Another spin on solving the age old problem of a group of friends wishing to play together however not all of them have:
- the same brand or model of Gaming console (or a console at all)
- the same games
- decent internet connection
Surely while 'virtualizing' a Game Library allowing anyone who has that same level of service access to the same titles/content allows everyone in the group access to play the same games, some friends may (or not!) have the same hardware (IE: console).
Here's where 'cloud gaming' or 'cloud streaming' can come to the rescue and allow all friends/players access to the same games running virtually on the same hardware.
While I'd imagine that any game running on actual local hardware would require/need much less internet bandwidth to play (and be more responsive) then the same title being played "in the cloud".
Also worth noting is that the 'FireTV Sticks' I'm aware of only have WIRELESS networking, any client(s) that only have WIFI may have bandwidth/congestion issues on top of their base internet connection.
I'll have to admit that I'm a bit confused on the "end game" here.
Is the goal to attract as many users to the 'cloud platform' and hope that some percentage of them will become frustrated with the experience that they will purchase gaming system hardware?
Or is making the MS 'ecosystem' so inexpensive and accessable that consumers don't even consider spending $$$ on the competitors ecosystem?