Although OnLive could easily fill its servers with games from publishers' back catalogues, Perlman doesn't want to send the wrong message; he wants to focus on new high-end games as well as some casual and indie titles. The games will initially cater to Western audiences (for North America and Europe) but as OnLive expands and gains more publishing partners, you can expect some more Asian influences as well.

OnLive could potentially represent the next leap forward in the distribution of games. Forget massive downloads – on demand gaming will not only satisfy gamers who want instant gratification, but it also yields considerable benefits for publishers. McGarvey stressed that this method eliminates the concern over used game sales, wipes out piracy, and it "enables a direct relationship with the consumer." This last point is hugely valuable because publishers will be able to examine all sorts of metrics about their games, gaining instant feedback from consumers.

"OnLive combines the successful components of video games, online distribution and social networking into one affordable, flexible platform that offers a new way for game fans to access and enjoy content," said McGarvey. "By substantially lowering the barriers between content and consumers, OnLive has created an environment that is highly beneficial for every facet of the video game ecosystem. With OnLive, gamers can play what they want, when they want, how they want. That level of freedom has never been possible until now."

Ultimately, if OnLive is the "transformative" technology that Rearden believes it will be, then the traditional console cycle can be thrown out the window... possibly for good. Perlman called the console cycle a "nightmare for publishers," and while the current Xbox 360/PS3/Wii generation may last longer than previous ones, there's no question that the massive costs inherent in launching a new platform have been detrimental to Microsoft and Sony (Nintendo's hardware has always been profitable). Moreover, on the publisher side, Perlman points out that companies often have to make a bet three years out on which console will lead in market share. This only adds further risk to the publishing equation. After all, who really envisioned the Wii taking the industry by storm the way it did? Publishers were left scrambling as a result.

Meanwhile, analysts have been describing the industry as being in transition from a boxed goods business to a service oriented one. As it stands now, the economics of the boxed goods model is out of whack. McGarvey told us that Eidos made the first Tomb Raider for around $1 million and the first five Tomb Raider titles for under $8 million combined. By comparison, today's high-end games cost anywhere from $10-$20 million (or even as high as $30-$40 million) and publishers have no guarantee they'll recoup their investment. Will OnLive knock over that first domino and push the industry in the games as a service direction? OnLive's major publishing partners seem encouraged.

"We are excited about the potential of OnLive and pleased to see continued innovation in the interactive entertainment industry," said Ben Feder, Take-Two CEO.

"Ubisoft is excited to be one of the premier publishing partners with OnLive Game Service," remarked Yves Guilemot, CEO of Ubisoft. "Our goal at Ubisoft is to serve the community of gamers and Onlive's platform offers a new model for consumers to access our games. With OnLive, gamers will have a new community to play with other OnLive users, capture and share recorded highlights of game play achievements with other users, demo new games on the market and purchase and play titles instantly."


Of course, OnLive isn't the only server-based gaming product in development. You may recall that the folks at Trion World Network, led by Lars Buttler, are working on something similar. Perlman made a few distinctions about OnLive, however. "Two things: we started developing long before [Trion], but independently of that the games have to be designed to play on [Buttler's] platform. You cant take Crysis and run it on his platform. They can only run proprietary software," said Perlman.

He continued, "His system requires you to have a PC and requires you to have a GPU, etc. We run on entry levels, PCs, Macs and TVs with only minor modifications, and we're playing third-party games. We offer a completely ubiquitous one console system... Trion is also a hits-based business. If the game is good they will do well. Ours is a platform. We aren't dependent on the success of one game."

Added McGarvey, "Our platform actually broadens the market, giving more people more access to more games."

Whether it's OnLive, Trion or some as yet unannounced company, GameDaily BIZ is intrigued by the prospect of server-based gaming. We've seen the future, and we like it.