Google is shutting down Stadia
theverge.com
theverge.com
"Stadia is not shutting down. Rest assured we're always working on bringing more great games to the platform and Stadia Pro."
Blatant lies are destroying nations.
If they can't find peace with everybody calling them a professional liar, they should quit their job and find an honest line of work.
Anyone who didn't think Stadia was going to shut down at least a year ago was either kind of inexperienced or being paid not to realize the obvious.
If you read between the lines, those kind of announcements can usually be a good indicator of the appropriate “time to adapt”, whether that be to prepare for a layoff or to start buying IP on a survivable platform.
The sooner you learn this, the more information you can get from this sort of release. It doesn't mean you can perfectly decode it, it just means you can get more information. And the amount of time that "more information" outright contradicts the nominal content of the statement... it's not terribly uncommon. It's certainly the normal case that the decoded content heavily shades the nominal content.
Of course asking people teaching "critical thinking" to arm the students with a toolset that can be turned against the teachers is a pretty tall ask. I've had teachers who could take that level of heat, and props to them, but I've certainly had teachers that simply couldn't.
More broadly, this applies to any hierarchical authority system. The amount of agitprop is proportional to the number of levels between you and the person speaking, and the amount of truthful and not misleading information is inversely proportional.
The corpo doth protest too much. If they have to say it, it has to be a lie.
This call was followed by a contentious Q&A where the Stadia boss was confronted about his email from just the week before which suggested anything but a wholesale shutdown of the studios. Harrison expressed his regret over the misleading statements made in his previous email, according to four sources with knowledge of the call. When asked what changed from the week prior, Harrison admitted nothing had and told those on the call, “We knew.”
https://kotaku.com/stadia-leadership-praised-development-stu...
But with team dynamics getting thrown in I think that narrative sounds noble and glamorous but has little to nothing to do with reality. Instead it's an equal part "I can save this" and "we aren't gonna save this but we need people to stay to help with an orderly shutdown", and the Mushroom Treatment (keep them in the dark and feed them bullshit).
That is a clear violation of informed consent. Even if it might lead to better short-term outcomes, over the long-term it leads to degrading trust in doctors. Same with this case. It gives all of us (internal employees, outside devs, businesses, customers) even more reasons to never believe any promise that comes out of the mouth of an Alphabet executive.
What you shouldn’t do is enumerate all of the potential side effects in vivid detail. That’s the WebMD curse. But if someone wants you to look at your work you should look at your work, not blow them off on the phone. That’s just more arrogant asshole behavior, which contributes to White Coat Syndrome.
What are we going to call WCS for mega corps with short attention spans? Because I think we need one.
In their circles it’s called “controlling the message”, “not causing panic”, “simplifying” etc. They often simply do not believe it’s lying
"Working as Intended"
You shouldn't. At best, they are fellow travelers. At worst, they aren't accountable to you, and their incentive structure usually does not drive them to behave ethically towards you.
Execs aren't paid to lead, they are paid to deliver business value. Ethical leadership is often incidental or counterproductive to it.
In this case, the execs were paid to do everything possible to promote and grow the product. And that's what they did.
I thought it was fairly rude and also I thought the execs were simply using careful language. After attending a bunch more TGIFs, I finally realized that nearly every exec had a very specific way of presenting things that sort of made their work sound perfect, even if it was shit. You can see an example in "An Update On Google Reader" or "Advancing our Amazing Bet on Google Fiber", or even this one.
Source: https://twitter.com/GoogleStadia/status/1574790973443522566
But there's a corporate twist here, in that the person saying might have believed it to be true, because some executive also believed it to be true, even though if you take Google as a whole, it was always uncertain.
So I think I'd call this "corporate bullshit", where Google as an entity has low regard for the truth as presented by PR mouthpieces, and is thus a dedicated bullshitter.
What service is better than Stadia at actually running games in the cloud?
From what I saw, the Stadia team was working hard on product improvements and adding new games still. So a careful parsing of the sentence is that the Stadia team was still working towards the goals of expanding the service, as the shutdown decision wasn't made yet or told to the team yet.
I encourage you to consider looking for work at a company which respects you; you’re worth it.
It got out that one of my favorite restaurants was going to lose their lease for new construction, and didn't have plans to relocate. I moved shortly thereafter and never checked up on them. What actually happened is that the construction project got delayed over a year, and the restaurant stayed, but anyone who didn't live in the immediate vicinity didn't hear about that. Any time I told someone it was still open, the response was happy, but complete surprise.
They opened a kind of a cafe with just a fraction of their menu closer to my house, but the location wasn't great (It's worth paying someone to sit around a potential location for hours on multiple days to see what foot traffic is like. If you're across a high traffic street from a high foot traffic area that doesn't mean you'll see foot traffic) and I'm sure by then the rumor of their demise had affected revenue. So bad location and the food wasn't quite as good as at the old location. Probably staff turnover.
That slow avalanche took three years to shutter the company, and they probably would have been fine if they'd managed to stay out of the local paper.
Being caught saying “don’t worry” just damages their brand more. What they really need is to declare some things as sacred cows. But you can’t do that after you’ve already lied using the same phrasing.
It does sound like they're trying to do better, but it was a long time coming and this still isn't good behavior.
The exec communication with the devs is unfortunate, but a separate matter.
But this wasn't really a surprise since this information was given to me from the future [0] and I said exactly was was going to happen and predicted it a year before [1].
Nobody I knew there was willing to understand how all of Wall Street was making fun of them and the valuation attempt.
So yea, the meme-machine will just dismiss it as 'lol it will be cancelled in a year because google'.
But Stadia might be 1 of 1 ..maybe 2 or 3 pay services they've ever cancelled.
> When you inevitably do shut down in a couple of months could you please just release Bluetooth drivers for the controller first? It's a good controller and I'd like to be able to use it.
In other words, people didn't believe them from the get go. Whether it was an outright lie, or a George Constanza-esque "It's not a lie if YOU believe it" message, is pretty irrelevant. Everyone knew or should have known it was BS.
I actually think it's an intentional behavior designed to show investors that they are being studious relative to economic conditions (aka, covering their asses to avoid shareholder suits).
I'm going to bet most of the Stadia team found out at the same time as, or shortly before, everyone else.
However someone at Google let that tweet go out with no intention of fulfilling that promise, that most definitely does constitute lying.
Google doesn't support new products enough to become huge and don't seem to have a cohesive plan to support a range of products in the long term.
I'm probably someone who could have benefited from Stadia but I feel like they never marketed to me in a way that even got me to try it. And the fear that this was just another experiment by Google didn't have me seeking it out on my own especially for the up front costs.
For YouTube I think it would be something like it will slowly turn into CNGooGSNBC and be heavily editorialized where you need to work with an AI assisted nebulous entity for weeks before you can upload content.
There are 2 classes of product that I don't see them shutting down.
1. Those that make lots of money, e.g. search, youtube, maps. Unless that changes of course.
2. Those that are heavily used internally at Google, e.g. gmail, docs, calendar. They are always going to want those as internal tools. I guess they could make them internal only, but how much more work is it to maintain the public version too given it already exists?
Of the two I'd bet on gmail being the dead man walking. They should full circle it and announce on an April 1st
Google's ad money printer masks the rot underneath, Google is literally a meme at this point for shutting down products. No serious business or developer is going to trust them. If governments get serious about ad regulation and damage their cash cow, Google is in trouble
People build monopolies for the perceived benefits but this is the price you must always pay. You're no longer competing in a marketplace of customers, as you've flagged, your managers are now just competing in a marketplace of capital expenditure.
Google has never struggled as a company. Amazon barely survived the dot com bust, Apple almost went bankrupt and even Microsoft had to pivot or become the next IBM after Balmer and missing out on mobile.
Facebook being still founder led and having the advantage of knowing how fleeting social media networks have been in the past, keeps Zuckerburg paranoid.
Google’s ad revenue is covering up a lot of project/program mismanagement.
Having a golden goose that has very little risk of going away can definitely be a curse.
You also can’t block Amazon and Facebook ads.
On the YouTube side, you have TikTok that is becoming more competitive for attention and maybe Twitch (???)
Who gives Google money and what do they give Google money for?
When I was working for B2B companies, our “customers” were the IT department and the companies. Our customers weren’t the end users. We tried our best to make the software easy for the end users. But we marketed to the CxOs and made sure they were happy.
In the case of Amazon Retail. They (we) have to convince the customer to give us money in exchange for goods and services.
Right, and Google needs to convince users to love the products and continue using them, so that ads can be shown, and maybe even despite ads being shown.
I have noticed a strong sentiment against paying for products even here on HN where the average user probably makes quite a bit of money. People would rather block ads than pay for YouTube Premium, for example. It shows me that ads are actually a pretty good business model because if "wealthy" people won't pay for products, less wealthy people definitely won't.
Search for “bicycles” on Google with Ad blockers turned off. How do you like the experience?
It sucking less than all other alternatives is a pretty good reason to like it. There is a lot of vested interest in good search engines and the fact that no competitors, even from behemoths like Microsoft, have been able to do any better shows that it's a hard problem to solve.
I think a lot of people are naturally resistive to change and are stuck in the past when the web was simple and 10 links was all it took. Nowadays, the web is so complex that it's nearly impossible to tell what you want to see off a broad query. In my experience, it guesses very well and the complaints about Search having gotten worse are really complaints about the Internet as a whole having gotten worse. What used to be dedicated websites are now uncrawlable pages on a large company's website (e.g. Twitter, Pinterest, YouTube, Facebook, Amazon, etc). I personally like all of the "onebox" results that don't require me to go elsewhere -- search has become much faster for me in that way.
I actually really don't like Amazon's retail site. It's complex and it's not clear why I see so many repeated identical items as separate listings. One a single listing, I can choose alternative sellers than the default. Is that linking to other listings or is still the same listing? Who knows. It hasn't changed or improved in decades.
Then again, look at the revenue mix of the other companies to see how well they were able to move into new markets
- Apple - phones, tablets, watches, computers, accessories, services, and even the AppleTV+ series have been getting rave reviews.
Apple Arcade even isn’t in any danger of being cancelled.
- Microsoft - Windows, Server software, Azure is a strong second, at least they didn’t cancel XBox and I bet their streaming game service will be around for awhile.
- Amazon (same disclaimer I work at AWS): Amazon retail, AWS, Twitch, advertising, Prime Video, the Alexa devices
- Facebook - FB proper, WhatsApp, Instagram -yes two of those are acquisitions. But how many acquisitions has Google screwed up completely?
And then you have Google.
- YouTube is believed to be barely break even from a profit standpoint
- it was revealed in the Oracle trial how relatively little Android makes in profit . Yes I realize the numbers are old. But what has changed since then? By the time of the trial, Android already had the dominant market share. Google pays Apple a reported $18 billion a year to be the default search engine. That has to be more than Google is making from Android per year.
https://www.bloomberg.com/news/articles/2016-01-21/google-s-...
After all these years, everything that Google has don outside of advertising has been a failure as far as profitability.
Same can be said for Google, right? Google is playing an entirely different game than having paid-for-products but instead funneling products into the money-printing Ads machine.
>But how many acquisitions has Google screwed up completely?
I actually don't know and am very curious, how many? More or less than other similar companies? From my memory it's not many but I could be very wrong. Firebase for example, is alive and strong and rarely gets mentioned.
I don't think every company needs to have the same type of business model. Google became popular because it made really great products that were all free* which increased adoption. Maybe some of them (like say, Search) would have never gotten popular if they had charged for it right away. I'm not convinced there's a single right path.
>it was revealed in the Oracle trial how relatively little Android makes in profit
It makes sense though, right? I don't even know how Android would make money directly (ok, I do know of ways, not sure if that's how it is) but it's a precursor for making money from the Play Store.
Look at the diversity of profitable lines that Amazon, Apple and Microsoft have gone into over the last two decades and compare to the number of failed attempts that Google had at trying to diversify.
