating explosions "like real life." Yet Moss says that this technology is being used to make development easier, too.

"If you take an example of creating a big beautiful world, you can apply automation to it, but you have to watch out so that you don't create a big boring world that's repetitive and has no personality. We are actually doing this as we speak, where either the computer creates the world -- or an AI -- and our artists and creatives create tools to empower our creatives to be ten times more productive, so they don't have the drudgery of creating the world but they have all the control.

"For example, you might have a world full of trees. The artist has decided that they want a lake over here, so they paint a lake in. But now the shoreline looks terrible. You have a tree sitting next to the lake that doesn't look at all believable. You've got rocks crawling with dirt right against the water where it would have eroded. We have tools now where you can paint in that water feature and AI runs in the background and terraforms the area around that lake, and it makes all of the sand, the dirt, the rocks, the trees behave according to the laws of nature.

"It does that work automatically and then the designer can say: 'That's not quite right, I want this rock over here' and they fine-tune it. It can make it ten times more efficient if we do it right. We see these opportunities for world designers, for gameplay designers, for character designers, for every part of the creating of games."

Moss continues: "We are looking at running more and more of our game development in the cloud. By putting it up in the cloud, we enable a lot of interesting things -- collaboration amongst developers who may be in different locations or even sitting next to each other, but working on the same thing and they can see each other's work in real time. Even more mundane things like how do we distribute test builds around or how do we use the cloud to automate testing, so that we can find bugs faster, we can iterate faster.

"We have an ultimate belief that the more iterations we can do on a game, the higher the quality is at the end. If we can have the studios playing the game every single day and they can iterate, they can then use the time to polish, polish, polish. It is a challenge. It is absolutely true that if we don't stay on top of the rising expectations, then we won't be able to continue to make great games into the future."

Part of this will be in facilitating sharing among the various teams at EA, something it already tries to do with its Frostbite game engine. Moss says that each of the teams have created some unique technical advancement that the other studios can use, such as the animation work done by the FIFA team. EA also hosts regular Frostbite Dev Days to encourage sharing.

However, the firm has moved beyond working with just its own studios. Through EA Originals and EA Origin, the company is increasingly partnering with smaller publishers and indie developers. So with EA investing so heavily in cloud, AI, and technology in general, what's the likelihood of these partners benefiting from these developments, too?

"We are very focused on making sure that our collection of studios has the best tech and tools," Moss answers. "When we have programs where we have third-party developers working with us, they're using our shared tech. You spoke to Matt Bilbey [EVP of strategic growth, who leads EA's partnerships with indie developers], he is delighted. One of the reasons he said that developers come to us is that they want to get that help and we're eager to figure out how to help them more. This will evolve over time."

The job that Moss has set out to achieve seems overwhelming, with thousands of employees across multiple teams contributing to tech, tools, platform enhancements and even game streaming. It sounds like a logistical nightmare, but Moss is far from intimidated by the job.

"You say it sounds hard but I'm like 'No, that's actually why it's cool.' Gaming, and what we do, is like nothing else I've ever seen in the world. It's this perfect blending of creativity and technology. They have to be in balance. They have to be perfectly interlocked in order to make the magic happen. If it becomes too techy, you're not going to get the emotions or the fun. If it becomes too creative, it may not work and that won't be any fun because no-one will get to experience it. Creating this blend is hard work, but it's super fun to get."

Source: Game Industry
 

JordanN

Banned
Technically, I could see this happening in a lot of third world countries.

Not everyone there can afford a console/PC that requires importing and then paying some ridiculous tax, but they do have access to a smartphone and internet.

Although their internet speeds are still too slow compared to the 1st world. Maybe give it 30 years for them to catch up and maybe stream games at 720p/60fps only?

But then again, in 30 years a smartphone will be even more powerful than today's consoles/computers so it's just moving the goal post again.
 
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Azelover

Titanic was called the Ship of Dreams, and it was. It really was.
Technically, I could see this happening in a lot of third world countries.

Not everyone there can afford a console/PC that requires importing and then paying some ridiculous tax, but they do have access to a smartphone and internet.

Although their internet speeds are still too slow compared to the 1st world. Maybe give it 30 years for them to catch up and maybe stream games at 720p/60fps only?

