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History of video games/Cloud

100% developed
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Early Technology

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ASR-33 teletype terminal.

During the 1970's games were streamed from Mainframes to terminals at a number of institutions.[1][2]

Dawn of cloud gaming

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G-Cluster demonstrated a cloud game streaming setup at E3 2000 which streamed PC titles to specialized rental G-Cluster mobile devices over Wi-Fi[3][4] There were plans to launch the service in the Helsinki airport in August 2001, and in American airports by 2002.[4]

Onlive would manage a public launch of a game streaming service in 2010.[3][5]

Cloud gaming matures

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Cloud enhanced gaming became widespread in the 2010's and 2020 for a number of reasons. Cloud Saving can be used to automatically back up save data from a console.[6] Cloud gaming can be used to get games to play on hardware that they are prevented from running games locally due to developer disputes.[7]

Early attempts

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  • 100% developed  as of November 16, 2020 Vidéoway - Montreal, Canada and Dayton, Ohio only.
  • 100% developed  as of December 11, 2020 Taito WOWOW - Canceled Japanese satellite streaming service and device.

Modern Cloud Gaming Platforms

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References

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  1. "The BG News October 3, 1973". BG News (Student Newspaper). 3 October 1973. Retrieved 12 November 2020.
  2. "The Forgotten History of 'The Oregon Trail,' As Told By Its Creators". Retrieved 25 November 2020.
  3. a b "The past and future of cloud gaming: Will it ever work?". Gamecrate. Retrieved 25 November 2020.
  4. a b "G-cluster's G-screen Tackles Wireless Gaming". Retrieved 25 November 2020.
  5. "OnLive lost: how the paradise of streaming games was undone by one man's ego". Retrieved 25 November 2020.
  6. "Save Data Cloud Backup – Nintendo Switch™ Online". www.nintendo.com. Retrieved 5 November 2020.
  7. "Fortnite set to return to iPhones via Nvidia cloud gaming service". BBC News. 5 November 2020. Retrieved 5 November 2020.

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