I’m sure Oracle was counting Ad revenue coming from Android when calculating profits.
I remember back in the days you could have three or so different image viewers created by Microsoft installed on your machine (Office had its own for example). Then there was MSN Messenger, Windows Messenger, Skype, Skype for business, Lync.
That being said, I think Google far surpassed Microsoft in creating things that get shut down and have been for the last decade at least while Microsoft has improved on that front.
* Gorillas.BAS and Microsoft Flight Simulator aside.
** There's the Dynamics line, which I don't think really counts under 'office' given its complexity.
>But Google should have never been so far behind in Cloud.
I emphatically agree. Google had kick ass infrastructure way before most players and squandered it on internal use only. I think it's one of the biggest blunders in its history and shows the lack of vision in places.
That being said, despite the old wives tale that AWS came about because Amazon decided to sell its excess capacity, AWS was started as a separate initiative with completely different infrastructure when Amazon wanted to enter a separate vertical. It was led by Jassy (not technically from a business development standpoint) - a sales guy who looked at the market and went after a need (I refuse to say by “Working Backwards”). Every initiative that Amazon and AWS has starts with the business case, six pagers, PRFAQ’s etc with product managers and program managers involved. I even had to do a couple to get “funding” to spend time on a couple of features to a popular company sponsored open source solution I wanted to work on.
Being successful in the cloud is all about building relationships, knowing how to meet large organizations where they are, not being stuck on “the one true way”, developing and grooming a network of “partners”, etc. It’s very high touch. Microsoft has been doing that since the 80s and AWS had first mover advantage.
I won’t speak to GCP in particular. But none of the above characteristics is part of Google’s DNA.
Pixel - Google sold less than 1 million Pixels last quarter
https://www.androidpolice.com/google-selling-more-pixels-202...
Apple sells more phones than that in 2 days.
https://www.statista.com/statistics/299153/apple-smartphone-...
Android is not really all that profitable and Google still ends up paying Apple $18 billion+ a year to actually reach mobile consumers with money to spend. The $26 Billion in profit number was over 6 years
https://www.forbes.com/sites/miguelhelft/2016/01/21/oracle-s...
Cloud - GCP isn’t profitable
https://www.computerweekly.com/news/252523200/Google-results...
As far as GSuite, it’s not getting much uptake in the enterprise
https://www.saasgenius.com/blog/why-office-365-is-overtaking...
But my comments have basically been around Google not having strong focus and not successfully and profitably entering new markets.
So, hear me out. What do you think Google would need to pay Apple if Android didn't exist, and everyone? Would it be the same amount as in reality, or would it perhaps be way more? Pretty obviously the latter. So that delta + Play store sales are the economic value of Android.
> The $26 Billion in profit number was over 6 years
That you think a product going from literally nothing to $26 billion in cumulative profit in 6 years would be disappointing is just totally detached from reality. To put this in perspective, in that same time period of 2009-2015 (which I assume your "6 years" means) Amazon made a total of $3 billion in profit.
A better criticism would be that the number is unlikely to be correct, since Oracle would have inflated it as much as humanly possible for the legal case. But that's not the argument you made.
Considering that Apple has most of the affluent users in every market, would it be that much more?
Apple makes more in mobile from Google than google makes from Android more than likely.
> That you think a product going from literally nothing to $26 billion in cumulative profit in 6 years would be disappointing is just totally detached from reality. To put this in perspective, in that same time period of 2009-2015 (which I assume your "6 years" means) Amazon made a total of $3 billion in profit.
Amazon was a low margin retail company and was spending billions on infrastructure. Android already had more market share than iOS by then and was already dominant. How much do you think Apple made on the iPhone during that time period? Has Apple or any other BigTech company had to pay a direct competitor for placement?
> A better criticism would be that the number is unlikely to be correct, since Oracle would have inflated it as much as humanly possible for the legal case. But that's not the argument
That number came from Google in court and wasn’t redacted.
Oh, I'm absolutely sure that's the case. But basically every business on earth is less profitable than the iPhone. Are you saying that every other product is a miserable failure due to that?
Note they're totally different businesses. Apple primarily sells premium hardware, Google primarily licenses an OS to other phone manufacturers.
> Amazon was a low margin retail company and was spending billions on infrastructure.
So? Your argument is that Android is some kind of a product failure because it "only" made $26 billion in profit in its first six years. But what you're ignoring is that that is an absurd level of success. It's 8 times all of Amazon in the timeframe. What Amazon product had that kind of a growth curve from zero, ever? I would bet literally nothing.
If you applied this logic consistently, you should be ripping into Amazon's decades-long failure at creating a hit product. But instead you're making excuses about "low margins".
> Has Apple or any other BigTech company had to pay a direct competitor for placement?
Yes, like all the time? E.g. I'm sure that all of Apple, Amazon and Microsoft have bought ads on Google and YouTube. It's not some kind of indication of business failure on their part [0]; they've determined that those ads have a positive ROI.
[0] Though obviously Amazon's search engine did fail before being killed, like so many other Amazon products.
> That number came from Google in court and wasn’t redacted.
Ok, I'll stand corrected then. But I still have no idea of anyone could argue that's a failure.
Microsoft licenses Windows to other PC manufacturers, the PC market was much smaller than mobile even back then, do you think they only made $26 billion in profit over the time period licensing Windows? In hindsight, “missing mobile” was the best thing that could have happened to Microsoft. If you were a company right now, would you rather be “Android, Inc” or “Windows, Inc”?
> Yes, like all the time? E.g. I'm sure that all of Apple, Amazon and Microsoft have bought ads on Google and YouTube. It's not some kind of indication of business failure on their part [0]; they've determined that those ads have a positive ROI.
Do you think either spends anywhere near the amount?
Windows was at that point a 25 year old business, not one starting from zero. Why in the world would they have the same profit in that time period? Windows absolutely did not make $26 billion in the first 6 years of its life. Does that make Windows a failure?
I have no idea of whether Windows is more profitable than Android right now. You don't either. But both are clearly incredibly successful products.
Again: what product that successful has Amazon ever launched? Just a single example of something that made $26 billion of profit in its first 6 years. Should be easy to find, given Amazon has probably launched thousands of products, many in extremely lucrative high margin areas. And when you fail to name one, maybe consider that your theories on how good Amazon is at creating projects and how bad Google is might not be entirely correct?
> Do you think either spends anywhere near the amount?
Of course not. Why does that matter? Positive ROI is positive ROI.
6 years in the life of Windows , there was nowhere near the number of PCs being sold every year as Android devices.
But I can guarantee you that even from the day that Microsoft license the first version of DOS to IBM that it made more per license sold than Google makes from each Android sold.
> Again: what product that successful has Amazon ever launched?
I see that you refuse to compare Android to its most realistic counterpart - Apple.
The iPod, the iPhone, the iPad and even the Apple Watch (Cook said that Apple Watch revenues exceeded iPod revenue a couple of years ago) were all more successful in the first 6 years.
The entire point is that Google hasn’t been able to diversify at all *profitably”.
Uh, what? Of course the iPhone is more profitable than Android, and I have already said so in this discussion. If you think that a product needs to reach iPhone numbers to count as successful, I really don't know what to say.
But I note that you are indeed incapable of naming a single Amazon product that was as successful as Android, while still maintaining that Android was somehow a commercial disappointment, while Amazon is a success story. You really don't see the disconnect?
With the side effect that anyone that cares about their career is in a position on the org chart somehow related to Azure, and the current teams taking care of Windows UI frameworks seem filled with interns and contractors, without any background on Windows tooling history, and our expectations of what they should deliver.
(obviously there are still exceptions to this, I have lost count on the number of desktop UI frameworks Microsoft has developed in the last 15 years...)
They literally left a city streets in ruins after abandoning one of their products.
https://gizmodo.com/when-google-fiber-abandons-your-city-as-...
Google is not some fly by night startup. But people have learned to treat it like one and not depend on their products.
Them going all in on the 'metaverse' is basically 'microsoft missing mobile'-tier. I'm interested in it and even still I haven't seen a single impressive thing yet. It seems like a worse product than VR second-life. They're trying to sell an MMO to people who don't play games.
The internet is already a 'metaverse', and I think the role of our digital lives will continue to expand with increasing proliferation of consumer electronics, barring a major world war or natural cataclysm. But Meta is just trying to force a paradigm shift and EVERYONE sees right through it.
My bet is that Google is one of the worst places to learn anything, be it product, management or programming. You will only learn how to solve problems the Google way, and that is only applicable at Google.
It's like learning to govern from Xi Jinping. Sure, there probably are some interesting experiences to observe. But few will claim that let's say Norway will be better off implementing China's political system.
Since this is a technical audience, I guess I should clarify that “program management” doesn’t refer to software development
And when you refer to pm-Ing in this way I’m reminded of the guy in San Francisco that did all the management for a huge eve online guild and he didn’t play the game he managed all their affects in a spreadsheet and whatever they were using to chat…. And he was making a boatload of human money a month…
I wonder where he is now…
Engineering leadership is not judged for their acumen in these areas, as they are separate job ladders, and thus to no surprise there is little cultivation of this knowledge or skill.
How does this even happen at any company that isn’t a conglomerate based on acquisitions?
https://www.theverge.com/2021/6/21/22538240/google-chat-allo...
That evolved into a situation where program managers (mostly - programs have a sense of scale right??) exist in most orgs and are critical to keep things aligned. There were (are still?) even internal conferences just for program managers.
The money printing machine obliterates all economic feedback loops.
But you know what is needed : is some whistleblower from within google to tell us how the decisions are made for shutting down services…
And btw I don’t even know what stadia is!
Google, collectively, may be among the best (I'm not hazarding an opinion) at solving technical problems.
I, however, expect good engineers to help with product vision, understanding and addressing customer pain points, and amongst the senior engineers especially, be effective at communication and helping manage upwards to achieve those ends. Somewhere, Google engineers are dropping the ball there, or are so detached from those problems that their abilities in those skills are untested.
Running marathon is way harder than running 100m. Most people are not even capable of doing marathons.
But that doesn't mean that winning 100m is easier than winning a marathon. Might even be the opposite, because of harsh competition.
When you're building products, your goal is not run. Your goal is to win.
About 10 people on planet earth could have come up with Spanner.
I'm just talking about engineering. I'm not talking about building products which get market acceptance, which is a lot more than engineering, and might be your point.
I'm not convinced. I've worked in many industries and many company sizes and I've met smart people everywhere. I think a lot of devs who are busy pumping out CRUD could create these kind of systems if they were in a situation that called for them (hell, it gives you a chance to actually use all that stuff from your CS degree), just as I know for sure that a lot of devs who are busy pumping out CRUD are more than capable of creating a programming language. The bottleneck isn't technical ability, it's being in an environment that will actually pay you to work on that stuff.
Folks like Jeff Dean at Google are really out there. He built a number of systems that very few people were capable of. But you have to be at a certain level to even see it.
> But that doesn't mean that winning 100m is easier than winning a marathon. Might even be the opposite, because of harsh competition.
If we go much, much farther into this analogy, it tells us that for any given agent, one of these races is always going to be much easier than the other one.
If you want to be competitive in marathons at a world level, you need to be East African. If you want to be competitive in 100m sprints, you need to be West African. Which race is easier? That depends who you are.
Not necessarily. FAANGs have an army of product/project/program managers, market researchers, and other analysts and experts to handle product vision, etc. for the engineering team. That's the big advantage of being a megacorporation: they can afford the overhead of having their employees be narrowly focused specialists.
(It's also why one sometimes see people who leave FAANGs stumble when they join a startup; they're used to having all that infrastructure supporting them and have to adjust to an environment where it isn't there.)
Now, I'm not denying they are super smart. But you need a mix of book smart and street smart to be successful. Google seems to only focus on books. They are incredible at solving problems. But they suck at picking which problems to solve.
They can indeed be good at building complex systems.
But when we needed simple systems, they would still build complex systems.
When we needed to ship product, they would still build complex systems.