But then again, in 30 years a smartphone will be even more powerful than today's consoles/computers so it's just moving the goal post again.
They need to have good internet though. I don't think third world coutries will adopt this en mass. The technology can be a good proposition, but we're not there with it yet.

It's gonna take a while. Not everything the industry pushes as "the future", works. Just look at VR and stereoscopic 3D(in the home).
 

Allandor

Member
Ohoh, EA said it would be a billion players … cloud gaming is dead

Where should the gamers/users come from? Yes there are the mobile gamers, but those will almost never really pay for that kind of service. At best, they get some gamers that otherwise would buy a console, but I don't think that this intersection is a big audience.
 

bellome

Member
- 1 billion casual players ready to switch to any of your competitors anytime soon

- A fair amount of players who really love your brands

Guess who is going to target EA?
 
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Hinedorf

Banned
Is it at all possible EA believes that data is literally going into actual clouds in the sky?

clouddatamigration.png
 

Danny Dudekisser

I paid good money for this Dynex!
Why do i imagine EA airdropping a bunch of game controllers in Africa and yelling "ITS IN THE GAME" at starving kids?
 

Jigsaah

Gold Member
I feel like the walls are closing in on me. I'm in a pit, facing impending death and Phil Spencer, Phil Harrison, Ken Moss and whoever the hell runs PSNow is standing at the top chanting "Stream...Stream...Stream" in some weird Indiana Jones-esque bad parody.

It's not that I don't like streaming. I'm actually enjoying Xcloud right now. Geez though if its not being shoved down my throat. It's weird when the people creating the service are 10x more excited than the audience they are trying to sell it to.
 
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rockyt

Member
Technically, I could see this happening in a lot of third world countries.

Not everyone there can afford a console/PC that requires importing and then paying some ridiculous tax, but they do have access to a smartphone and internet.

Although their internet speeds are still too slow compared to the 1st world. Maybe give it 30 years for them to catch up and maybe stream games at 720p/60fps only?

But then again, in 30 years a smartphone will be even more powerful than today's consoles/computers so it's just moving the goal post again.
Not happening in third world. I'm saying this as I've been to a few. Internet connection is rare unless internet cafe which still exist strongly in certain spots. Phone internet are mostly 3g with some 4g in big city area with 2g still being using. Connections are very spotty. I have had hard time streaming watching low quality videos. Most of the world internet connection infastrure are not even near 2nd world. It will take a long time for 3red world to get there.

On a side note most people I met and know in 3rd world are more focus in finding food to eat, not dying in real life, or get kill, just trying to survive, and making money anyway the can to be worrying about video games.
 
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GHG

Member
Said this in the other duplicate thread:

How about we solve the fact that most of the globe has substandard internet first before getting ahead of ourselves?

When will these people understand that the people they actually want to target (those without the means/desire to own local gaming hardware) in most cases do not have internet that is capable of running these services at an acceptable standard?

We've reached the point where these cloud gaming execs are just spouting bullshit throwing out a ton of lofty projections/claims with a view to keeping existing and prospective shareholders engaged. That's the only logical solution I have for these types of headlines, because the people actually playing games these days aren't buying it.

I'm not saying we won't reach the day where the outreach will be such that we can have billions of people enjoying cloud gaming, but the reality is that we are miles away from that dream from a global infrastructure standpoint.
 

Stuart360

Member
20-30 years from now, yeah sure, but not any time soon. Streaming will only ever be a side option (and giving cudstomers more options is a good thing) for the forseeable future. These mega companies are not in business of limiting their potential customer base, so people really shouldnt worry about streaming taking over anyhting any time soon.
 

Jtibh

Banned
They need to have good internet though. I don't think third world coutries will adopt this en mass. The technology can be a good proposition, but we're not there with it yet.

It's gonna take a while. Not everything the industry pushes as "the future", works. Just look at VR and stereoscopic 3D(in the home).
With just a small donation, as little as 5 dollars a month, you too can help children in africa.
For as little as 5 dollars a month these children will finally get to experience the magic of the cloud.
Call now and secure your certificate of becomming a god cloud parent.

Who needs food, water or shelter when you can have it all for download hey?
 
