Big Fish Games cloud gaming service

The DeanBeat: Cloud gaming gives companies more room to maneuver

OnLive
OnLive

When OnLive hit the wall a year ago, pundits concluded that cloud gaming was a sham. The company flew high with a service that promised to disrupt traditional gaming by delivering games digitally from the cloud to players who had limited hardware that wouldn’t otherwise be able to run high-end PC games. The service debuted in 2010, but OnLive spent more money than it took in, and it never accumulated that many subscribers. It ran out of funding after raising a ton of money from big backers such as Warner Bros. and British Telecom. OnLive went through a change in ownership and survives as a smaller company, but it left quite a wake.

Now, the cloud is sweeping through lots of industries and changing them. Microsoft and Sony have embraced it and are using it to further their console ambitions. Sony bought Gaikai, an OnLive rival, for $380 million last year. And Microsoft has introduced the idea of cloud processing, where its 300,000 servers in the cloud will supplement your Xbox One’s hardware, processing game code to ease the burden on the local machine. And more recently, Big Fish Games, a maker of hundreds of casual games, decided to shut down its cloud-gaming service because it wasn’t on the path to profits.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.