Twice I had the experience where an ex-Googler would promise to rewrite a piece of software from scratch because it had a bad architecture, only to quit/get fired few months later (obviously the big rewrite was not finished by then).
Which metrics would you use to compare one infrastructure to another? Or one eng practice to another.
For example I heard multiple times that in a lot of projects at Google shipping something can take months (and I'm not even talking about search/ads). Compared to let's say Github, that deploys multiple times a day.
Can someone please explain what Sundar Pichai's big goals as a CEO are? That's a genuine question. He doesn't seem to be solving existing issues related to culture and incentives. And the company hasn't landed any big wins recently. I mostly see increased monetization of products from 10-15 years ago. I know I'm only seeing this from the outside looking in though. There must be a reason why one of the world's biggest companies has him at the helm, but it's not obvious to me what that is.
If you cant understand the incentives to a thing, the incentives were never for you in the first place.
It is definitely hard as hell to develop another business the size of ads alongside it, but it really doesn't seem like there's a clear idea here.
I understand that the market demands infinite growth but internally it feels like horseshit to see the ridiculous numbers and also get told that basically nothing is high priority enough to get funded.
You don't just build stuff for the sake of it. It has to be a better investment than what you currently have, and Google doesn't have anything better than doubling and tripling down on ads.
Or maybe, just maybe, you've just made that up.
And even then I wouldn't place a bet on Waymo producing anything interesting from a revenue perspective for the next couple decades+. And, while I'm sure Google is doing other interesting things with AI--especially from an internal operations perspective--it's not like Google Home is doing anything earthbreaking or that Google search etc. is--from a consumer functionality point of view--particularly differentiated from other major players. And plenty of AI research is happening outside of Google.
It's mindboggling that you can't cast Google Shorts to a Google Chromecast. My hypothesis is that because Chromecast casting is so buggy and unresponsive (compared to Bluetooth), swiping from one Short to another would be such a frustrating experience that they dare not enable it.
Dear God how annoying it is to use. Buggy, laggy, drops randomly ... still can't play videos from my computer in an easy way.
I forgot how bad Chromecast were since I last used it 5 years ago.
Really sad with the state of things.
Dunno why none used a T9 type of letter entering system. All remotes but one had number pads. It is really inconvenient to use "Smart" TVs.
So I went with the spare for a while.
And I remember that it was different back in early Nexus days - they had Miracast, but deliberately ripped it out.
The way for GCP to compete is to give customers (presumably high level customers) some real deep integration into Search/Gmail/YouTube/Ads/Drive/Maps, including data. That would not only be a killer differentiating feature, it would signal to everyone that Google is serious and won't shut this down on you like they did all those other services.
They probably won't do that, but I'm not sure why they really want to run GCP if not. If they're not going to give customers something only Google can give them, I don't see them capturing much more of the market.
Alphabet seems to have been a mistake, too. Instead of shielding their bets they flounder and wither.
Just terrible strategic thinking.
The same goal as most other Fortune 500 companies CEO, to earn as much money as possible for themselves while they are at it.
It is funny I was extremely sceptical but I remember all the hype around Sundar Pichai becoming CEO and how it would improve Google. Repeating something similar to what Satya Nadella did to Microsoft. And it wasn't media / VC or submarine PR article hype, it was real hype on HN, by Silicon Valley fellows. And Google wasn't considered "evil" back then, even though nothing much has changed, only the perception of the public.
Sure, but you don't get a company working in concert or particularly well if all you have is "go make money"
1. Get stock grants 2. Sell it as soon as it vests 3. Apres moi le deluge.
I would say things have changed: directly in google services, they are worse everyday (ads in youtube, useless search engine etc.) and also indirect: they forced their black box in all sites' SEO and also adsales on so many sites that they are slowly ruining the internet for everyone else too.
I find having to quote things more and more, to the point where all or almost all keywords are quoted. Lately, somehow, even that produces results that don't actually include everything that was quoted.
I also wonder why almost no web forums I use are coming up in results at all, despite their robots.txt allowing indexing. Feels like Google is becoming a bit like East Germany...
If Google is so large and so arrogant that they can't even take feedback from internal employees then it's probably game over for them. They certainly aren't listening to developers and power users on forums.
Maybe closer to Varys..?
In other words, people are culture. When a company grows large, the culture regresses to the mean.
I suspect this is pretty universal at large companies. And especially managers seeking to make their way up the hierarchy are always looking to grow the size of their teams.
In practice, I get the impression that the move to Apple Park stopped and maybe somewhat reversed that trend. Areas can be, and mostly are, locked down by sector and floor, but rarely finer grained than that. And maybe that was a subtle design goal to begin with.
There was an "exit only doors" fiasco a year ago, and the man couldn't say either:
* "yes, VPs get special permissions to access the buildings" or
* "that is a security risk and everyone needs to go in through the same lobbies"
He just said "thoughtful" and the VPs lost their exit-only door access for a while until it blew over.
This was such a small, petty thing that I pretty much lost all respect for Sundar over the fact that he couldn't take a stand on it. He absolutely refuses to provide an opinion about anything to the wider group of Googlers. His underlings know that, and they know they can do stupid shit and work against each other without accountability.
At the same time, there were a lot of stories on the internal social network about people walking in behind them, so I kind of get why the policy might have been changed. I would have been one of the people mad about it!
(I posted one of these following-me-in stories once; I unlocked the door and someone pushed me out of the way to go into the office ahead of me, and I didn't see their badge. I tracked down security, they reviewed the tapes, and it turned out to be a legitimate coworker. I shared the story with the angle "this is what you should do if someone follows you in", but I got panned for not doing enough to protect my coworkers. I probably didn't post this, but my takeaway was "if your security depends on me being able to beat someone up that is larger than me, you're already dead". One of the few times the internal social media hive mind turned against me, and it was really really weird.)
There are also now rules about how many badge readers need to be between public and private areas. This turns into a mess in historic buildings that have technically-public stairwells littered throughout. (The Munich campus is particularly bad for this.)
In the NYC office, when I was there, we definitely had to badge in from a lot of stairwells. Also, the bathrooms that weren't completely contained in Google spaces had number pad locks on them.
(I was very annoyed when I worked on a floor that didn't have any dedicated Google-only bathrooms; I asked to have the locks removed just out of principle and was told that "people will wander in from the street and set up camp in there." You had to badge into the building though, so I wondered how true that actually was. I wish for once in my life someone would just tell me the truth instead of making something up to get me to go away. "We don't feel like paying someone to disconnect them, and other tenants in the building will complain if we do." That's totally fair!)
Like, what do people post on it?
That's gotta get axed or Google will stagnate even more than it already is.
Then again, I'm not sure what can come in and usurp its place as a "global-leader-company". Maaaaybe Tesla if every single little thing goes right for them (and that's a stretch)?
Or perhaps, the way things are going lately, a defense company... I hope not.
So they maintain google plus code, but shut down it for general public?
It’s really hard for a CEO who had nothing to do with the current success of the company to have any type of credibility with employees.
Let’s look at the CEOs of the other BigTech companies.
- Apple: Tim Cook had as much to do with the current success of Apple as Jobs did. He worked for Apple from the time it was broke until today.
- Amazon: Jassy (my skip*10 manager) led the AWS division from its “real” founding until he became CEO.
- Facebook - still founder led
- Microsoft - the CEO came in from Azure and had a vision for what the “new MS” should look like - completely different than “Windows Everywhere”
No kind of strategy is ever communicated to employees, just defensive + responsive TGIF responses. Truly bizarre.
Which means there has to actually be a vision. As far as I can tell, the vision at google is just to keep making boatloads of money off AdWords, and not really care about anything else.
You forgot "and spending it on annual chat apps"
Then he was the product lead on the Chrome team. I don't know if it was him who lobbied Page to create Chrome.
What?? Sundar is the CEO. All the buck stops with him. Why are you pretending as if he doesn't have agency? The problem here is his actions and/or lack thereof, not people under him doing stupid things and he's somehow the victim. He gets paid the big bucks to lead.
Just agree with everything and everyone so you're not seen as someone who creates conflict. But then just silently ignore or drop issues you don't want to deal with.
Don't take risks or take responsibility for difficult problems so your reputation is clean of any failures.
Jump on board only the largest and most well supported of company initiatives so you can claim success.
And the thing is, I'm not sure it's the fault of these managers that behave this way. I think it's the result of the promo system adopted by so many tech companies. As long as you have some good things to write about each promo cycle and nobody has anything bad to say about you, you can coast your way up the management chain. And with each promotion comes more money. There is no incentives to take risks as it can only hurt your promo chances and then once you're high enough up the chain, why would you risk the huge comp package? Pichai complained about engineers who "rest and vest" but only because that is exactly the behavior incentivized by the company culture and the absolutely stupid promo process and comp structure.
With leadership like that, it's sure that nothing will ever change.
Basically a lot of people have promoted weak leaders all the way up to premierships and presidencies and have pushed out anyone that could potentially criticize them. The result is this shitshow we're in right now.
https://www.amazon.com/Dictators-Handbook-Behavior-Almost-Po...
Why Elections Do Not Produce Responsive Government
By Christopher H. Achen & Larry M. Bartels
Page 112-113
Scholars who have quoted Key’s colorful phrase have mostly failed to note that he used it derisively. “The Founding Fathers,” he wrote in the final edition of his influential textbook on party politics, “by the provision for midterm elections, built into the constitutional system a procedure whose strange consequences lack explanation in any theory that personifies the electorate as a rational god of vengeance and of reward.”
In the first edition of the same textbook, Key (1942, 628) offered an even clearer dismissal of the rational interpretation of retrospective voting, noting that voters seem to have rewarded and punished incumbents at the polls for good or bad times
Even before it could be said that the national Government could do much of anything to improve their condition…. Yet if the party control of the national Government had little or nothing to do with their fate, how is this behavior to be explained? Is it to be considered as a rational seeking to better one’s status by the ballot or is it merely blindly striking a blow at a scapegoat? To throw out the “ins” probably had about the same effect on economic conditions as evangelical castigation of Satan has on the moral situation. Perhaps the swing against the “ins” can best be described as a displacement of economic resentment on political objects. By this catharsis discontent was dissipated and the peace kept.
https://demodexio.substack.com/p/democracy-for-realists-part...
The laws around medical malpractice don't fix it when doctors screw up, but they make it a lot less likely for the screw-ups to happen, since those laws force doctors to adopt reasonable standards of care.
To me what you are describing is basically regulations. Personal accountability only derives from regulations because there are punishments, in that case it aligns incentives.
Regulations are only one form of personal accountability. Regulations, in theory, create uniformity and transparency. These can be good things. In practice, regulations are often selectively enforced, which leads back to the same situation as in a dictatorship, but with a formalized process of input for the dictator.
I actually disagree with you that malpractice lawsuits are examples of regulation. More often, when something goes wrong and a doctor is involved, there is an argument about whether the doctor was negligent or not. There is no fixed "standard of care" that is written down, only a set of practices that are known throughout the industry. Experts argue about whether negligence occurred or not. There are regulations that the experts can cite in their determination of negligence (some of those rules carry separate penalties too), but you don't need to have broken any rules to commit malpractice. This is a prime example of accountability without regulation.
> Everyone is playing it safe and not risking their high pay checks for the off chance of rocking the boat and landing a moon shot.
Mark has majority of the voting shares of Meta. He could run it into the ground and still could stay in control.
This is what really sunk Eastman Kodak. The popular wisdom about them missing digital isn’t really true. Heck they owned many of the key patents. But everyone was too busy focusing on growing their little fiefdom for the company to use its assets and market position effectively.
I recall one year the CEO announced he was reducing headcount by some number and the next year it had actually gone up.
It seems to mean "there is no easy win for me in this situation, so I am passing the buck to (presumably) a committee of other people who will think about it instead, or perhaps a power-hungry VP who has a vested interest in making it happen."
In retrospect, I realise it was his code phrase for not doing anything at all.