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Reactions: GHG

MacReady13

Member
Was it EA that cancelled single player games thinking people don't want to play games like that anymore, or am I totally off base here? This the same company who shoved shit down our throats with Battlefront 2 only to backtrack on it all? Yeah, I'm ready to believe everything EA says...
 

Bitmap Frogs

Mr. Community
EA's motto:

Arrive later than everybody, do a piss poor job of it, then run away with your tail between your legs.
 
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JLB

Banned
GAF: Oh, its EA in the title, I should go there an try to be as cynical as possible! lol
On topic, it makes sense. Mobile users nce they start getting access to AAA games on their phones, will stick to cloud gaming. They wont care, or even notice framerate inconsistencies, low res, not so cure textures or a litle bit higher input lag The jump on quality will be orders of magnitude.
 

nocsi

Member
Said this in the other duplicate thread:

How about we solve the fact that most of the globe has substandard internet first before getting ahead of ourselves?

When will these people understand that the people they actually want to target (those without the means/desire to own local gaming hardware) in most cases do not have internet that is capable of running these services at an acceptable standard?

We've reached the point where these cloud gaming execs are just spouting bullshit throwing out a ton of lofty projections/claims with a view to keeping existing and prospective shareholders engaged. That's the only logical solution I have for these types of headlines, because the people actually playing games these days aren't buying it.

I'm not saying we won't reach the day where the outreach will be such that we can have billions of people enjoying cloud gaming, but the reality is that we are miles away from that dream from a global infrastructure standpoint.
You know they state these things in the context of wide-reaching internet technologies right. So stuff like 5G. The world is a lot more connected than you think
 

Bryank75

Banned
Apart from Fifa, they have nothing that can pull major numbers, they kill IP's and never create.... they don't have a hope in hell at making it successful. Just like their Origin PC platform, it is doomed to failure.

They should be good little boys and just keep doing what they are doing, or they might choke on their aspirations!
 
Cloudy with a chance of lag.

EA: "Cloud gaming is going to bring in another billion players"
CTO Ken Moss on EA's huge investment in AI, cloud streaming and tech

CTO Ken Moss on EA's huge investment in AI, cloud streaming and tech

Outside of Google, Xbox and PlayStation, there is another huge company company taking major strides in the game streaming space.

EA's Project Atlas began testing in September, with FIFA 19, Need for Speed Rivals, Titanfall 2 and Unravel available to play across numerous devices. It is yet another platform to sit alongside Stadia, xCloud and PlayStation Now, which is why it was surprising to see EA's chief technology officer Ken Moss at Microsoft's X019 event to announce that several more EA titles will be coming to xCloud.

"We definitely do not see it that [we're competitors]," Moss tells GamesIndustry.biz. "That is really not our goal. We haven't announced exact next steps on what we're doing with ours. We are pushing it, but I view it as actually part of our strategy -- bringing our games out to the cloud and taking the learnings back to our studios, giving us the information on how we need to evolve our core platforms like Frostbite and our services platform and AI. That's what we are doing. We're not at all interested in competing on platforms."

Moss is a lifelong gamer, but has spent much of his career at major organisations such as Microsoft and eBay on non-games projects. However, the allure of the cloud drew him to the games business.

"I've seen it transform so many things and the opportunity in games is incredibly exciting and not really achieved yet," he says. "I truly believe that these forces -- cloud and AI -- will change just about everything in games. It's going to be a five or ten year journey for us, but I say that confidently. I don't even think that's a bold prediction.

"With streaming, our motivations are to be where the players are so that they can play our games wherever and however they want. Our actions are consistent with that. How cloud gaming evolves is uncertain right now, but it's going to bring in another billion players into the gaming world. We say we're at 2.6 billion or so right now. We want to make sure we're at the forefront, but also get the early learnings so we know how to change how we build our games in that world.

"Our partnership with Microsoft is a big deal. We're really excited that they are believers in cloud gaming and that they're pushing hard. Our own investment is also a big deal to us. They are helping us get very direct learnings. They're natural extensions of work we have done in the past with things like Origin. They allow us to have this direct connection with players, and frankly we're just scratching the surface. You should expect us to actually look to partner a lot more than we have in the past."

Although EA has the content for cloud gaming, and it's partnering with indie studios to bolster its own subscription catalogue, it doesn't boast the same cloud infrastructure as a Google or a Microsoft. But Moss says there is more to launching a successful game streaming offering than simply having the data centres.

