What Went Wrong With Google Stadia?

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In 2019, a new challenger approached the  well-established heavyweights of gaming hardware,   one with enough money, and a crazy enough vision,  to change the way we look at games forever.  A challenger capable of really unthinking  things… wait what does that even mean?  Stadia was set to be the cloud gaming service of  the future, promising instant 4K, 60FPS gameplay,   entirely streamed through the screen of your  choice, without needing an expensive oversized   wi-fi router or fridge-freezer  cluttering your living room.   On paper, it was the promised land. A utopia of  instantaneous gaming, wherever, whenever, and   however you want. No disks or downloads, no more  waiting, no ‘minimum specs’ performance anxiety,   no more checking frameratediagnostics  like an intern atDigital Foundry.  And seemingly no practical limits, either. Play at  home on a TV, pick it up on your phone during the   commute, boot it up on the work computer if you’re  feeling brave – just tell the boss you’re playing   ‘Soul-Destroying Middle-Management Simulator’  for training purposes, they’ll understand.  Throw in hyper-realistic VR and a  self-refilling Mountain Dew cup,   and this was the ultimate “Future of  Gaming” players had dreamt of for decades.  And yet, this video game revolution lasted  just a few years, before it was officially   put down on the 18th of January 2023. So how could anyone manage to fumble such   a promising premise? One word: Google.  No, we’re not suggesting you Google  what happened to Stadia – that’s what   we’re here for – although if the Stadia team  had Googled “how do I successfully force my   way into the extremely competitive video game  industry?”, they’d probably have had more luck.  After all, two of the biggest players today  were once just plucky upstarts themselves.  All you need is several metric flip-tons  of money – Something Google definitely   had – and a rock-solid business strategy  – something Google… thought they had.  Even a monolithic tech conglomerate isn’t  guaranteed success, and apparently there’s one   thing billions of Search Engine bucks can’t  buy you: good old-fashioned Common Sense.  Let’s find out exactly how Google Stadia  managed to unthink everything, shall we?  At the Games Developer Conference in  March 2019, Google unveiled Stadia,   their vision for the future of gaming. It wasn’t just an attempt to muscle into   the competitive hardware market – it was  an attempt to subvert hardware altogether. This wasn’t the first attempt at  Cloud gaming we’d seen, of course.  Back in 2010, OnLive challenged traditional  consoles with an incredibly ambitious,   but ultimately doomed effort. Around the same time,   a company called Gaikai showcased their own  streaming tech, offering up instantly playable   demos through the Power Of The Internet. Both companies were later bought by Sony,   and absorbed into their PlayStation Now service,  with Xbox following close behind with Project   xCloud, and Nvidia establishing GeForce Now. These were all cautiously dipped toes into the   streaming, uhh, stream, but if anyone could  plunge right in and commit to the future,   surely it’d be the tech giant that literally  defined how we use the internet, right? In 2018, Google partnered with Ubisoft  to test their new cloud service,   dubbed Project Stream, heavily rumoured  to be a pre-cursor to something big.  The following year at GDC, their self-professed  “worst-kept secret in the industry” was   officially revealed: a fully-fledged Cloud  Gaming service, ready to wow onlookers.  Phil Harrison, the former Sony and Microsoft  executive who somehow keeps failing upwards*,   was appointed as product manager for Stadia,  and during the show, presenteda wild scenario:   watching a YouTube video on Assassin’s Creed  Odyssey, you see a ‘Play On Stadia’ link;   click it, and seconds later, you’re in control,  cruising around the Aegean sea, wading through   map-markers and climbing on giant stone Wilsons. The core concept was mind-blowing enough,   but the tech specs weren’t too shabby either. Google’s custom GPUs and worldwide network of   data centres meant they could stream  the latest games in 4K and 60fps,   still a pipedream for all but the beefiest PCs. HDR, surround sound, future-proofedfor up to 8K,   they even had 10.7 Teraflops, an extremely  important metric which made all the current   consoles insecure about their own ‘flops. And as for the games built on such mighty   hardware, Google promised an internal  studio, Stadia Games and Entertainment,   100 developers strong, led by Jade  Raymond, an EA and Ubisoft veteran. All very impressive. Until the  cracks began to show before launch.  At June’s E3, further details were revealed:  launching November of 2019, you could opt for   the fancy Founder’s Edition, which quickly sold  out, or the Premiere Edition, although either   one would set you back $129 for Day 1 access to  Stadia, costing $10 a month afterwards… but at   least there was a free version on the way! At...  some point in 2020. Not a worrying sign, right?  