Cloud gaming: access, markets, and pricing in Russia and beyond

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Is it possible to ban games over “cloud”?

Gaming in the cloud mirrors playing on a personal computer, but here the computer is rented remotely and all data travels over the internet. The user purchases games on an account for services like Steam and runs them on a powerful, distant machine from any other computer. The key requirement is a fast enough internet connection.

Roman Epishin, Cloud Marketing Director at MY.GAMES, told socialbites.ca that if game publishers restrict access for Russian accounts on distribution platforms, launching those accounts through cloud gaming will also fail.

“At the same time, the risk of losing access to games does not rise or fall because of cloud gaming itself. If distributors such as Steam, Origin, and others do not implement regional blocks, cloud services will run them,” he explained.

As an illustration, the speaker described how domestic users lost their EA Play Pro subscriptions, which included FIFA, Mass Effect and many popular titles. Consequently, these games cannot be played via cloud services.

He added that cloud gaming remains in active development, so there are no definitive rules yet. “The market is young, rules and restrictions are unclear, and negotiations must be conducted with each publisher individually,” Epishin noted.

The expert clarified that for a game to appear on a cloud service, a license from the publisher is required, but not for the purpose of launching. “The license is needed to use elements like graphics and the game name, for instance to showcase artwork,” he said.

Epishin noted that there are always legal ways to run games on PCs that bypass platforms and bans, and there are no leftovers. He suggested these methods could also work with cloud gaming services if customers want to use them.

The discussion centered on operating in a virtual computer mode – a feature enabling access to a Windows desktop. Users can start any game through any platform such as Steam or the Epic Games Store.

Cloud is better than console

Epishin believes console gamers may encounter more hurdles than those using cloud-enabled PCs.

“PlayStation and Xbox depend on digital distribution platforms. Sony has already blocked the PlayStation Store, which frustrated many Russian gamers.”

He notes there are numerous PC distribution options including Origin, Steam, Epic Games, Ubisoft Connect, and others, which makes it harder for players to lose access to a project.

“All these platforms would need to be blocked in Russia to deprive gamers of PC titles. Many publishers and indie developers work on PC, including titles distributed directly, bypassing platforms, such as Genshin Impact,” he explained.

Cloud games offer comparable stability, especially since they run PC games and the service provides a virtual gaming PC.

On March 29, PlayStation users noted that PlayStation Store partially resumed activity in Russia. Players on social networks reported the ability to buy and pre-order again, though payments could still only be processed from the console wallet. Activation of PS Plus games returned, but only through the library, not the digital store itself.

Will someone leave Russia?

Epishin says services franchised by Western companies can be heavily influenced by partner decisions. In Russia, this is GFN, which developed Nvidia GeForce Now in its native Russian edition.

There are four major players in the Russian cloud gaming market: SberPlay, MY.GAMES Cloud, GFN, and Loudplay. All except GFN are Russian-based services. The expert believes that companies with Russian-developed solutions will stay in place.

GFN declined to comment when contacted. In its VKontakte community, it was noted that the service supports the Epic Games Store, where purchases can be made using rubles with the Mir card.

Judging by activity on the GFN sites and social channels, the company does not plan to reduce its Russian footprint. Since March 16, the service raised its subscription prices, suggesting a commitment to maintaining its position in the market.

The premium 30-day price rose from 999 rubles to 1499 rubles. The 180-day plan increased to 7499 rubles (from 4999). The annual premium went up by about 3.5 thousand to 13499 rubles, up from 9999 rubles.

Epishin believes operating costs will stay roughly the same until Russian services begin actively purchasing equipment at new price points, which would keep prices steady.

Prices and payment restrictions

The unlimited 30-day session subscription now sits at 1499 rubles for GFN and 799 rubles for Sberplay.

MY.GAMES Cloud offers a 30-day plan for 999 rubles, but only for 52 games. Access to all other games for a month costs 1999 rubles, with a 60-hour cap. Loudplay uses an hourly model: 30 hours costs 999 rubles.

Like other online services, cloud gaming payments follow the terms of the user’s bank card. If the local debit card system works for purchases within the country, it also supports subscription payments.

“Cards issued by Russian banks, including Mir, Visa and Mastercard, continue to function,” Epishin said.

He noted that alternative payment options are available, including mobile payments through MTS, Beeline, Megafon, Tele2 and Yota, as well as YuMoney, QIWI, and SberPay for subscriptions.

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