> The only metric that matters to most managers in Google seems to be the size of their teams. The larger a team, the more "successful" a manager will likely to be
sounds like... bullshit jobs? [0]It looks like Google not giving a zit about users is the problem. Deprecating stuff on people's faces. Backwards incompatible updates. They treat everyone as if everyone works at Google - like everyone works in a large organization with ample funding so that they can take time to go through deprecation and backwards-incompatibility hooks.
Grand majority of the public doesnt have any of that. So when something is deprecated on their face out of the blue, its a great 'f you' to them. Their businesses, their very own personas.
So they aren't taking risks building things by relying on Google.
I think this has always been the case for Google. It just so happens that sometimes what Google chooses to do happens to align with what's good for users. But when it doesn't align, a bit like a sociopath, Google doesn't appear to be concerned for the impact on users.
Obviously this applies to the whole automated moderation/banning situation that's been a moderate risk for years.
Sociopaths are good at manipulating people into believing favorable things about them until too late. Google is just... different.
Most user loved or impact making products like YouTube and Android have been acquisitions. I tried setting up Google Analytics for a business and touched it after many years. And the sheer complexity of the documentation and puzzling talk of UA to GA4 migration left me with a sour taste. I instantly switched to setting up plausible.io instead.
Notwithstanding the popularity of their tech ecosystem (because they are coming from Google), it is often painful to use. For all the flak Meta gets, the developer oriented technologies released by them: Thrift, PyTorch are fun to use as compared to Protobuf, Tensorflow.
But as someone who loves small companies taking on giants, it is heartening sign. Hopefully with ineffective leadership and employees focused on activism instead of actually building things, in next five years, un-bundling of Google will happen. Vertically focused players will bleed them by thousand cuts.
That, also it feels like it replicates the college environments like MIT, where projects get funded by the university, large enterprises or the state (especially defense), so when a project gets 'deprecated' its generally due to the project funders wanting it. Since these are the end users, there is absolutely no problem in it - the end user wants it deprecated anyway. As far as I know, Google was born literally from such a state-funded project in MIT. This likely makes Google environment somewhat like a postdoc extension of that environment.
But this attitude is totally destructive when facing end users: Small businesses, individuals, artists, freelancers, NGOs, municipialities - practically ENTIRE rest of the world do not have the large funding and time that Google has inside and outside Google.
They can't risk their businesses getting broken every other year, less every 6 months, because some people at Google thing that v2 is something is 'better' even if its incompatible with v1 of the earlier product, breaking everyone's sites, apps, whatever and expecting them to spend the money and time they don't have to jump through those upgrade hooks.
Worst, are 'deprecations'. They are literal 'f*k you's to end users. Even if some service is deprecated with 3 months' of warning, the small business or individual won't have the time or energy to salvage everything and move it to somewhere else. It will cost a lot to them, and it will affect their income and livelihoods.
So people just avoid Google. Build on or use the most reliable organization that does not literally sh*t on their users whenever they feel like it.
> I tried setting up Google Analytics for a business and touched it after many years. And the sheer complexity of the documentation and puzzling talk of UA to GA4 migration left me with a sour taste.
Good example. How complicated analytics have become shows just how little Google understands its users and how little it is able to accommodate them. Yes, there is 'great engineering' behind a lot of the stuff, but the complexit, ugprade hoops, backwards-incompatible updates and outright deprecations literally kill any benefit.
In the case of analytics, all that complication is not really worth wasting time (and therefore money) for upgrading. The products came to a point of looking like phd thesis projects more than anything intended for the end users - you have to spend considerable time even as a technical person to learn the system to be able to even use it at an entry level.
I also have analytics on all my sites. I will probably replace it with something else when the upgrade time comes. No way in hell I want to go through another upgrade hoop in 2-3 years and spend all that precious effort and time for doing that.
This is very common. Every large company I worked with is like that.
This is how I feel about promos at my company and it's ~1/10th the size of Google. It feels like something that occurs at all tech companies. When times are good promos get handed out like candy.
Good old Parkinson’s law strikes again.
These companies become victims of their own successes and eventually become hollow money machines that are preyed upon by professional executives. The culture dies and all the good people leave except a small cadre of highly paid early employees who have worked on core services for decades.
Google's problems are so pervasive and famous because they don't care. Why fix hiring? That requires effort and time for a questionable payoff. Why fix promotions? Same problem. Why fix customer service? That's just a cost. Why enforce stable APIs that are well documented for cloud services? Not my problem. At the end of the day, a small core of people will keep ads going and everyone else will decorate their resumes for their next jobs.
The Steam Deck is an incredible device. And Alyx is one of the truly great games made for VR (which they pioneered generally). It might not be much but I'm not writing off Valve entirely.
Now if they do Half Life 3 - that’ll be a mainstream blockbuster, but they won’t, as they’re not the company that can pull that off anymore.
I agree with you on VR though, that's very nice atm.
For example if you want to play Batman Arkham Asylum, you need to go into desktop mode, download a different Proton version then go back to the console mode, switch the used Proton version and then you can play. There's a whole bunch of other games where you have to tweak settings, maybe use the CLI to tweak things. And then add on top of that of managing settings to get optimal FPS and battery life.
That's a lot to throw at kids or non-technical people. It's quite a different experience than a Switch where you just download it and it works at optimal for the device resolution/fps.
I'd happily place a bet today on there being a family of Steam Deck devices forming a material part of the PC games industry in 5 years or earlier. Much of the implementation such as the store experience is already leagues ahead of the garbage Nintendo get away with on the Switch.
When they inevitably release a second one with an OLED display and more performance and battery life, its going to be massively compelling. Sure we can all point to failures like the Steam Boxes, but from those failures came Proton which has been directly responsible for the Deck concept working so successfully.
On the other hand, I know that a bunch of people are unhappy that the Steam Controller has been discontinued. Secondhand prices are through the roof.
I've never used the original Steam Controller and I still think the dual analog stick setup is better for some games but having the trackpads is good for many others.
The 5200 joystick didn't self-center, though. The only centering force was from the rubber boot. This ended up being advantageous in a game like missile command, but is widely seen as the Achilles heel of the controller.
Really? I never use mine - guess I'll have to look at selling it!
> https://www.forbes.com/sites/erikkain/2012/07/26/windows-8-i...
Obviously none of that came to pass, we are two more Windows releases on and much has changed since. It is serendipitous the tech built is so great for delivering a portable experience - I think Valve's actions and words demonstrate it to be far more committed to the Deck than prior efforts, I don't see this as hedging bets. And why wouldn't they? At this stage they appear to have a hit product on their hands.
In 2022, Microsoft and Valve have strategic partnerships too, which certainly wasn't the case in 2012:
> https://www.theverge.com/2019/5/30/18645250/microsoft-xbox-g...
> https://www.theverge.com/2022/2/26/22952086/valve-microsoft-...
> https://www.theverge.com/2021/6/25/22550103/microsoft-new-wi...
I'm not sure what the impetus was for the Steam Deck. I could see it as a hedge against anticipated future, dwindling laptop sales. I could also see it as an attempt to expand into the same space that the Switch occupies. After all, with the exodus of Sony from portable gaming, Nintendo's only competition is cell phones.
AMD finally delivered a chip that can make the dream of desktop-ish performance in a handheld work. That simply wasn’t all that possible until very recently.
they may not really be in the AAA game business as much but I'm not sure that's a bad thing
No company could ever pull off Half Life 3. This game is hyped to death before it's even announced and everyone would come in with sky-high expectations. To make matters worse, everyone would expect that game to be something different and it would be impossible to make even just half of the players happy. There's no point in creating a Half Life 3, it's a guaranteed disappointment.
First, Half-Life Alyx, from the technical standpoint, is a more complex project than a regular AAA fps due to the sheer amount of innovation that was required to make it work. They also developed their own VR set alongside it.
Second, measuring a company's capabilities by how popular their products are is not fair, imo. Activision, Ubisoft and the like have been churning out "blockbusters" for years at this point, essentially packaging the same game under a new title. Are they really more capable than Valve, which has released an innovative product in a completely new field?
Third, the reason Valve does not release HL3 (and this is me speculating) is not because they are unable to "pull it off" - technically, they are, they just did it with Alyx. The real issue is that the amount of hype generated behind the title is so immense almost anything they make would be underwhelming. Their decision to venture into VR complicated matters even further. VR, still being niche, would essentially make the game inaccessible to most of the fans. With valve having developed their own set, it would have looked like an intentional rip-off.
[0] Earthbound inspired platformers about how it’s okay to feel sad sometimes
They have less to fear about "professional executives" worming their way in because Valve is not a publicly traded company, unlike the other examples you mentioned. It's private, Gabe Newell calls the shots at the end of the day. There's no real avenue for people to buy their way onto a board of directors and exert influence on the company from on high, or oust its historic leadership. Valve's pretty well protected from that. But it can't protect itself from sloth induced by a lack of competition.
Does it just become a bozo filled public-company at that point, chasing quarterly numbers? I think it's the biggest risk to Valve, speaking as a customer who loves their products/services today.
I would not at all be surprised to see it end in a Microsoft acquisition or joint venture of some kind, given their current appetites.
This is absolutely what will happen.
Who knows, this could be how the Machine God is made.
Passing to “people you really trust” is not an ideal foundation for an entity which has the potential to exist for many decades.
Being private, we also don't really know how much of Valve Gabe actually owns - there may be other sizeable stakeholders with a say too.
Ah, this is what Valve is working on...
This fact reminds me of the resource curse.
But it's difficult to set up a business when your baseline is "Google Ads".
I thought they have it with Cloud. I'm still puzzled how it went wrong.
gcp has a lot of business continuity guarantees.
still, I don't recommend them. because google acts like a dangerous savant at this point.
People at companies like this are only provoked to action by what affects company revenue, whether increasing it or preventing loss. And hardly anything can be demonstrated to have direct effect on revenue. (Certainly, unhappy users don't, as Microsoft was first to discover.)
... you do realize that goes for 99% of people posting here? In my biased experience in consulting for ~4 years, the distribution is more like 80/10/10 for AWS/GCP/Azure.
If you look at stadia, they built the cool streaming platform, but failed to actually sell it.
$15 x 6 million players is good money but it's peanuts to something like Google. I wouldn't be surprised if Google spent that much just on Stadia itself in some years.
I've long struggled to find a way of expressing this sentiment in a few words, but this approaches perfect. Thank you!
I'd say he's trying not to be remembered as the "Steve Ballmer" of Google. You know - that second-run CEO who drove the company into the ground while keeping the wall street numbers looking good. Cuz that's exactly where he's heading right now.
I think he knows he needs to fundamentally change the culture of the company. He's been making public statements as such. He knows it's a problem that Googlers have been treated as unicorn snowflakes with free massages and all the gourmet food they can complain about, with zero accountability for getting anything done. And despite this obvious rot, most of the world (like everybody here who dreams of a google job) still reveres Google as an idyllic place to work. Which makes it all the harder for the company to admit to itself that anything is wrong.
Cultural change is really hard. And it's not at all clear that he's got what it takes to do it successfully. Googlers are so pampered that any attempt to push them out of their comfort zone is going to get serious pushback. I say this as a former googler. There was a hilarious post on HN not long ago which I can't find where a googler said something to the effect of "no way in hell my manager is gonna make me work."
The entire company is built around solving HARD problems, not USEFUL problems. Obviously they've pulled off a lot of truly amazing things, but that difference is pretty important when your company's entire revenue stream is still coming from key insights made in the late 1990s. To me it's clear they need to change their promotion criteria, which solidifies this and drives so much of people's energy and bad patterns. But the arrogance built into the culture of "solving the world's hardest problems" means that any changes there are likely to insult the fragile egos of all those snowflakes and cause them to go on strike or make the good ones just leave.
Google can't VC new projects with a 50 billion to play with in excess/above line revenue to fund them a year?