On top of a subscription fee, you’ll still have to  pay for most games, but no need to fret, I’m sure!  And what a line-up, consisting of fresh new  exclusives such as Destiny 2, Assassin’s Creed:   Odyssey, Farming Simulator 2019,  err, the Tomb Raider trilogy… ok,   not that exclusive, and not that fresh  either. But at least they had some games! Surely the launch can’t have gone that bad- oh. Oh   dear.   On November 19th, 2019, Stadia landed  –in desperate need of a dentist,   because oh boy, were there some teething problems. Key featurespromised before launch, like 4K PC   support, achievements, family sharing, and their  Buddy Pass referral incentive, were all missing.  Wireless controller support was only available for  TVs through Chromecast – PC, Mac, and mobile users   had to be cabled up to even use their new toy. Only 22 titles were available from day one.   This doesn’t sound so bad when compared to  other console launches*, but 10 of those   were only announced 8 days before opening  night, hastily pulled forward last minute,   and ALL were third-party titles that already  existed elsewhere, except for Stadia’s only true   exclusive: indie survival horror title,Gylt. On the big day itself, many Founders Edition   codes weren’t sent out on time,  so the early adopters got it late,   with many missing their shot at claiming unique  usernames that were first-come, first-serve.  Founders couldn’t even sign up a friend  with their Buddy Pass, either – that feature   hadn’t been implemented yet, remember?! Sorry Billy, big internet company Google   couldn’t work out how to add invites to their  permanently online platform, so you’ll have   to play Destiny with filthy randoms. All this is especially egregious when   you consider the minimum cost of entry -with  compatible controller and Chromecast - was $99,   a huge barrier for a platform  promising to remove such barriers.  Speaking of limitations, Stadia launched in just  14 countries – just a tad less than the ‘200   countries and territories’ Google CEO Sundar  Pichai boasted about back at the GDC reveal. But worst of all were reports of latency and  performance issues – you know, that one core   USP of Stadia, the seamless streaming experience? Many disgruntled users reported horrendous input   lag, which sometimes wouldn’t even stay  consistent, destroying any hope of even   adjusting to the lag, and in some  cases, some real choppy stuttering,   along with drops in visual quality too. Stuttering and dips in resolution are still   common when streaming video, but the impact is  amplified when you’re actively interacting with   a game, rather than just passively watching  – a second of buffering is annoying enough   when watching The Witcher, but it’s a thousand  times more infuriating when playing The Witcher.  When your flagship title is Destiny 2, a game  with pitch-perfect gunplay that lives and dies   on its airtight responsiveness, feeling any  kind of delay is unacceptable, as is having   any form of online ‘lag’ in a single-player  experience like Assassin’s Creed Odyssey.  A troubled launch can be enough to stop a  promising console dead in its tracks before it’s   even begun, but the problems didn’t end there. Just one month in, Stadia Pro subscribers saw   their library of included games double – that’s  a whopping total of four games, before you get   carried away – with Farming Simulator 19 and Tomb  Raider: Definitive Edition added to the pile.  This only highlighted Stadia’s insane pricing  structure, requiring you to pay once for   controllers and other hardware, then pay again for  a subscription, and pay ONCE MORE for each game.  Naturally, anyone who initially paid for those  two titles were understandably miffed that it   took just one month for it to become  basically free for anyone subscribed.  Google offered pre-emptive refunds,  but this lack of foresight was just   a preview of the baffling business model  that would plague the system’s lifespan.  And the pitiful number of games included  in the subscription points to one of the   worst sins you can commit as a video game  console, or Non-Console, in this case… We have a feeling ‘Lack of Games’ will  be a recurring theme on What Went Wrong…  Having a good variety of high-quality  games seems like the biggest no-brainer   way of building a successful video game  platform, but the phrase ‘easier said than   done’ is a massive understatement here. Even mainstream consoles with critically   acclaimed titles have fizzled out way before  their time, thanks to stronger competition,   a lack of variety, or plain bad luck. Sometimes, life is cruel. Sometimes, people   just don’t appreciate the unlimited possibilities  of having a three-pronged controller, perfectly   future-proofed for the impending apocalypse,  when nuclear fallout makes us grow a third   handand then you’ll finally understand why Turok’s  controls were ahead of its time, you ignorant fu-  But sometimes, a platform’s lack of games  is a problem entirely of their own making. Stadia launched with 22 titles.  