Xbox One Cloud Deconstructed

It allows developers to make Dynamic persistent worlds

Cloud-Gaming-Destructable-Environments

This is the second biggest problem I have with this, and I’ll try to make it simple.

Either the developers are going to constantly stream each level’s data to your console, (IE you download any changes to a map every time it loads) or they are going to have every Xbox One that plays the game (or also the ones that don’t) along with a web server (maybe) constantly monitor and calculate changes in the environment.

Neither of these scenarios is likely or very cost-effective and it’s more likely these “Dynamic Worlds” will either come from Multiplayer online games (which isn’t cloud computing) or they will stick to the DLC method.

You could say that this will allow for more dynamic content to be generated in games without dedicated servers (IE only the players viewing Level alteration calculate it while the host server simply relays data to other players), but that hasn’t been refereed to as cloud computing because that isn’t something we couldn’t do before the concept was invented.

That’s kind of the problem I’m trying to illustrate, CLOUD COMPUTING IS MORE CONCEPT THAN A MAGICAL CURE ALL. Despite what Microsoft Marketing would have you believe, most of what they call “Cloud” is really just the internet because the cloud is essentially a fancy word for Internet devices acting in sync.

Nothing Stopping Sony from doing the same

The big take-away from this article is that the features they are touting aren’t really things they are pioneering, just creative uses for technology that was always there in the first place.

You may want to give Microsoft credit, but where Xbox Live stood apart for being first to offer such things as Unified Friend Lists, they are now last. Most of the features they pretend are special super powers of their new console, anyone can enable as they are just a creative ways of using the internet and not a new invention.

1 Comment

Leave a Reply