How does google not have self driving car revenue? They should have highway driving (as in trucks on superhighways) solved 10 years ago and been rolling in money.
How does google not have a competitive IaaS offering? How does google not have THREE competitive IaaS offerings? Buy one or two, and have them compete against each other internally and externally.
Why doesn't google have a competitive Desktop OS based on some combination of Linux / Android / Chrome and Macbook pro level hardware?
Their AI products are all dystopian.
ChatsChatsChatsChatsChatsChats.
Why didn't they buy Java/Sun. Stupid. Why don't they buy Keybase? Actually don't then the servers will be shut down.
Silicon Valley is too woke? Start new branches.
What is the biggest recent success of Google? Chrome. Why not repeat that a dozen times over? Take important Open Source software, and make it good, and don't make it utterly dystopian until 10 years later. Linux Desktop? Open Office? WINE? Steam clone on Linux?
You know, why not have a hardware division that can deliver? For IoT, Google Glasses, an actual decent phone, self driving sensors.
Be good at software. Be good at hardware.
What a clown show.
As a user, and customer of some Google services, I don't care about that. They should give a pink unicorn to each Googler if they want to. These are not relevant to me, as the user.
What I care about is the stuff that I am using not getting deprecated on my face because some mba thinks that it is not making enough gobs of cash and they should shut it down and do something else that will make more gobs of cash.
Cherishing and building up user trust. That's what is missing from Google. And that's not the engineers' fault.
I'm supposed to dream of a Google job? Man I've been messing up.
I think CEOs are there to simply not screw anything up.
In other words, they were picked so that there wasn't someone else there who would screw up more.
They are supposed to be quiet, run of the mill, go with the flow kinds of people. This is the implicit requirement. The explicit one is, "just keep the overall revenue growth stable".
There is no requirement about "solving existing issues" because that's not part of "the bottom line" or even to land any "big wins" because growth is already "good enough" and it's better to maintain it, than risk it and lose everything.
Why this profile for CEOs?
These days, everything is amplified and the smallest mistake can mean big trouble. Top leaders are already magnets for attention due to their role, and if they start to make noise about anything even minor, it will be bad attention.
If the business is already good, "let's not screw anything up".
That's what I'm thinking. I feel that this applies to Pichai, Cook, Nadella and others like them [1]
The danger could be that the companies may become complacent and get disrupted eventually. But perhaps that is something they watch out for (maybe another part of the JD) – and they buy out any competitors that get too haughty, as needed.
[1] Zuckerberg is an outlier because look, he's still a founder CEO unlike the others, and that's because, no matter what you think of him (or even if he's a robot ;) ), he has a terrific track record in decision making. So he's there and allowed to make decisions, even high risk ones, such as the whole Metaverse invention or the stuff about culling headcount "who shouldn't be here". Though he's also doing those decisions due to privacy regulations which seems to affect the stable growth mentioned above.
I could be wrong, but I don't think anyone outside Facebook has much respect for Zuck in terms of decisionmaking for products or anything else in particular. This may look different to a Facebook employee, of course.
Investing in Stadia is 100 times better than Google using that money to buy back stocks and making day traders rich.
The just ended it because it didn't scale.
There's certain problem spaces that are just different if you have different amounts of money and dedication behind them. Working for AWS is likely much different than working for Linode, even aside from the culture of each company. Longer runways, better access to cutting-edge tech, a pre-existing global-scale infrastructure pattern... Even working on a failed project can be an interesting experience sometimes.
Projects contantly being half-assed and rug pulled aren't good for users or the developers being bounced around between them.
The way it is now, I have to be very cautious investing my time or money (even just time really) in any Google service because I'm worried it might be canceled at any time if it isn't Search, Gmail, or Maps. Will my Google Photos albums suddenly disappear one day because they decided it's not the #1 in its field? (Luckily, I don't use Photos as my main photo storage, only a way to share with others.)
'Success hides all problems', but exactly what real problems does Google have making money?
Nobody would mind if Google just printed money with ads. That is what the trade desk basically does (TTD), and it's a comparatively very small company. Google could be the most profitable company per employee in history if it wanted to, and it wouldn't lose anything from its core money-making functions. Instead, Google wanted to build a grand technology empire.
If you're going to act like a rockstar, when the lights come on, you better be dancing up on the stage. The lights are turning on right now, and I don't think anyone sees anyone dancing.
Fighting a growing wave of calls from all political sides to regulate Alphabet and Google in the US, and paying an endless stack of compliance fines to the EU who already regulate Google and Alphabet.
People get wise to this dynamic and just start selling dreams. Everyone can buy into the dream of the next Billion dollar product, it's harder to get buy-in to just grind out a measly 50% YoY growth.
His primary job is to keep the FTC at bay.
https://retailwire.com/discussion/google-rethinks-employee-r...
He may not even be wrong, the biggest risk to google is some regulator getting unhappy so playing it safe makes sense.
[1]https://www.vox.com/2016/6/1/11830654/google-ceo-sundar-pich...
YoY only.
Tim Cook seems to be heading the same way, trashing the quality of almost everything Apple has achieved for the sake of financial results.
What's embarrassing is that they keep trying other random things.
Give the money back to the shareholders and let them invest in new founders. Small team success is great for the world but impossible to care about at a Google scale.
There is no failure here, it's working exactly the way they planned it to.
Google sells attention. Anything else it does is flim flam to support that.
I never go there for search and I can’t think of another tool of theirs I use…
--
Same on gmail early invite... and totally same on *IF* i trust protonmail... which is HQ Swiss... and if you know anything about swiss history, they are not to be trusted. (this may piss ppl off, but its true) -- however, I do trust (currently) protonmail.
but yes, we need to avoid being naive to "technically arrogant"
What Google does now is just not rev the version in any repo paths. This is true of several projects that previously had versions included in the path. Now all versioning is handled separately.
No other company in the world has workloads that match Google's. So there are two options. You can spend a shitload of money making GCP actually work for the ridiculous needs of google3 applications and then actually get everybody to use GCP rather that using borg directly or you can not spend that money building all the infrastructure to do things that borg already does and has zero external customers.
Turns out the latter is attractive.
Motorola is interesting, but considering it was less than a year in Google and more focussed on hardware development probably also not fully integrated and one could argue whether Google acquired it only for the patents they kept when selling to Lenovo.
John Hanke in contrast built Maps and related things after being acquired and only after a few years moved to build Niantic, where at least Ingress was developed fully inside Google (but apparently not fully in Google stack, but so that they could transition to Google Cloud)
But yeah, good examples!
They bought it, stripped out the things they wanted to keep, then spun it back out.
There was talk about the need to "land" rather than just launch but it never got baked into the promo process (or if it did, it certainly didn't appear that way to people below VP level...). My understanding is it's still that way.
It's even public: https://buildyourfuture.withgoogle.com/programs/grad
I was around during the pivot to "landings" - which didn't actually make many practical differences. For the most part people simply redefined "landing" to "releasing a product"... which was also the definition of "launching" :)
It wasn't just Larry & Sergey either - early Google was filled with people like Craig Silverstein, Amit Patel, Paul Buchheit, Eric Veach, Matt Cutts, Peter Norvig, Hal Varian, et al who all thought deeply about just what the human consequences of a given social policy would be. Things like Google's promo & interview system were very well-designed for a company of 2000 people.
IMHO, the problem is that all of those folks ended up richer than you could imagine, which gave them the option of not putting up with the people that came after them. When the company grows from 2000 to 20,000 (which is what it was when I joined in 2009), 90+% of the people were not when it was 2000, i.e. you are outvoted 9 to 1 by ordinary people who don't think very much about incentives. If you're filthy rich, it's much easier to just jet off to some private island and let the tricky problem of incentives become somebody else's problem than it is to stick around and explain to tens of thousands of people why systems are the way they and modify them to fit the company's new reality.
Anyway, good insight, appreciate it. They both always seemed like smart dudes with a blindspot. Maybe it wasn't such after all.
The thing with x amount of products failing is true. Doesn't matter if you're an indie hacker or Google. It's been shown by giant after giant releasing products and them failing. Doesn't matter what industry they're in either. That's why so many corporations just buy new products lines. They get a product that is in demand.
That's why it made sense for Adobe to buy Figma. Building a competitor would have been probably rather expensive and risky. Where instead they just buy it and have the product and the market share.
why Amazon has been buying products like Ring and the robot hover. They're in demand and Amazon just needs to put some cash behind it and it's going to generate tons more cash.
If you're wanting to build the next big thing, you've got to try building lots of things until one catches off.
MS shut down products all the time.
And Apple? They are very good at hiding their failures.
(said about twitter, but fits here)
Google shutting down consumer products hurts Google Cloud in many developer's minds. Doesn't help that Google Cloud itself just as frivolously deprecates products or APIs that people build their businesses on. And customer support is equally terrible across the company
Killing consumer products, and quite possibly launching products that flop in the first place, or their failure to make their consumer products appealing over time, really rubs off on Google Cloud though, you have to keep repeating to yourself that Google rarely kills its Enterprise offerings
Edit: not to say anything about Workspace, you can be essentially shut down for nothing. But there's a wider problem of major email providers behaving like a cartel in basically only accepting email from one another.
several other examples as well, but the worst thing they do is very frequent breaking API changes which force companies to do maintenance work to adjust to Google
Or companies pull back on Internet advertising.
The unknown unknown is the creation of a new advertising method. I doubt that any newspaper in 1990 thought that this thing called the Internet was going to all but destroy their ad business within twenty years.
Google's ad product, however, is truly horrendous and exists only because it's perceived as "too big to fail".
It's possible that purchasing a Google ad still provides higher ROI than alternative options, but I'd certainly not bet on that remaining true in 5-10 years. Google's empire is built on a foundation of sand and the fact that the company seems incapable of launching new, lasting, innovative products should have its leaders and investors quaking in their boots.
definitely no innovation in that side of the business
Google experiments constantly and shuts down bad experiments.
Experiments that probably aren't going anywhere for a long time:
1. Gmail
2. Maps (acquisition, but did not have a web interface and was not remotely popular prior)
3. Android (literally bought before the first launched devices)
4. Play Store
5. Cloud
6. Google Pay / Wallet
Most of these businesses are larger than most public companies in the world...
Google will likely continue to experiment. People should think of Google's new products as startups - because that's exactly how Google thinks of them.
Enterprises don't want to rely on some startup like Snowflake when their 1-2 years old.
Google does a very good job of distancing the Google and Android brands from things like Stadia.
All of us on here know Google owned Stadia. We're also all smart enough to know that we can keep using Gmail & YouTube without worrying about Google shutting them down.
Acquisitions happen all the time and later get turned down when they don't flourish. Many stories get posted often with negative sentiment right here on HN.
2004
> 2. Maps
2005
> 3. Android
2008
> 4. Play Store
Elementary component of the Android business, but well: also 2008
> 5. Cloud
2008 (also)
> 6. Google Pay / Wallet
A requirement for Play Store, but relaunch as general payment solution: 2011
Now the current year is 2022. And yes, they did improvements here and there and in cloud launched more services, but anything big new, with a chance of survival?
Google Photos is an amazing product, it has an amazing offering and works extremely well. It's also extremely popular and integral to the Android ecosystem. I'd absolutely bet of it not being shutdown in the next 5 years, yes.
Sure, Google hasn't done anything.
2008
Since Google Wallet launched in 2011, they added a physical card, replaced that card with Android Pay, dropped NFC and limited it to Android Pay, merged Google Wallet and Android Pay into Google Pay, launched Tez in India and then rebranded that to Google Pay (which was an entirely different app than the first Google Pay), then rebranded the first Google Pay as Google Wallet, while people in India still use their Google Pay app.
I think. I still can't make sense of it.
Imagine being a store/vendor and trying to make sense of which app your POS supports while just trying to run your business, what an absolute nightmare.
https://en.m.wikipedia.org/wiki/Google_Pay_Send
https://en.m.wikipedia.org/wiki/Google_Wallet
https://en.m.wikipedia.org/wiki/Google_Pay_(mobile_app)
https://www.androidpolice.com/google-pay-becomes-google-wall...