Yes, a traditional console would   kill for that many day-one games, but  this wasn’t a traditional console.  All but one of these games  already existed elsewhere,   and some were years old – the oldest being 2013’s  Tomb Raider reboot, and the sequel in 2015.  Just one game could be classed as a true  exclusive: Gylt, an indie horror title   that took a commendable swing at complex  themes, but failed to impress critics.  The Destiny 2 Collection was the heavily marketed  poster child, but was never an exclusive,   timed or otherwise, just a neatly packaged  set of DLC,also available on other platforms.  By our count, a grand total of 16  exclusives were released during the   three years of Stadia’s existence, and this  generous number includes timed exclusives.  Since most of these were barely promoted, we may  have missed a name or two, but that speaks volumes   about Google’s general disregard for Stadia. Such names included: Hello Engineer;   Pac-Man: Mega Tunnel Battle; Pixeljunk  Raiders; Gunsport; Lost Words; Crayta;   Orcs Must Die! 3; and Super Bomberman R Online. Many of these exclusives have a lot of merit,   and we’d never dismiss the value of  smaller titles, but none of these names   carry that blockbuster ‘Must Play’ hype. There are no big system sellers. No pulling   power. No reason to boldly declare Stadia as your  platform of choice, renouncing all other systems. Exclusives aren’t the only factor considered in  people’s purchasing decisions for a new console,   but they’re rather bloody important. Then again,Stadia’s approach wasn’t the   same as other historical challengers of the  gaming status quo, like the Sega Mega Drive,   the PlayStation, or the original Xbox. It presented itself as an equivalent to Steam,   a distribution platform with a variety of titles,  focusing not on exclusives, but on flexibility and   convenience of playing established hits. Unfortunately, Stadia never got close   to the staggering scale of Steam. In total,  Stadia clocked up just 278 games in 3 years.  Let’s compare that figure with the  previous generation of consoles:   Xbox One totted up 2,990 titles, at the time  of writing. The PS4 has racked up 3,282 and   counting. The Nintendo Switch has a whopping 4,478  games. We haven’t bothered counting Steam games,   but let’s assume it’s about 1.7 billion.* Stadia couldn’t even top the Nintendo 64   and its humble headcount of 388. Once again, a strong sense of irony in   the limited number of games on a platform  aiming to remove all limits in gaming.  “BUT THIS ISN’T A FAIR COMPARISON”, you  might say. “IT’S A SUBSCRIPTION MODEL!”.  Firstly, is it? Is it really? It offered a free tier, called   Stadia Base, before dropping that branding,  but the Pro tier, once costing $10 a month,   only drip-fed a few freebie titles a month,  comparable to Xbox’s ‘Games with Gold’ or   the old ‘PlayStation Plus Essential’ model. Secondly, compare it to Xbox Game Pass – running   since 2017 and arguably the most successful gaming  subscription model of its kind, Game Pass had 477   titles available just on console, as of July 2022. At just over half the lifespan of Game Pass,   Stadia’s total output matches a bit closer,  but remember, Stadia Pro didn’t give you   unlimited access to every single game  with that subscription, only a select few.  Stadia tried to be both a Game Pass-style  subscription model, AND a Steam-like online   store with individually priced games, and  unfortunately, it failed to be either.  When you not only lack games, but the ones  that are available require some users to pay   twice – once for subscription, and again  for retail price – it’s not a good look. -- Stadia’s overall game count  might not have been high,   but the costs of securing third-party  support certainly was, as Not-So-Frugal   Google threw more money at publishers,  occasionally securing a ‘timed exclusive’,   but rarely an actual exclusive. Their long-standing partnership   with Ubisoft helped secure their  collection of tower-climbing sims,   and Take-Two Interactive provided the pulling  power of Red Dead Redemption 2 and NBA 2K20.  Ubisoft CEO Yves Guillemot assured investors  in 2019 that the cost of porting games to   Stadia wasn’t that high – probably because  Ubisoft wasn’t footing the bill, Google was.  Bloomberg’s Jason Schreier discovered in  2021 that Google paid Ubisoft a staggering$20   MILLIONto port Assassin’s Creed and The  Division, and Take-Two were also ‘raking   in’ millions for their properties. It’s still pocket change for Google,   but if they spent THIS much on third-party  properties, they must’ve valued their   first-party studios even higher… right? ……. No. Not even a little bit. At GDC 2019, Google announced their very own  in-house developers, Stadia Games & Entertainment.  100 developers split between LA and Montreal,  led by Jade Raymond, an industry powerhouse who   worked on Assassin’s Creed 1 & 2, Splinter Cell:  Blacklist, Watch Dogs,and Far Cry 4, among others.  