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Page 1 February 18, 2010
Instant Gratification Video Games in the “Now” Era Steve Perlman Founder & CEO, OnLive Page 2 February 18, 2010
Welcome to the “Now” Era All media what you want  when you want it where you want it instantly delivered…NOW. February 18, 2010 Page 3
We’re Already There “Real-time entertainment traffic has exploded.” “26.6 percent of total traffic in 2009, up from 12.6 percent in 2008.” “Massive shift in behavior from … ‘download now, use later’ content acquisition to an on-demand mentality.” “Bytes are consumed as they arrive.”  “Almost two-thirds of all Internet traffic in 2009 is enjoyed on arrival.”1 February 18, 2010 Page 4 1Source: SandvineBroadband Phenomena Report, 10/26/09
Music, Video/Movies, then Games Music became the first “Now” media Industry was unprepared: Devastated the business Videos/Movies in the midst of transition to “Now” Industry struggling to redefine itself So far, losing ground and no clear path Videogames just starting transition to “Now” Starting to feel the effects February 18, 2010 Page 5
Old Think: a Device Defines Media Physical device tied to the experience “What CD is playing?” “We’re watching a DVD tonight.” “Improve your grades or no more XBox!” February 18, 2010 Page 6
New Think: Experience Defines Media Music “It’s a track from a new Paramore-like band.” Could be from Pandora, iTunes, Amazon, pirate sites, etc. Unlikely from a CD Video/Movies “Did you see the new Tina Fey Sarah Palin skit?” Could be from YouTube, Hulu, nbc.com, pirate sites, etc. Unlikely watched on live TV February 18, 2010 Page 7
Media of the Moment Music, video/movies (“linear media”) Physical media in rapid decline Interim growth in rentals (Netflix, redbox) Downloaded media past its peak Even BitTorrent on the decline Streaming media now majority of all Internet traffic YouTube, Hulu, Pandora, etc. February 18, 2010 Page 8
Online Linear Media Hard to Monetize Online linear media a loss-leader business iTunes/App Store “a bit over break even”1 Apple makes its money selling hardware and software Netflix charges zero for online video Netflix makes its money mailing DVDs YouTube continues to lose money Google makes its money selling search ads Pirated linear media widely available YouTube infringement a game of “Whac-A-Mole” Hard to compete with free February 18, 2010 Page 9 1Source: Apple CFO Peter Oppenheimer, 1/26/10
What about “Now” Games? Videogames a different beast than linear media Large file needed before game can start Tied to specific playback devices Online games can’t be pirated Still, videogames subject to consumer attitude shift Used games continue to grow (about 1/3 of U.S. games sold)1 Clearly, consumers not tied to physical media Flash, iPhone provide near-instant experience Generally, far less value than console games As broadband speeds increase, piracy will increase Pirate downloads always grow much faster than legit downloads February 18, 2010 Page 10 1Source: Wedbush, ‘Money for Nothing’ Interactive Industry Report, 7/09
Monetizing Games in the “Now” Era Give consumers what they want Instant game play of high-quality games What they want, when they want it, where they want it Eliminate need for pricey, specialized hardware Focus consumer on the game, not the client device Offer game experiences in smaller “bites” Episodic, short-form, events, etc. Utilize Internet to mitigate piracy, used games Design games to require online connection February 18, 2010 Page 11
OnLive Game Platform for the “Now” Era Page 12 February 18, 2010
What is OnLive? Instant-play video games Latest high-end titles Instantly available for play Available on any device TV, PC, Mac, Phones, Tablets No high-end hardware needed Cloud-based gaming Unprecedented performance Never needs upgrading February 18, 2010 Page 13
OnLive MicroConsole™ Page 14 World’s most powerful game system Always state-of-the-art Far lower cost than current consoles Connects TV to OnLive Service Ethernet in  HDMI out Wireless/wired input devices HDTV/surround sound February 18, 2010
OnLive MicroConsole™ Interfaces USB Source x 4, Bluetooth, Low-latency Wireless 1/8” L/R Analog Ethernet HDMI 480p,720p, 1080i 5.1, L/R TOSLINK 5.1, L/R S-Video, Composite, L/R Component 480p, 720p, 1080i, L/R Page 15 February 18, 2010
OnLive Architecture February 18, 2010 Page 16
OnLive Video Compression OnLive interactive video compression Eliminates high latency inherent in linear video compression QuickTime, Flash, Windows Media way too slow Works reliably on home broadband connections Years of testing at 1000s of locations Bandwidth requirements SDTV: 1.5 Mbps >71% of US Homes have 2 Mbps or higher1 HDTV: 5 Mbps >26% of US Homes have 5 Mbps or higher1 February 18, 2010 Page 17 1 “Improving Performance on the Internet”, Communications of the ACM, Feb. 2009
OnLive data centers: 1000-mile reach Page 18 February 18, 2010 Key inventions assure direct routes through Internet Provide minimal, predictable latency
