Plenty of ways. Software distribution IE digitial downloads. Saving/loading games remotely so you can play them no matter which computer you're on. Torrent style patch downloads, such as the shared patch model of World of Warcraft, allow higher patch speeds and lower costs to be passed on to the customer, or else reduced support costs for the company.
I'm sure it can be turned into a distributed server model with a little bit of creativity, too. Imagine EU3 where every country is played by a human. Or a team of humans.
Maybe I had the wrong idea of it all this time, but my understanding of cloud computing is that there would be no downloading. Instead, we'd be on a device (a portal so to speak, a "pc-type" of unit) that connects us to the internet; therein is the content we wish to access/use/play, and save (as you stated) -- without downloading anything.
Yet not every human would have access to cloudness unless everyone had the monetary means (job) or technological availability (tied to jobs; economic growth; politics via foreign sanctions thus tied to submission) to do so. So given the fundamental prerequisites for a working monetary system, there needs to be an accepted amount of joblessness/poverty for the whole monetary system to function. Aside from that, who will determine the content of the internet when cloud computing is in full swing? I love strategy games, but maybe some politicians somewhere believe that such games exercise the minds too much and they want the people to be less smart, so they remove the category of strategy gaming altogether. Well? It could happen... Who is to say it won't? The gatekeepers?
I believe much content will be omitted when cloudishness begins to get established. And cloud gaming will be different to pc gaming but not sure how and not sure if its to our benefit.
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