OnLive is going to fail because of one unavoidable fact - network latency.
Latency is all right for regular multiplayer games because the entities in the game world can adapt for latency via prediction and stuff like that... but if you're waiting for the server to send you the full screen image then there will be a noticeable lag between trying to look a certain direction, and looking in that direction. And that will be a deal-breaker for any game requiring twitch reflexes, especially since the lag will also be present in single-player games.
Maybe OnLive could be repurposed for an MMORPG though. Latency wouldn't matter as much, and the game world could be stored entirely in the cloud, so there would be no need for everyone to download patches and new game world areas as they are created. And an MMORPG would by definition already be subscription-based and require net connectivity to play.
Latency is all right for regular multiplayer games because the entities in the game world can adapt for latency via prediction and stuff like that... but if you're waiting for the server to send you the full screen image then there will be a noticeable lag between trying to look a certain direction, and looking in that direction. And that will be a deal-breaker for any game requiring twitch reflexes, especially since the lag will also be present in single-player games.
Maybe OnLive could be repurposed for an MMORPG though. Latency wouldn't matter as much, and the game world could be stored entirely in the cloud, so there would be no need for everyone to download patches and new game world areas as they are created. And an MMORPG would by definition already be subscription-based and require net connectivity to play.