OnLive Demos February 18, 2010 Page 19
Community Built into the Platform Community features Friends, clans, teams, rankings, ratings,leader boards, ladders, tournaments,lobbies, matchmaking and more… “Virtual Living Room” shared experience Enabled by fast server-to-server network Communications and personalization Ubiquitous voice chat, messaging  Customized pages, video profiles Loyalty programs, recommendations February 18, 2010 Page 20
Games Market Ripe for OnLive Reliant on retail/packaged goods Only digital media without effective online distribution Highly inefficient, static ecosystem, weak economics Piracy and used games draining publisher and console revenue OnLive breaks the console cycle Removes hardware and physical media from the equation The “Now” Era for video game systems On demand, no upgrades, no platform transition, state-of-the-art February 18, 2010 Page 21
OnLive Publisher Advantages Same SKU runs on TVs, PCs, Macs Minimal port of PC SKU No platform transitions No piracy, no used games Much better margins	 Telemetry Day-by-day, user-by-user Live Beta testing on-demand February 18, 2010 Page 22 Announced OnLive Publisher Partners
OnLive Consumer Advantages Any game, any time, anywhere Instant demos—try before you buy Unprecedented performance Community “Virtual Living Room” Flexible value proposition Demo, rent or buy Never upgrade again February 18, 2010 Page 23
OnLive SDK Adapts PC SKUs to be compliant with OnLive service Optimizes performance Higher quality on slow Internet connections Faster responsiveness Instant game loading Access to OnLive community features Spectating, chat, leaderboards, etc. February 18, 2010 Page 24
Economics February 18, 2010 Page 25
Retail vs. OnLive Economics February 18, 2010 Page 26 Retail Potential Spend $84 $12 Piracy Actual Spend $72 Used Games $12 OnLive Share MSRP $60 68% of Potential Spend Retailer Margin $15 Wholesale (WS) $45 $7 Returns/PP/MDF $4 Distribution/COGS $7 Platform Royalty Publisher GM $27 Publisher Share Publisher Gross Margin 32% of Potential Spend $27
OnLive Roadmap February 18, 2010 Page 27
Beta Program Started External Beta 9/09 100s of thousands of Beta sign-ups Initial objective: compatibility testing Positive feedback to date  Ramping new server deployments Scaling Beta as approach launch Launch details to be announced soon February 18, 2010 28
Thank you. Page 29 February 18, 2010

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Steve Perlman OnLive DICE Presentation

  • 1. Page 1 February 18, 2010
  • 2. Instant Gratification Video Games in the “Now” Era Steve Perlman Founder & CEO, OnLive Page 2 February 18, 2010
  • 3. Welcome to the “Now” Era All media what you want when you want it where you want it instantly delivered…NOW. February 18, 2010 Page 3
  • 4. We’re Already There “Real-time entertainment traffic has exploded.” “26.6 percent of total traffic in 2009, up from 12.6 percent in 2008.” “Massive shift in behavior from … ‘download now, use later’ content acquisition to an on-demand mentality.” “Bytes are consumed as they arrive.” “Almost two-thirds of all Internet traffic in 2009 is enjoyed on arrival.”1 February 18, 2010 Page 4 1Source: SandvineBroadband Phenomena Report, 10/26/09
  • 5. Music, Video/Movies, then Games Music became the first “Now” media Industry was unprepared: Devastated the business Videos/Movies in the midst of transition to “Now” Industry struggling to redefine itself So far, losing ground and no clear path Videogames just starting transition to “Now” Starting to feel the effects February 18, 2010 Page 5
  • 6. Old Think: a Device Defines Media Physical device tied to the experience “What CD is playing?” “We’re watching a DVD tonight.” “Improve your grades or no more XBox!” February 18, 2010 Page 6
  • 7. New Think: Experience Defines Media Music “It’s a track from a new Paramore-like band.” Could be from Pandora, iTunes, Amazon, pirate sites, etc. Unlikely from a CD Video/Movies “Did you see the new Tina Fey Sarah Palin skit?” Could be from YouTube, Hulu, nbc.com, pirate sites, etc. Unlikely watched on live TV February 18, 2010 Page 7
  • 8. Media of the Moment Music, video/movies (“linear media”) Physical media in rapid decline Interim growth in rentals (Netflix, redbox) Downloaded media past its peak Even BitTorrent on the decline Streaming media now majority of all Internet traffic YouTube, Hulu, Pandora, etc. February 18, 2010 Page 8
  • 9. Online Linear Media Hard to Monetize Online linear media a loss-leader business iTunes/App Store “a bit over break even”1 Apple makes its money selling hardware and software Netflix charges zero for online video Netflix makes its money mailing DVDs YouTube continues to lose money Google makes its money selling search ads Pirated linear media widely available YouTube infringement a game of “Whac-A-Mole” Hard to compete with free February 18, 2010 Page 9 1Source: Apple CFO Peter Oppenheimer, 1/26/10