And this shrewd move to prioritise first-party  output paid off bigtime, as you can see by   all these top-quality exclusives! Oh, strange, where’d they all go? Well, approximately 1 year and 3 months  after Stadia exploded onto the scene,   Google announced the closure of these studios,  affecting 150 employees, including Raymond,   effectively ending the dream before it began. Another casualty was Typhoon Studios,   who were working on their debut title, Journey  to the Savage Planet, when Google snapped them   up in December 2019 – only to spit them  out into the Google Graveyard along with   Stadia Games & Entertainment. At least their  whimsical space adventure actually released - on   old-school plastic consoles as well as cloud ones. Reports later emerged that game development never   had the full support of Google, to the surprise  of absolutely nobody, summed up by a company-wide   email from Chief Googler Phil Harrison praising  the “great progress” from their internal studios,   literally ONE WEEK before shutting it all down. Rather duplicitous behaviour, given Harrison   knew the fate of those studios  when he penned the email. Lord knows what ridiculous expectations  Google held, but anyone who’s developed a   game since 1983 can tell you, they almost  always take longer than a year to make.  This was a huge blow to their legitimacy, further  proof of Google prioritising tech over games.   Stadia’s official strategy then shifted focus  towards third-party titles along with a push   for indie games through the Maker’s program, to  desperately plug the rapidly leaking player base. It’s not like porting third-party games  was always easy, either – Google just   didn’t want to do the hard work themselves. We don’t have many details on how easy or   difficult developing a cloud-optimised port was,  but we’re sure it was more complicated than simply   streaming the output from a high-spec  PC, and those unexpected complications   could explain the lacklustre line-up. One hint of theseproblems can be found with   the master of ‘technical oopsies’, Cyberpunk 2077. For all its faults, Cyberpunk was an unexpected   win for Stadia, briefly boosting  sales and subscriber numbers.  The pre-release hype, followed by the buggy  launch, meant there were many people desperate   to experience the game in as bug-free a way as  possible, so when the rumour spread that Stadia’s   high-end cloud hardware ran the game relatively  smoothly, players jumped on the opportunity.  But that wasn’t necessarily true – the Stadia  build was a different beast, developed by a   company called QLOC in tandem with CD Projekt,  and while performance was better, a good amount of   detail was altered, heavily scaled back in some  places, and still had its fair share of bugs. So, how about a half-time recap? From the beginning, Stadia didn’t   have enough games, and most launch titles were  old anyway; it had barely any true exclusives   throughout its lifespan; its first-party studio  was axed after just a year; Google spent way   too much on third-party ‘prestige’ signings,  followed by a half-hearted drive for indies;   and their confused business model tried to be both  Game Pass and Steam, ultimately failing at both.  It's almost as if Google didn’t care about  backingStadia at all, but that’s crazy,   because Google has literally all the money  in the world to support whatever it wants- Anyone vaguely familiar with how Google treats  its projects would’ve seen this coming a mile off.  There’s a reason the website ‘Killed By  Google.com’ exists, with over 280 occupants   of this digital graveyard. Remember Google Cardboard,   anyone? What about Google Plus? YouTube  VR? Google Flu Trends? You don’t remember   Google Flu Trends?! Where have you been? Had Google put its full financial power   behind Stadia, it could’ve avoided the  long dirt nap, but Ebeneezer Goog can   be surprisingly miserly – NO PHIL, no more  coal for the fire, just put another coat on!  Much like any endeavour from Big G, it  started out with promise. Stadia had a   huge marketing push to begin with, even if  the early ads had a bit too much high concept   weirdness and not enough clear communication. Sadly, this initial promotion quickly died down,   and support for core features  was far too slow to warm up. In January 2020, Google promised  more than 10 timed exclusiveswould   arrive in the first half of the year  – they only delivered 4 before July.  In fairness, 2020 saw plenty of release dates  pushed back, thanks to certain events that   caused global disruption – we’re talking about  the release of Animal Crossing, obviously. A few of the missing launch features  mentioned earlier were introduced quickly,   like achievements and the Buddy Pass referrals,  but other elements took much longer to arrive.  