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2010 - 2015
OnLive
“Streaming before the bandwidth was ready.”
- Birth year
- 2010
- Shutdown year
- 2015
- Lifespan
- 5 years
- Peak era
- 2010-2012
- Company
- OnLive
- Category
- Games
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Log in to leave a flowerWhat Was It?
OnLive tried cloud gaming years before it felt normal, selling a tiny console and a very large idea.
OnLive made a striking promise: a game could run elsewhere while the player's device handled the interaction and display. That changed the imagined relationship between a demanding game and the hardware required at home. The service itself became an essential part of the playing experience.
Its closure is part of the early history of cloud gaming. It shows why remembering such a platform involves more than preserving a client application; the experience depends on remote infrastructure and an operating service that the user cannot keep on a shelf.
Things You Probably Forgot
- MicroConsole
- Spectating other players
- Rental passes
- Latency debates
The Story
- 2010 Service launched commercially.
- 2012 Company assets were restructured.
- 2015 Sony acquired patents and shut the service.
How It Died
Business pressure and platform competition ended the early cloud gaming pioneer.
What Replaced It?
Memories
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