The initial Google Wallet launch irked the card networks because they presented their own proxy card rather than a card that clearly advertised the card issuer and the network. (Oh boy do they care a lot about branding…)
I assume they dropped NFC initially because it was done with the first generation tech that was very insecure and simply transmitted card numbers in the clear. Today’s contactless tech is all EMV based, and also needs to depend on a Secure Enclave chip to be blessed by PCI; that might explain why they cut off support for a number of devices. This happened around the time Apple Pay came into the scene.
The rebranding and all that though, well, that’s Google.
Almost everyone I knew used Google Wallet, which was pretty nice, until they shut down the cards at which time it became utterly useless since you could only use it in the Play store. That's one reason I've never used Android Pay or Google Pay or whatever it is now. Too unreliable.
A lot of us switched to Simple for awhile, but then that went defunct too.
So now we're all back to "Are you on Venmo or Paypal or Square Cash now?" whenever we want to transfer money. And sometimes just paper checks, because ancient as that is, it's still the most reliable (as long as both people have bank accounts). Most of us now have regular credit cards for payment, which are also more reliable than any app.
some XVII century stuff right here... it's wire transfers by bank account and phone number all the way basically everywhere east of the atlantic ocean
That is a total strawman. I think most people know Google has done other successful products, especially Gmail and Android.
> Enterprises don't want to rely on some startup like Snowflake when their 1-2 years old.
Actually, I think the opposite may be true. A startup like Snowflake has one business, and they are all focused on that business. They will go through hell and highwater to make that business successful. I think the biggest risk with a company like Snowflake is not folks worried that they'll fold, but worried that they'll get acquired and their "goodness" sucked out (see Figma).
With Google, though, basically nearly everything besides ads is an afterthought. Nobody trusts them anymore to keep things around. Which has the ironic effect of making some of their "experiments" invalid, because if all potential customers know it's an experiment that may get killed at the whim of whomever got promoted, they'll be less likely to try it in the first place.
I'm not a Google hater. I'm a big fan of GCP, and also a big fan of Firebase. I do get nervous, though, when I see some simple, straightforward problems that languish for literally years because apparently they're not "sexy" enough to fix. Case in point, Firebase Auth (an Auth as a Service platform) still only supports SMS as a second factor for login, despite the fact that Google itself recommends against using SMS as a second factor. People have been complaining about this for literally years, yet it's crickets from Google/Firebase teams.
I don't even think that search is very successful. Pagerank was successful, and was also pretty quickly made obsolete. They still own search because their competitors died as they replaced the verb "search" with their brand, and then created a browser to funnel people into search. Search is only important because of ads. And buying Youtube after failing with Google Video, in order to show more ads. So it all boils down to buying Doubleclick, building a browser, and buying a popular video site for me. Android is certainly key in this too, but its key was somewhat in funneling people into Google's ads, but mostly preventing Apple or some FOSS upstart from getting between users and Google's ads.
Google was successful at being a significantly better search engine for a very short time. It took the money it made and bought the largest ad company. Then it vertically integrated the entire industry from OS to final purchase (with varying degrees of success) to funnel people into its ads.
The only skill that Google has is taking advantage of and creating monopoly positions, not technology.
edit: Oddly, I think that their greatest success might have been to covertly corrupt Firefox. Without that, Chrome might have ended up a largely USA-locked thing like the iPhone is. Although releasing a brutally locked down and closed mobile OS masquerading as an FOSS upstart is a close second.
>literally bought
Is it Google's doing then?
No no, please don't restructure, wreck the company, that's fine.
Or more realistically, the worst offenders are not going anywhere and Google is going to be okay (Search, Maps, Play, Ads, Analytics, Fonts, Chrome, YouTube, ReCAPTCHA…).
Stadia, I don't care either way.
Sure, they launched Stadia and then went somewhere else before it failed. So the strategy works at least in the first transition. But wouldn't this become a barrier to further growth, when people can see that they have been leading failed projects?
Could they actually do that? Or more importantly, could the average user - not someone next door to the datacenter - get that kind of performance?
Internet performance in Europe has improved dramatically over the past year and a half. Average fixed line download speeds have increased by more than half (+51.9 percent), from 68 Megabits per second (Mbps) in March 2020 to 103.3 Mbps in June 2021.
they put themselves in a position where they were stuck acting like a psudo-console-platform thing needing to get developers to support thier platform
on the whole I feel like they were to focused on potential vs. offering something desirable right away
Getting the technology done even better means that Chromebooks and Androids (or even the browser) could be heavyweight gaming machines -- and thereby increasing those audiences.
As those audiences grow (and they're already big), having better hardware streamlined into Stadia means they immediately have insane distribution power. If you consider mobile gaming dominance in Asia, and the ability to release triple-A games immediately to a billion devices worldwide, that creates huge leverage over iOS.
Then as you said, GCP. I think someone with an idea and roadmap was there, but FAANG incentive programs don't reward people focused on the long game.
Harrison is still the lead of Stadia.
Anyways, Google I think has been trying to maintain a semblance of its early culture of innovation so as to attract talent/applicants, to not cause too much internal turmoil, and to make investors think it is still an "innovation" company. Also, because growth comes with bloat and bureaucracy, so may as well have that bloat come up with new products.
Google will never be fixed internally to be its former self or a company centered on innovation because that's just not how monopolies work... Maybe once they capsize (which hopefully they do because monopolies are toxic and anti-competitive), they can once again become an innovator, like with Apple's early capsizing which led to them bringing Steve Jobs back.
apparently the product manager was Phill Harrison. He's been active in games for a few decades, so I'm not sure if this is just a pivoting move to focus the product or his exit strategy. Time will tell.
What ecosystem is Stadia in? They couldn’t brand it right and veil it through YouTube or Google Play? You’d never shut down YouTube or Google Play, you’d just let that, you know, that “Google Play Live (Stadia)” feature quietly enter maintenance mode.
Apple won’t shut down Apple News. They’d never announce it. It’s just some product that’s interweaved into iOS. If it ain’t a hit, it quietly fades.
Google+, weave that shit in with Gchat. But no, no, it’s … yeah, it’s its own special thing. Special things get their own very special shut down.
I’m not wise like that, but if you want to try stuff to see what sticks, lay low and quietly try things. That way you can quietly cut it short if necessary.
If you enter loud, you exit loud. And if you don’t exit loud, people remember you left quietly and laugh that you entered loud.
But all of that has been masked by the fact that he's been aggressively pushing the ad team to keep increasing the revenue each quarter - and he's been "successful" in that.
But all of that is killing the company both directly (too many damn ads in Google products these days), as well as indirectly (not having a good vision for all of the other products, destroying the "don't be evil culture" that make Google great and beloved, and so on).
Of course by the time this is obvious to Google's board, Pichai will already be a billionaire himself if he isn't already, so who cares what happens afterward, right?
I suspect that starting a new project inside google is comfortable enough that the thirst to grow and show a profit is muted. Also, I bet, the politics between departments makes it hard to do what's need to succeed.
Google should consider extracting companies into their own entities rather than closing them. Or creating an incubator where they keep a big percentage of the company and let the companies grow or die as the market dictates.
Google's primary job should be to provide resources to scale up business models that are working like they did with YouTube.
Same story in every company I've worked in. It's like the time horizon only goes as far as the next quarter.
>I mean we could wait till September 24 too
Not bad missed the estimate by 5 days.
If you look at the discussions about the shutdown rumor, hardly believed PR. I was on the defensive side and my argument was that spreading this rumor was basically a free point.
This was exactly 2 months ago (July 29th).
"When you inevitably do shut down in a couple of months could you please just release Bluetooth drivers for the controller first? It's a good controller and I'd like to be able to use it." - https://twitter.com/josh_ross/status/1553465786634604544
I don't even want to call it pairing because the way you pair the controller to your game session is to enter in a 5 button combination that is displayed on your TV.
Stadia shutting down means they're out of a job or moving internally to another project.
A driver being released from an abandoned project comes with no warranty
> It's not hard to predict the Google future. Yet another rebranding of whatever chat product will come soon enough also.
If you say, both to the public and to the team, that you might shut down but you're not sure yet, that's as good as shutting down. And if there are rumors about shutting down, because it's close to happening, then you may have to address it. And you may believe that the only chance you have of not shutting down is to tell everyone that you aren't shutting down.
From my experiences, most people are doing what they think is right. We should take more time understanding why people think what they are doing is right, even when we may perceive the action as immoral or wrong.
Morals matter even when they are inconvenient.
One of their discussion was on how much commitment was crucial in the game dev world. Devs on all sides (platform, libraries, actual game) would put their skin in the game and gamble time and money but also personal energy to make something successful, and there was an expectation that all participant would stick together even as the future gets bleaker (what comes to my mind is Nintendo supporting and pushing the Wii U for a while, even as it was a clear failure, or Sony keeping the Vita alive as much as they could)
Your reputation as a platform maker gets a serious hit if you're ready to quit the minute your forecast gets dark, and game devs never really forget this kind of things, unlike other more opportunistic ecosystems.
I kinda hope the Stadia team could move on outside of Google to a more fitting company..
So this does make a lot of sense. Huge time commitment for deliverables + ultra specialist roles and expertise = the important industry people have long memories.
And that upper management (VP/director/etc.) probably finally made the decision to shut it down just a couple of weeks ago or even less.
So while ironic... it's highly unlikely Google was lying, as multiple people here are suggesting. Nobody knows for sure that a product/team will be shut down until it actually is. Not even upper management knows until they see the newest numbers.
Having had some experience at large companies, many teams' whole existence is on the line every ~3 months as the product manager presents updates to the VP and associates, and then waits a week to find out later if the team a) gets new employees / higher budget, b) gets no new employees and no increased budget, or c) gets cancelled so start looking for an internal transfer.
Just another data point on why people rightfully think PR posts like this are BS.
Also, there's this tidbit:
> Harrison says Google sees opportunities to apply Stadia’s technology to other parts of Google, like YouTube, Google Play, and its AR efforts, and the company also plans to “make it available to our industry partners, which aligns with where we see the future of gaming headed,” he wrote.
I assumed they'd do a pivot towards offering it as a service for game publishers to build on, something like GCS just for game streaming. I wonder when we'll see an announcement for that.
Well… it was a little rude to make a prediction like that, but it was based on research and past history. It was just way too big a risk.
I wonder if it’s a bit self fulfilling at this point: timid users lead to poor adoption which leads to cancellations which leads to timid users?
After seeing so many big companies promise things and only screw those over along the course of last couple of decades, this is of no surprise to me
With that said, the way they're handling this shutdown gives me LESS hesitancy re: consumer entertainment purchases. Granting full, automatic refunds is the vest way this can be handled, period.
Now, developer services are another story... Winding down a service that I rely on (rather than just being entertained by) would cause me more work, on their schedule.
But still, I have slightly more trust that they'll handle similar things well in the future.
I got to play Cyberpunk 2077 on Stadia when that was the best and most reliable way to play that game. Now I'm getting a full refund. I should have bought more games!
Google killing products left and right is bad enough, this amount of lying is just unbearable. Google's lack of object permanence is probably the reason people didn't sign up for Stadia in the first place.
https://twitter.com/sfbtom/status/1575558078367690752?s=21&t...
https://twitter.com/burgerbecky/status/1575585277594066945?s...
Unfortunately Google didn’t even have the courtesy to tell all of the developers about it, and some just got the news that their games set to launch in the next few days were, on stadia at least, already dead.
At this point, unless it’s ads, you’re looking at the world through rose tinted lenses if think there isn’t at least a chance Google is about to kill almost of its products.
Developers didn't onboard because they were afraid it would get shut down. It got shut down because no one onboarded.
Nobody wants to go to Walmart in VR and artificially grocery shop. That's a dystopian misery. But Facebook is happy to try!
