You are the one who went off topic because I did not talk about "market success"So, MMOs and online free-to-play games are a failed business model because there aren't enough people with stable Internet connections? Remember when Counter-Strike bombed because people were playing on dialup and broadband was new?
Again, the stability of people's Internet connections is besides the point. The thread is asking whether it's possible to augment a game with cloud computing. Not whether it's a feasible business model.
MMOs and online free-to-play are successful because they are select titles that target a specific group of people that have access to good connections and love playing these specific games (and thank also internet cafes back in the firstCounter Strike days). Which is much different from making EVERYTHING and EVERYONE cloud reliant in some way and not just those who play online games.
You can probably make it work for a limited group of people in certain territories, with certain internet quality or at an experimental sampling level at this stage.
But the big question is, is it technologically viable to support all the users who will own a cloud based console for any game they unpredictably run and have a consistent quality experience? If not? How? If currently the technological obstacles cant be solved, When?
The thread title asks "The transition to cloud. Really possible?" And for that to happen the right infrastructure has to exist from multiple sides including the internet providers
edit: if MMO and Free-to-Play counted as "transition to the cloud" we wouldnt have been making this thread discussion because we would have assumed we are already there