4K streaming wasn’t properly implemented  until March, and even then, some games were   being upscaled from 1080p or 1440p, rather  than streaming at a true 4K resolution. Family Sharing, allowing more than one  person in a household to play simultaneously,   took a full year to arrive, in November 2020. State Share, a clever concept that basically   worked like an emulator save state you could share  with friends, had a beta version in June 2020,   alongside sandbox title Crayta, but wasn’t fully  rolled out until January 2021, with Hitman 3.  Also in 2021, we saw the most revolutionary  feature yet: a Search Bar.That’s right. A   feature that literally made Google its billions of  dollars, and it took them THIS long to include it. Then there was the hardware problem.  Stadia promised a world where you   could play on any screen, but that took  its sweet time to come to fruition, too.  Most browsers could manage Stadia, including  Google Chrome, naturally, so along with having   a desktop app, PCs and laptops were covered. Amusingly, the Xbox console browserdid   eventually support Stadia!For‘weirdest  devices that ran Stadia’, see also:   cars, treadmills, refrigerators, cash  registers, and the Nintendo 3DS XL.  As for phones, only select Google  Pixelmodels were supported at launch,   with further Android support being slowly  drip-fed over time. It wasn’t until December   2020 that Apple users could join the party,  and even then, only through the Safari browser!  TVs had similar awkward stipulations. At launch,  there was no native integration on smart TVs,   only through a strictly Stadia-specific  Chromecast Ultra – people with existing   Chromecasts couldn’t even get involved, it  HAD to be this VERY SPECIAL one, alright?!  Then the new Chromecast with Google  TV launched in September 2020, but   didn’t even support Stadia – it took almost a  year before it was finally added in June 2021,   along with support for other  TVs and Android TV devices.  Smart TVs didn’t get native Stadia apps until 18  months in, and that was woefully piecemeal, too. If you got a bit lost amongst the details  just now, you’re not the only one.  It was a mess, and the confusion around exactly  what devices and screens can support Stadia,   combined with the staggered rollout  of compatibility for said devices,   showed just how few flips were given by Google. A few other controversies were thrown in  to give this hot mess a bit of extra spice,   most notably the “Streamers Should Pay  Companies to Stream Their Games” debacle.  Surprisingly, this hot take wasn’t from  an out-of-touch executive, but a senior   game developer, Stadia Montreal’s  Creative Director Alex Hutchinson,   leading toGoogle spokespeople publicly  distancing themselves from the comments,   in much the same way Google distanced  itself from Stadia as time went on.  Other hits include blaming Publishers for slow  announcements, and sabotagingTerraria’s Stadia   port by locking the co-creator Andrew  Spinks out of his own Google account. While Stadia hammered the self-destruct  button at every turn, maybe it was the   very concept of Cloud Gaming that  was doomed to fail from the start… In theory, everyone would’ve picked up what  Stadia was putting down – instant access to   your favourite games, without hardware barriers  or downloads, whenever and wherever you wanted.  But the biggest question about Stadia’sviability  came down to one thing: internet speed.  Google was catering to an idealistic utopia  where everyone had lightning-quick broadband   and 100% reliable connections, but that  still isn’t a reality for many people,   even in the few core western  markets Stadia focused on.  Average internet speeds have come a long way  in the last few years – perhaps accelerated by   multiple lockdowns and the necessities  of working from home – but in 2020,   the first full launch year of Stadia, numbers  were much lowerin countries with Stadia access.  Median download speeds in the US were 54  megabits per second, The UK was only 28 megabits,   Canada was 23. Most of Europe were sub-50, apart  from those lucky Scandinavians and the Dutch.  Yes, this all technically should work under  Google’s optimistic minimum requirements of   10 megabits, but you needed a solid,  unbreaking 20Mbps for full 1080 HD.  In a Eurogamer and Broadband Genie survey  in 2019, they found almost a quarter of   3000 respondents couldn’t meet the  minimum speed required for 1080p.  And that’s just for a small sample size. Given how  massive gaming has become, to truly crack the big   time, you have to consider everyone, not just  those in areas with high-speed infrastructure.  And it’s not just raw download and upload  speeds – reliability of your connection is   vital, and let’s not forget about data caps  either, which is still a reality for some. Stadia’s biggest promise was that their service  would be consistent enough to replace traditional   hardware, but it wasn’t their promise to make.  We already saw how poorly Stadia ran at launch,   even with a mighty 1 Gigabit download speed. Google’s natural habitat may be online,   but outside of the US, they are  not internet service providers.  