"There's a broad spectrum of things you need in order to achieve this vision. You need to have right infrastructure, for sure. You need to have the software running on that infrastructure that knows how to do streaming. Streaming games is more complicated than streaming movies or music by an order of magnitude, and that software is really important. You need to have the experience so that it's good for players. And last, but certainly not least, you need to have the content.

"If you don't have all of that, you're probably going to struggle. So on the infrastructure side the players you mention are certainly important. We are not going to pick up a shovel and open data centres and start investing those kind of dollars, but there are a lot partnership opportunities where you can piece together all these different areas."

Although EA says the future direction of game streaming is uncertain, Moss believes that the subscription model will ultimately prove popular with consumers.

"We've seen in other forms of entertainment that cloud streaming has been most effective when partnered with the subscription model. When those two come together is when the magic happens in other forms of entertainment. We see the same thing happening in gaming. We've been pushing forward on the subscription front pretty effectively. We have our PC subscriptions, we have an Xbox one, and now we have a PlayStation one.

"We're in the learning phase. We've been in [subscription] for a few years now. We have over 200 games in our PC subscription. We've been able to study what kind of behaviours people have. That will help us figure out what games to make and what games to partner with. Today you need to buy a whole game and hope to like it. A subscription world view is that you're going to invest an hour and see if you want more. We are getting that learning. The truth is that people do like to play different games. Even hardcore fans of one franchise want to take a little vacation and try something else."

Game streaming is one area that excites Moss, but something that's even more promising -- although not quite so public -- is the impact cloud and AI will have on games.

"I'm super excited about [streaming], but it's actually one step on a journey. The main difference in cloud is not really that the CPU is sitting in a big building versus being in your living room; the main difference is now you can have dozens or hundreds or thousands or millions of computers that can do stuff to help power the game.

"If you apply that to an actual game like Battlefield... DICE prides itself on amazing destruction. They blow stuff up better than anyone. But the simulations they do for destruction are very limited compared to what they would really like to do, because they have a certain amount of GPU and a certain amount of CPU and they have to do it in real time. If they could have a pool of servers up there that can be running our physics engine in Frostbite and be calculating better destruction, it can be like real life.

"And you can apply that not just to blowing things up. You can apply that to really every part of the game; the size of the world, the immersion of the world, the quality of the characters... That's where it's really going to transform everything in gaming."

Cloud and AI may enable significant technical advancement, but considering the escalating costs of AAA game development -- and with games taking longer to create -- it doesn't seem realistic for DICE to spend so much time and money creating explosions "like real life." Yet Moss says that this technology is being used to make development easier, too.

"If you take an example of creating a big beautiful world, you can apply automation to it, but you have to watch out so that you don't create a big boring world that's repetitive and has no personality. We are actually doing this as we speak, where either the computer creates the world -- or an AI -- and our artists and creatives create tools to empower our creatives to be ten times more productive, so they don't have the drudgery of creating the world but they have all the control.

"For example, you might have a world full of trees. The artist has decided that they want a lake over here, so they paint a lake in. But now the shoreline looks terrible. You have a tree sitting next to the lake that doesn't look at all believable. You've got rocks crawling with dirt right against the water where it would have eroded. We have tools now where you can paint in that water feature and AI runs in the background and terraforms the area around that lake, and it makes all of the sand, the dirt, the rocks, the trees behave according to the laws of nature.

"It does that work automatically and then the designer can say: 'That's not quite right, I want this rock over here' and they fine-tune it. It can make it ten times more efficient if we do it right. We see these opportunities for world designers, for gameplay designers, for character designers, for every part of the creating of games."

Moss continues: "We are looking at running more and more of our game development in the cloud. By putting it up in the cloud, we enable a lot of interesting things -- collaboration amongst developers who may be in different locations or even sitting next to each other, but working on the same thing and they can see each other's work in real time. Even more mundane things like how do we distribute test builds around or how do we use the cloud to automate testing, so that we can find bugs faster, we can iterate faster.

"We have an ultimate belief that the more iterations we can do on a game, the higher the quality is at the end. If we can have the studios playing the game every single day and they can iterate, they can then use the time to polish, polish, polish. It is a challenge. It is absolutely true that if we don't stay on top of the rising expectations, then we won't be able to continue to make great games into the future."