  • 10. What about “Now” Games? Videogames a different beast than linear media Large file needed before game can start Tied to specific playback devices Online games can’t be pirated Still, videogames subject to consumer attitude shift Used games continue to grow (about 1/3 of U.S. games sold)1 Clearly, consumers not tied to physical media Flash, iPhone provide near-instant experience Generally, far less value than console games As broadband speeds increase, piracy will increase Pirate downloads always grow much faster than legit downloads February 18, 2010 Page 10 1Source: Wedbush, ‘Money for Nothing’ Interactive Industry Report, 7/09
  • 11. Monetizing Games in the “Now” Era Give consumers what they want Instant game play of high-quality games What they want, when they want it, where they want it Eliminate need for pricey, specialized hardware Focus consumer on the game, not the client device Offer game experiences in smaller “bites” Episodic, short-form, events, etc. Utilize Internet to mitigate piracy, used games Design games to require online connection February 18, 2010 Page 11
  • 12. OnLive Game Platform for the “Now” Era Page 12 February 18, 2010
  • 13. What is OnLive? Instant-play video games Latest high-end titles Instantly available for play Available on any device TV, PC, Mac, Phones, Tablets No high-end hardware needed Cloud-based gaming Unprecedented performance Never needs upgrading February 18, 2010 Page 13
  • 14. OnLive MicroConsole™ Page 14 World’s most powerful game system Always state-of-the-art Far lower cost than current consoles Connects TV to OnLive Service Ethernet in  HDMI out Wireless/wired input devices HDTV/surround sound February 18, 2010
  • 15. OnLive MicroConsole™ Interfaces USB Source x 4, Bluetooth, Low-latency Wireless 1/8” L/R Analog Ethernet HDMI 480p,720p, 1080i 5.1, L/R TOSLINK 5.1, L/R S-Video, Composite, L/R Component 480p, 720p, 1080i, L/R Page 15 February 18, 2010
  • 16. OnLive Architecture February 18, 2010 Page 16
  • 17. OnLive Video Compression OnLive interactive video compression Eliminates high latency inherent in linear video compression QuickTime, Flash, Windows Media way too slow Works reliably on home broadband connections Years of testing at 1000s of locations Bandwidth requirements SDTV: 1.5 Mbps >71% of US Homes have 2 Mbps or higher1 HDTV: 5 Mbps >26% of US Homes have 5 Mbps or higher1 February 18, 2010 Page 17 1 “Improving Performance on the Internet”, Communications of the ACM, Feb. 2009
  • 18. OnLive data centers: 1000-mile reach Page 18 February 18, 2010 Key inventions assure direct routes through Internet Provide minimal, predictable latency
  • 19. OnLive Demos February 18, 2010 Page 19
  • 20. Community Built into the Platform Community features Friends, clans, teams, rankings, ratings,leader boards, ladders, tournaments,lobbies, matchmaking and more… “Virtual Living Room” shared experience Enabled by fast server-to-server network Communications and personalization Ubiquitous voice chat, messaging Customized pages, video profiles Loyalty programs, recommendations February 18, 2010 Page 20
  • 21. Games Market Ripe for OnLive Reliant on retail/packaged goods Only digital media without effective online distribution Highly inefficient, static ecosystem, weak economics Piracy and used games draining publisher and console revenue OnLive breaks the console cycle Removes hardware and physical media from the equation The “Now” Era for video game systems On demand, no upgrades, no platform transition, state-of-the-art February 18, 2010 Page 21
  • 22. OnLive Publisher Advantages Same SKU runs on TVs, PCs, Macs Minimal port of PC SKU No platform transitions No piracy, no used games Much better margins Telemetry Day-by-day, user-by-user Live Beta testing on-demand February 18, 2010 Page 22 Announced OnLive Publisher Partners
  • 23. OnLive Consumer Advantages Any game, any time, anywhere Instant demos—try before you buy Unprecedented performance Community “Virtual Living Room” Flexible value proposition Demo, rent or buy Never upgrade again February 18, 2010 Page 23
  • 24. OnLive SDK Adapts PC SKUs to be compliant with OnLive service Optimizes performance Higher quality on slow Internet connections Faster responsiveness Instant game loading Access to OnLive community features Spectating, chat, leaderboards, etc. February 18, 2010 Page 24
  • 25. Economics February 18, 2010 Page 25
  • 26. Retail vs. OnLive Economics February 18, 2010 Page 26 Retail Potential Spend $84 $12 Piracy Actual Spend $72 Used Games $12 OnLive Share MSRP $60 68% of Potential Spend Retailer Margin $15 Wholesale (WS) $45 $7 Returns/PP/MDF $4 Distribution/COGS $7 Platform Royalty Publisher GM $27 Publisher Share Publisher Gross Margin 32% of Potential Spend $27
  • 27. OnLive Roadmap February 18, 2010 Page 27
  • 28. Beta Program Started External Beta 9/09 100s of thousands of Beta sign-ups Initial objective: compatibility testing Positive feedback to date Ramping new server deployments Scaling Beta as approach launch Launch details to be announced soon February 18, 2010 28
  • 29. Thank you. Page 29 February 18, 2010