They’re still reliant on millions of unique  circumstances,each one at the mercy of their   respective Internet Gods to keep things quick and  reliable enough to do their dailies on Destiny.  Even 3 years on, with better infrastructure  and faster speeds, competitors are wary of   committing wholesale to streaming. Xbox,  PlayStation, and Nvidia’s GeForce Now all   offer great cloud services, but they understand  the importance of streaming as one option of a   greater whole, because streaming still  isn’t ready to stand on its own feet.  And we don’t think the wider audience are ready  either, not just because of internet speeds,   but because of sceptical attitudes to online  storefronts. The fragile nature of digital   ownership is still a contested issue for many  dedicated gamers, even after years of Steam,   Game Pass and the like. Case in point, Nintendo’s  storefront closures for the 3DS and Wii U. Players may demand innovation in the games  themselves, but when it comes to platforms,   we’re still a fickle bunch,terrified of change. Between ongoing console allegiances and huge   outcries against new PC launchers, new things  take time to sit and percolate, before we’re   ready to drink a new dose of digital Kool Aid. Steam has earned its trust from PC owners after   years of reliability – and more than  a few wild Steam Sales – and only now   are digital-only consoles more widely accepted. But Stadia proposed even less tangible ownership,   where you didn’t even have the  box your game’s code lived in,   because it all existed in the Cloud. That’s a level of abstract ownership   that only Ape-obsessed NFT bros would jump  on, without at least some level of doubt.  Because this wasn’t just a subscription-based  model – you also paid for each game,   in many cases. Never before had we felt  less in control of what we supposedly owned.  And when Stadia collapsed, anyone who didn’t  trust digital ownership was proven right. Call us nostalgia-obsessed OAPs if you  want, but it’s actually quite nice to   point to a shelf of physical games, and know  without any doubt, you own these. No outside   force can take these experiences away,  unless you get burgled by Google Goons.  This is YOUR collection. Online support may  fade, servers may die, but you’ll always have   the option to dust off an old console, eagerly  pick out your favourite classic, and gaze on with   reverence as you hear that familiar boot-up sound. That sentiment holds true for modern hardware too.   Seeing a dedicated machine, whether it’s a  console, PC, handheld, or any combination of   the above, sitting pride of place by your  TV or monitor, ready to go, even if your   internet drops out… there’s still something  magical about having Ol’ Reliable, right?  Or maybe that’s just us. We did have to knock  through a couple walls and a ceiling to make   room for our PS5, so it’s little  wonder we’ve turned it into a shrine. In their haste to crack the video game market,  Google missed some of the magic that makes gaming   so special. In fact, they missed the mark on  pretty much everything, right up to the end… The entire Stadia timeline was underpinned by poor   management and ill-informed decisions  right up to its final curtain call.  Warning signs were there from the start of 2022,  with reports of Google deprioritising Stadia,   relabelling their technology first to ‘Google  Stream’, then to ‘Immersive Stream for Games’,   and attempting to flog it to business  partners as a ‘white label’ service for   them to license and rebrand as they see fit. Their streaming tech was offered to actual   video game companies who make actual  video games, such as Bungie and Capcom.  With that shift in business strategy came  major shakeups to Stadia leadership, notably   Phil Harrison, former Head of Stadia Operations,  now reporting to Google’s Head of Subscriptions.  Stadia were haemorrhaging staff  almost as quickly as players. Then, the inevitable happened – on the 29th of  September 2022, Google announced Stadia would   be shutting down. The streaming dream would  officially end on the 18th of January 2023.  While it was sad news for the handful  of die-hard supporters who remained,   nobody could say it was a shock… except for  the developers still working on Stadia titles,   who hadn’t even been told the news, finding  out the same time as the general public.  This revelation hit the smaller studios  particularly hard, especially those   about to release games* – one studio, W.R.K.S  Games, had only just signed a publishing deal,   oblivious to Stadia’s impending doom. These developers’ livelihoods were   counting on Stadia’s generous revenue share,  but their titles weren’t even given a chance.  As usual, the little guys paid the  price for mistakes made at the top.  But the larger third-party partners weren’t safe  from the fallout either, as the closure left   Ubisoft, Bungie, CD Projekt Red, Rockstar,  and many others quickly scrambling to   provide players with replacement copies on other  platforms, along with ways to transfer save data. One silver lining to this dying  Cloud: it could’ve been worse.  