Their counterparts at places like VRchat meanwhile realized that just making a sandbox environment for people to do whatever they wanted is far more enticing to users. Valve meanwhile is happy to chug along and putter out critically acclaimed games to go with their own bespoke hardware releases
I'm not even sure that Google has shut down more products than an equivalently sized company. But it's certainly shut those products down in such a way that it's generated far more backlash and ill will than anyone else.
Just brainstorming, but perhaps a large company, when launching a new product, could establish some kind of dedicated trust to provide credible assurances that e.g. the product would be supported for at least 10 years.
There are a few problems to Google's way of doing things, having witnessed it from the inside. In no particular order:
1) Google tends to be over-optimistic and under-skeptical when it comes to new products. This is largely driven by organizational dynamics: Google's corporate structure encourages fiefdoms that come up with the Next Big Thing(tm) - everyone involved is encouraged to be wildly over-optimistic about their products, and there is not a countering skepticism from upper management to impose the right amount of discipline re: these wild-eyed claims of TAM, growth, etc. The net effect is that Google launches products that aren't sufficiently baked, with vastly overestimated initial growth. This creates disappointment as the products bounce off the market and do not get anywhere near the (completely fictional) projections.
2) Google's go-to-market strategy tends to be under-baked as well. This is related to point #1 - heavily over-optimistic projections causes Google to accept woefully substandard GTM plans. Stadia launched with an incredibly poor lineup and burned a lot of the initial goodwill and press which stalled any kind of momentum they could've gotten.
3) Google organizationally isn't set up to reward individuals that turn around troubled products. Promotions heavily favor new product, not fixing existing broken product, especially once the product has lost executive favor. This causes team death spirals - failing products experience intense team attrition that further hampers any kind of turnaround plan.
4) Google has comparatively high executive turnover vs. similar companies. This results in rapidly shifting high-level strategy. Products and projects fall in/out of favor so quickly it causes whiplash. Other companies (see: Nvidia, Sony, MS, Apple) seem to be able to identify product areas of strategic importance to the company, executing against it, and having the executive support to continue resourcing these projects even if they initially fail/disappoint (see: Apple Maps, PSVR). Google constitutionally does not have this ability - they talk a lot about multi-year investments in strategic areas but in reality their commitments are fickle.
Other systems I'm aware of mostly piggyback on some other platform so your "ownership" extends to local usage also (like how Nvidia's system works with your Steam library), or are just Netflix-esque subscriptions that give you access to the available library as long as you're subscribed (like PlayStation Now, well, whatever it's now called under Plus, and Game Pass streaming).
Neither of those models has the same type of concern over losing your purchases. Google's track record is obviously a factor too, but the business model is as well.
Slow-roll invite-only launch to establish a core user base, work out the bugs, show staying power, and build from there. Exactly what Google did in 2004 with Gmail.
Unfortunately I don’t think Stadia fits that description well; you need to build hardware, network PoPs, license games, etc.
Maybe there is a private-beta approach that really iterates, initially uses off-the-shelf hardware, only launches in one state, has limited games, etc. but it’s hard to make a splash like that.
I think if Stadia had just been better (so everyone using it was raving about it) the Google reputation might not have mattered.
It just ended up not being a game-changer economically, people still want to buy consoles etc.
The model of thin-client gaming might win long-term but it’s just not a clear winner yet.
Hardware is literally scaled by customer demand, and was one of the reasons gmail went with the invite only launch.
Network PoPs are less an issue when you are already piggybacking off of Goog / GCP infrastructure, and you can mitigate the remaining costs by per country launches. And they did exactly that. It's still not supported in Hawaii. https://support.google.com/stadia/answer/9338852?hl=en
> I think if Stadia had just been better (so everyone using it was raving about it) the Google reputation might not have mattered.
Stadia was too late to market, in a field where content is rare enough relative to the number of competitors to have bargaining power. And they have no vertical integration to lean on. Nvidia has GPUs in house, MS/Sony/Nintendo have game devs in house for exclusives. Amazon _might_ be able to parley Twitch into a profitable Luna, but its a long shot.
Hardware manufacturing is, but design is most certainly not. It takes as much work to design a controller that you build one of as it does a controller you build a million of.
Obviously less viable for the set-top boxes, but still a valid strategy if you can do it.
They do have a client-side console/controller, and to be fair I had to look up why they did their own (https://en.wikipedia.org/wiki/Google_Stadia#Hardware).
> While Stadia can use any HID-class USB controller, Google developed its own controller which connects via Wi-Fi directly to the Google data center in which the game is running, to reduce input latency.[8] Google is also exploring further ways to reduce latency, using an idea called "negative latency" which involves prediction of user input through various means so that any apparent network lag between controller and game response is minimized.[12] During its GDC 2019 keynote reveal, Google confirmed that the controller would also feature Google Assistant, which will automatically search YouTube for relevant, helpful videos related to the game they are currently playing at the touch of a key.[13]
I don't think any of Google's manufacturing capex is recoupable here; it's specific to making that thing, and if you don't want to make any more of that thing it's trash. (I'm not a hardware guru though, so that's not a statement made with high certainty. There might be bits that are reusable.)
That's… kind of the problem? They have a reputation for abandoning products after making a huge splash. The only way around it is to stop looking for big splashes and start building products slowly instead. Pixel phones were notoriously only available in selected countries. Google Fibre is even more limited.
A coworker and I were chatting about it, what happens if/when Apple drops and Mx SoC in the AppleTV? There are the obvious apps, you create a camera add on and add FaceTime to the living room. Things like that but you also have a very serious machine that can go head to head with PS5 and Xbox, legitimately. I wouldn't be shocked if something like that were to happen.
It does mean any further support is non-existent. With PaaS and SaaS, this implicit contract between buyer and seller no longer holds.
There's typically a fight, though.
AWS has shut down I believe only one service in its entire existence (SDB). And only when they had a viable alternative (DynamoDB) and helped their biggest users make the move.
I can't recall any Apple service that has been shut down without an alternative. They've certainly cancelled hardware programs, but that doesn't break your existing hardware. And they give plenty of warning for iOs phase outs. They pissed some people off by dropping support for old apps, but only after most of the big ones had been converted.
And Microsoft is the king of long term support. How long did they keep supporting DOS in Windows? Or 32 bit programs. Or Windows 2000!
I can think of an esoteric one that no one misses: Ping (their music-based social media network)
The fear with Stadia wasn't that Google may just shut it down, it's that it could have been very successful, with millions of happy users, and Google still would have shut it down. That's what separates Google from other companies.
Now, it's a perfectly valid point that Stadia is a consumer service, like Drive - but in a thread where there are discussions about developer services (GCP, for instance), making the distinction is important.
The distinction is meaningless in that case because GCP hasn't sunset any services either.
Weeps in Google Play Music and Hangouts.
I feel like there's a whole generation of people who are now in senior decision-making roles who are still bitter about Reader. Killing that product, specifically, is likely costing billions per year in GCP revenue.
The difference is Google shuts down services people actually like and use simply because they aren't profitable enough
Silverlight may have a replacement, but that doesn't help the devs who sunk their time developing with it. Same for people writing extensions for and debugging compatibility with Edge.
It feels like you have a double standard at play here, and are giving both Microsoft and Amazon a free pass on their abattoirs of dead products by various excuses, and totally ignoring that those same excuses would apply to Google's.
> AWS has shut down I believe only one service in its entire existence (SDB).
Sure, but that's comparing a different branch of the company. Stadia is a consumer product, not a paid developer product. On the consumer side, Amazon has discontinued plenty of things (as every large corporation has):
According to this article[1], Amazon has canceled Haven, Amazon Spark, Amazon Restaurants, Amazon Storywriter, Amazon popup stores, Dash buttons, Amazon Tap, Instant Pickup, Amazon Tickets, Whole Foods 365, Amazon Fresh's Local Market Seller, Quidsi, Endless.com, MyHabit.com, Amazon Webstore, Amazon Destinations, Amazon Local, Amazon Wallet, Amazon Local, Fire Phone, Amazon WebPay, Amazon Askville, Amazon PayPhrase, and Amazon Auction.
Relevant to this thread, Amazon Games is technically still around, but they canceled Nova, Intensity, Breakaway, Crucible, and the Lord of the Rings MMO. Many top executives have left.
[1]: https://www.businessinsider.com/amazon-products-services-fai...
So they don't exactly have a spotless record.
And then there's any era of Apple and their habit of removing consumer choice and forcing customers more into their closed ecosystem.
Can you provide some examples? The years of supports for things like Carbon are hard to reconcile with that claim.
Not sure if it counts, but dropping 32-bit support on macOS may be counted.
To show great confidence in it and address the elephants in the room as directly and clearly as possible.
I think the main issue here is that the perception of Google being fickle and uncommitted means it's harder for third parties to want to commit resources to. Strong signaling from Google on long term commitments has to be made, but I think that Stadia is in a bit of a pickle because of its nature.
With a console, I assume there are some general timelines developers get on how long the console is going to be around, so it's a lot easier to develop a strategy for working with it because you know off the bat you likely have at least N years, your projects will take Y years, thus you understand how many projects you can put onto it before the console obsoletes.
With Stadia though, since it was just PC games and Android games being streamed, there are two ways you can try to understand it:
- It never obsoletes as Google just upgrades the hardware and OS to keep new fresh games coming in
- It obsoletes as soon as it's too costly for Google to refresh the hardware and they decide to cut their losses
My guess is a lot of people thought it would be the latter and just didn't want to invest time into it. I'm not sure how the process for getting a game on Stadia was, but based on a quick look at some articles, seems that Google was struggling with this aspect even as late as 2022 [0] with trying to help make the process more convenient and faster. That's 3 years into the platform already and they were still teaching developers how to get their games onto Stadia efficiently, and I have to imagine Google was already looking at the numbers for the datacenter costs and going "welp".
So how could Google have really changed it? My take is have this convenience and strategy for the porting from Day 1. I did not use Stadia or really follow it (just not interested in Cloud gaming in general), but looking at this article and the history of articles on porting games to Stadia, seems that it wasn't an attractive process from the beginning, for an already iffy platform for developers, with the looming fear that Stadia would not make the numbers to keep Google's interest.
Combine that with Players already unhappy with not actually owning a lot of their games and distrusting Stadia, I guess it seems like Google just couldn't quite sweeten the pot enough to convince them to pay full physical game price for a game they didn't really own and ran the risk of being removed due to obsolescence (a perception on players part perhaps, but this is again a communication issue for Google)
[0] - https://www.forbes.com/sites/krisholt/2022/03/15/google-stad...
On one hand, the distribution power makes it extremely easy for new products to get lots and lots of users really quickly. On the other hand, it can give a false sense of security when it comes to product-market fit.
The only real solution I can think of is deliberately launching new products without the Google branding and without relying on the built-in distribution channels, working towards product market fit the hard way, and only after that should they consider taking advantage of Google's distribution power to accelerate growth.
Note that Google Cloud Services lose money. "Google Cloud is now approaching a $16 billion annual revenue run rate, but Google's ad business is likely to subsidize it for the foreseeable future."[1] AWS makes money in that business, but Google does not.
So, don't depend on Google Cloud for anything critical. Only a few months ago, Google was saying they were not going to shut down Stadia. So, any PR statement about Cloud not shutting down can't be believed. Stadia, after all, was a cloud service.
And that was easy because we did not commit to any GCP exclusive services (because they tend to shut down all thr time). On AWS we prefer using things like DynamoDB and that further locks us into AWS.
GCP is a joke.
I’m confident AWS will exist in a decade, I’m not confident GCP will. I would never recommend a dependency on a Google service, especially not one that matters where there’s potentially millions of dollars on the line.
Google is starting with a handicap, in that they have a very strong reputation for killing products that don't meet unknown high standard of performance/revenue. I mean, the term "Google Graveyard" is popular, although I prefer Killed By Google[0]. To counter that handicap for GCP, they need something that stands out as much as Amazon's initial claim, and I haven't seen it. It seems clear that Google isn't running their own infrastructure on GCP. If anything, the hope seems to be that they've spent so much money on GCP, surely they wouldn't shut it down after all of that?