Part of this will be in facilitating sharing among the various teams at EA, something it already tries to do with its Frostbite game engine. Moss says that each of the teams have created some unique technical advancement that the other studios can use, such as the animation work done by the FIFA team. EA also hosts regular Frostbite Dev Days to encourage sharing.

However, the firm has moved beyond working with just its own studios. Through EA Originals and EA Origin, the company is increasingly partnering with smaller publishers and indie developers. So with EA investing so heavily in cloud, AI, and technology in general, what's the likelihood of these partners benefiting from these developments, too?

"We are very focused on making sure that our collection of studios has the best tech and tools," Moss answers. "When we have programs where we have third-party developers working with us, they're using our shared tech. You spoke to Matt Bilbey [EVP of strategic growth, who leads EA's partnerships with indie developers], he is delighted. One of the reasons he said that developers come to us is that they want to get that help and we're eager to figure out how to help them more. This will evolve over time."

The job that Moss has set out to achieve seems overwhelming, with thousands of employees across multiple teams contributing to tech, tools, platform enhancements and even game streaming. It sounds like a logistical nightmare, but Moss is far from intimidated by the job.

"You say it sounds hard but I'm like 'No, that's actually why it's cool.' Gaming, and what we do, is like nothing else I've ever seen in the world. It's this perfect blending of creativity and technology. They have to be in balance. They have to be perfectly interlocked in order to make the magic happen. If it becomes too techy, you're not going to get the emotions or the fun. If it becomes too creative, it may not work and that won't be any fun because no-one will get to experience it. Creating this blend is hard work, but it's super fun to get."

Source: Game Industry
I want whatever they're smoking because clearly they're fucking high if they think cloud gaming is going to be the next big thing.
 

Mattyp

Gold Member
Not happening in third world. I'm saying this as I've been to a few. Internet connection is rare unless internet cafe which still exist strongly in certain spots. Phone internet are mostly 3g with some 4g in big city area with 2g still being using. Connections are very spotty. I have had hard time streaming watching low quality videos. Most of the world internet connection infastrure are not even near 2nd world. It will take a long time for 3red world to get there.

On a side note most people I met and know in 3rd world are more focus in finding food to eat, not dying in real life, or get kill, just trying to survive, and making money anyway the can to be worrying about video games.

What third world countries have you been to? The vast majority in Asia have solid phone connections more than capable to stream gaming even those in South America. I would call it more 2nd world, only Afria could be considered true third world anymore correct to when the definition was created. 3G I would define is 2nd World, anything considered 1st world should at least be 4G with 5G coming online, we've had 5G connection available since last year.

"finding food to eat, not dying in real life, or get kill, just trying to survive" This is either Africa or Iraq.

We're seeing developing countries raise the bar at an alarming rate something I can only applaud.
 

rockyt

Member
What third world countries have you been to? The vast majority in Asia have solid phone connections more than capable to stream gaming even those in South America. I would call it more 2nd world, only Afria could be considered true third world anymore correct to when the definition was created. 3G I would define is 2nd World, anything considered 1st world should at least be 4G with 5G coming online, we've had 5G connection available since last year.

"finding food to eat, not dying in real life, or get kill, just trying to survive" This is either Africa or Iraq.

We're seeing developing countries raise the bar at an alarming rate something I can only applaud.
.

I feel that I do ot need to say or explain which countries I been to justify myself. I go overseas atleast once per year for several weeks. Technology develop and spread fast in 1st world, but it does not spread as fast as people living in 1st world think it does for the rest.
 
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this reminds me of those dragons den pitches when someone makes something stupid like a foot cooling slipper with a little fan on it then they say "there are 6 billion people on this planet and most have 2 feet, if only half of them buy this product we will be looking at profits higher than anyone can imagine"
 

Mendax89

Member
Cloud Gaming is latin for games as service. Nobody will play in cloud, only if forced. Single player games with lag and broken servers?
 
It's zynga all over again
giphy.gif

On topic: between mobile gaming and traditional gaming platforms, i highly doubt you can even get 200 million players across all these different platforms, i doubt even people in the 1st world can even get anything close to the speed required to play any game flawlessly, not when data caps still exisit.
 
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