Google offered refunds for all software and  hardware purchases, including controllers,   Founder’s Edition, Premiere Editions,  and the Play & Watch Google TV packages.  In most cases, you didn’t even need to  return your controller to get the refund,   and one of Stadia’s last acts  was to provide a firmware update,   converting it into a general  use Bluetooth controller.  Stadia Pro subscriptions were not offered refunds,  however the final months were free of charge.  And, as promised, most games were playable  right up until the 18th January, with the   notable exception being Destiny 2, as Stadia’s old  posterchild decided to cut ties a little early.  This is fine, but we can’t praise a company too  much for a failed service. It’s like saying “sure,   they drove the party bus straight off  a cliff, but at least it made a pretty   rad explosion when it hit the ground!” Instead, you should probably question   the decisions of the one steering that bus  in the first place, why they kept swerving   in dangerous directions, and how much longer  we can drive this metaphor before it crashes. Phil Harrison’s track record wasn’t exactly  sparkling before this latest misadventure,   and we’re sure he’ll be hastily scribbling out  the word ‘Stadia’ in his CV before he pops along   to the gaming executive job centre. But it’s hard to tell just how much   was on him and his team at Stadia, and  how much was simply Google being Google.  They could afford to pay tens of millions for  a few third-party licenses. They could afford   to offer developers fantastic revenue splits.  They could even afford to absorb a significant   cost in refunds, to avoid further backlash. Apparently, the only thing they couldn’t   afford to do, was simply wait. Be patient. Stay  the path and slowly build a reliable service. Outside factors must also be considered. It’s  true that their first full year coincided   with a virus nobody could predict,  and many are still recovering from.  After all, in a global pandemic that kept  everyone indoors, driving demand for online   entertainment like never before, combined  with a hardware shortage making graphics   cards and next-gen consoles impossible to  attain, leaving the market wide open for   alternatives… what possible chance  did Google Stadia have, really?  We’re being flippant obviously, but there’s  some truth in how Stadia missed an open goal. They had a golden idea, but the  execution was mismanaged on every front,   whether it was the expensive multi-step pricing  structure, overspending on third-party titles,   undervaluing first-party studios, or  constant miscommunication with developers.  Google were so focused on bringing the  “Future” of gaming, they seemingly forgot   about the “Present”, and in doing so,  forever condemned Stadia to the Past. Poor, poor Google Stadia. With so many issues,  it would’ve been easier to ask:“What Went Right?” The launch was a mess of missing  features, inconsistent performance,   and questionable decision-making. It lacked games, both in terms   of quantity and quality, with no  must-have exclusives to tempt players.  Their strategy went all-in on streaming, when  rivals understood that players needed more.  The pricing structure demanded several layers  of payment, as Stadia couldn’t decide between   a subscription model and an online storefront. They overvalued third party games and undervalued   their own first party studios, underpinned  by bad communication from poor leadership.  And perhaps the most damning indictment –  they couldn’t even deliver on their USP of   game streaming, as both Google’s technology,  and the infrastructure for the wider public,   simply wasn’t good enough to  support streaming video games. And it’s a real shame. In 2019, their cloud  technology looked genuinely impressive,   and for a second, we almost believed a  gaming revolution was just around the corner.  But Stadia simply couldn’t hold up to  scrutiny when released into the wider world. There’s no doubting that streaming presents  an incredibly exciting future for gaming.  Spotting this trend and bravely forging  a path ahead was a very Google move.  Sadly, so was axing Stadia  before it had a chance to grow. Google once promised “The next  generation is not in a box.”  Maybe not, but Stadia certainly is.
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Channel: TripleJump
Views: 149,140
Rating: undefined out of 5
Keywords: What Went Wrong With Google Stadia?, what went wrong, streaming console, console streaming, games streaming, cloud gaming, google stadia, stadia, google, google stadia review, why google stadia failed, google stadia games, google stadia 2022, google stadia shutting down 2022, google stadia gameplay, google stadia controller, google stadia shut down, google stadia 2023, google stadia dead, google stadia failed, triplejump, ben potter
Id: 5SjCbxa2ZsQ
Channel Id: undefined
Length: 32min 31sec (1951 seconds)
Published: Fri Apr 07 2023
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