But of course, the bright sparks at Google are aware of the Sunk Cost Fallacy as well as anyone else, so... yeah. I have trouble trusting it.
I think even more important than the scalability, it implies AWS isn't going away as long as Amazon is in business.
> You can pretty accurately model what they will and won't do with this one unusual insight that they're a business... But "It's a Google product" is a weak signal about whether it's going to get killed, and there are many stronger signals. Let me know when they kill Ads and Cloud.
* 2018: -4.3B USD
* 2019: -4.6B USD
* 2020: -5.6B USD
* 2021: -3.1B USD
(https://www.theregister.com/2022/02/02/alphabet_q4_2021/)
I realize Google is making a bet on the long term of cloud, but... it's continuing to bleed money making that investment. Meanwhile, AWS is also seeing large growth numbers while remaining very profitable.
So, while I get the "investment for the long term" angle that Google is pitching for GCP, how long will they decide to continue making that investment while they lose money on it, chasing a profitable AWS
GCP is basically number four globally in cloud - with Alibaba being number three
This tells me it won't last much longer...Google can't afford to spend all that money to be number four
Yes, but also the market is much bigger now, and the cloud isn't something abstract people need to be convinced about. It's the de facto standard now.
> GCP is basically number four globally in cloud - with Alibaba being number three
Alibaba is niche in that few people outside of Asia would use it. It's still an enormous market, but GCP/AWS/Azure and Alibaba don't compete for the same workloads in the majority of cases. So there's plenty of place under the sun for GCP, if Google want it. Them killing it would be b2b suicide.
TAC (traffic acquisition costs) have exploded over this time frame. If you subtract TAC from Services revenue, the growth is merely good. Cloud revenue also seems a lot less sensitive to the recent economic downtown so far, but we'll really know after Q3.
The operating losses for Cloud are also shrinking quickly. Building data centers should be capex, but I'm guessing they count R&D as opex, which makes the losses higher now even though it will pay off later like an investment. They could probably start to have operating income any time in the next 3 years.
My opinion was "yeah, cool, but I just don't see it". It was very annoying when these coworkers judged me, thinking I am simply too stupid to realize how amazing this is...
Not that the economy really cares about wasteful consumption now of course, but there might be natural influences that may eventually force it to care about it.
We also never really explored what cloud-native games actually mean. Like what could we do with cloud games that we couldn't on a console? What does it mean to the compute budgets, to asset streaming, to multiplayer between cloud instances, if we could more efficiently use gpu resources if multiple players use the same gpu to play the same game, can we make multiplayer games in the cloud that are impossible any other way? etc. It feels like no game developer thought about what cloud gaming actually could mean, this could be a very exciting space in a few decades from now.
I think Stadia wasn't really a product developed by remotely competent people, they did so many mistakes that it feels like almost anybody could've told them. There even were detailed early reviews of the many issues with the platform, but they never addressed any of them. Its like they burned money it was weird.
Tying it to an expensive, mediocre controller instead of "runs on anything with a modern browser" was especially confusing to me, it seemed so incredibly foolish.
I seriously thought about it but ended up scoring an Xbox and game pass and my main reason was I have to buy the games at full price for Stadia and google will deffo shut it down sooner rather than later so too risky.
Game pass is amazing for someone who isn’t a hardcore call of duty type gamer! I’ve been away from gaming since playing tiger woods on the OG Xbox so being able to play so many different types of games is awesome.
I like forza horizons!
Even if some people are kind of used to this happening, stating it more obviously might have a negative effect just as well.
And then if you need to and don't want to refund, just keep the service limping along for 5 more years.
If the terms Google had were "we'll sell licenses for your games, but if we shoot down then you have to accept those users as native users", then uses would have been insured against shut-down. I can't see how those terms are worse than if Google were a retailer of those games?
A lot of AAA games are freemium with IAP, surely the acquisition is Cannondale enough that game companies would go for such a deal?
I suppose there wasn't enough upside for Google as people still bought Stadia without any such promise.
But they failed to adequately engage devs or their customers' desires in the first place, so such an arrangement would have been a comparatively impossible licensing and product goal for them.
But developers aren't getting their time back.
It's that endurance in the platform that has me coming back. I have faith that Valve as a company is in it for the long haul to act as a game store platform and honor my digital purchases. It's allowed me to put several thousand dollars into them.
However, on the flip side, there are also a good amount of games on Steam that are totally DRM free and Valve wouldn't have to do anything for those games in the event they shut down.
Maybe, just maybe they would release DRM-free Valve games, but that is as far as I could imagine they would go.
The hardware itself was cheap anyways – like $50 for a Chromecast + controller (and even cheaper with deals and bundles), and you can still use both after the service shuts down. It was the $60-80 per game that was the deal breaker.
When I buy pretty much any Microsoft product, I can go on their lifecycle policy page and see a date, often five to ten years out, when they commit to continue supporting/securing the product through. If I get more than that, great, but there's a commitment Microsoft is held to up front.
Google cannot make that commitment because Google cannot commit to anything. But it's a large enough company it could afford to do it and eat the cost when it was a bad call. The reason they won't is because Google doesn't view customers as people or partners they need to value.
But when I got the hardware I tried signing up and realized that apparently I had signed up for the Stadia free trial 6 months earlier. I vaguely remember trying for literally a few minutes on my laptop. This means that the $100 of promotional hardware they sent me is completely useless for its intended purpose.
It's genuinely sad that some manager or team went to all the trouble of getting the budget for this hardware promotion, but couldn't or didn't reset the free trial for the Google accounts of the recipients. But it might be a clear sign of the general level of competence with which the entire Stadia project was executed.
On the bright side, the Chromecast is still quite useful, although I'm not personally using it and haven't found someone to give mine to. Last I checked there wasn't any way to use the Stadia controller for anything, but I wouldn't be surprised if people could figure out how to "jailbreak" it and make it useful.
I got the same deal you did and use my Stadia controller with ROMs on my laptop when traveling. Works great. Excellent controller, too.
The wireless interface is actually WiFi and some form of Bluetooth and not easily jailbroken last time I checked.
I had a secondary Google account for app publishing, and I was able to switch to that and start another trial there. Not that this information is really any use to you now!
For what it's worth, my experience was pretty bad. Had tons of lag spikes on my 50/5 down/up internet.
I'm not a hardcore gamer and have a pretty weak desktop by gaming standards. If this was setup like an all-you-can-eat subscription, or an al-carte rental, I would have jumped on it in a heartbeat, and if it went away, oh well, I got what I paid for.
But the fact that that you had to "purchase" individual games made it a complete non-starter for me. If I purchase something, I want to actually own it, forever, not have temporary access to it at the whim of the publisher/service. I don't trust any online service to stay active indefinitely, and Google doubly so.
https://www.reddit.com/r/Stadia/comments/ceuy4w/comment/eu56...
(That said, props to them for refunding folks.)
1. we're committed to supporting this for years to come
2. you can download your game metadata (saved games)
LOL, what are people supposed to do with their game metadata now that Stadia is being shut down? Look at it in a hex editor?
Take your full price refund and rebuy the game at half price.
If you don't have the hardware for it, it's much cheaper now than it was three years ago, or you could use geforce now.
This was a doomed business model because it blurred subscription and purchase. If it was subscription, there should have been no purchases (hardware or software) necessary. There are millions of people - myself included - who would pay for a subscription game service. Stadia was not that service.
That's not the "Netflix for games" that it needed to be and stadia pro's limited selection was nowhere near adequate either. As a result, they set themselves up with the most unappealing business model possible for consumers.
I assume at this point that the license for the one game I bought was only good for Stadia, and I'm being refunded for it. That's good, cause Far Cry 5 got boring fast.
But it could have been different. They could have got $10M in revenue, then most users would have moved to competing platforms, while still playing previously purchased games on Stadia. This could have left them with a choice between $1M/year running costs to keep the lights on vs. $10M to purchase goodwill that is only worth $1M.
The goodwill is worth far more than $1M because it affects Google's entire reputation.
They already have a reputation of shutting things down.
How many people will look at this, and start considering whether or not they should move off GCP?
How many people will not sign up for their next big new product because of things like this? Which will ironically be likely for that product failing and being shut down (like Stadia).
It's a vicious cycle, and Google is going to have a hard time breaking it.
They deserved to fail on that point alone. Either promise refunds or promise none; either way you're signaling a form of confidence in your product and making the expectations clear to your users.
Refusing to answer on that point made it clear where their confidence was and how weasely they felt they needed to be to sell their product.
This would have given enthusiasts a lot less to hate about Stadia. It would have given customers a lot more confidence in the long-term viability of their purchases. It would have highlighted the flexibility offered by Google's streaming platform without making putting up with its drawbacks a requirement to enjoy your games. A player could start out only streaming their games, then upgrade to a real PC down the road to get an even better gameplay experience out of their existing library.
For many enthusiasts, the product Google actually launched felt like an existential threat to their hobby. They feared games could go streaming exclusive. Publishers could use it as a form of extra draconian DRM, or start designing their games around the limitations of streaming. As a result this turned many of the biggest gaming enthusiasts, the people casual players will often ask for advice on what to buy, into ant-Stadia evangelists.
Nvidia already has a product like that called Geforce Now. Instead of having it's own store it integrates with Steam and GOG.
There's still the problem that is a hypothetical customer wants to game enough to pay for Stadia but doesn't have the funds for a gaming PC... why don't they just buy the $300 dollar Xbox Series S?
https://twitter.com/taodong/status/1141603862740008960 (thread)
Canonical saying Flutter is the future of Ubuntu desktop apps is something too, but I'm not sure how much it's caught on since when it was announced in July 2020.
You lose that with OSS projects because you eventually end up with people screaming down your door and the visibility that brings. Also being assigned to work on these projects internally is career death. Both of these problems happened to Google Cloud's Terraform provider at some point and it was a headache for the company and the community.
Luckily Terraform adoption is out of Google's hands. They're just forced to play ball. OTOH, Google could easily kill off Flutter via other means.
If google drops support for flutter, the next design update by ios or android would kill it.
Projects that make it big from within Google need to find shelter from this perception by moving into community driven project governance, for better or worse.
Are there any major projects besides flutter built on dart? The fear is not that dart is hard to use, it's that it would not be maintained if flutter was not a mainstream success.
Seems to be enough buzz around it that I wouldn't be super worried.
For sure, anything that I could say along the lines of "we're not shutting Flutter down" might be taken as having overtones of the Baghdad Bob meme. And indeed, why should you trust my word?
The reason you should feel confident to use Flutter is because it's strongly in our business interest to invest in it. Over 600,000 apps in the Play Store alone are already written using Flutter, to say nothing of the countless apps for iOS, Windows, macOS, Linux and web. The list includes big brands like Alibaba, BMW, eBay, and SHEIN. Neither Google as a whole, nor Android in particular would be better off if Flutter didn't continue to flourish.
Aside from that, there are thousands of engineers at Google who use Dart and Flutter internally to build a wide variety of apps. There are many millions of lines of code written that power everything from Ads to our internal CRM system. Google wouldn't be better off if we had to throw all that code away and start over.
Lastly, Flutter is very successful. It has a developer base of several million, is growing quickly, and developers tell us it makes them more productive (https://medium.com/flutter/does-flutter-boost-developer-prod...). Happy developers are a prerequisite for a wide variety of other Google APIs and services, so we have a vested interest in continuing that.
Even if it weren't for Google, there are more contributors to Flutter from outside Google than there are Flutter team employees. Those contributors include big companies like Samsung, Canonical and Sony, as well as prolific individual developers like @a14n (https://github.com/a14n).
We're working hard on lots of fun new stuff right now, including a rewrite of our graphics rendering engine. If you haven't seen it, check out https://wonderous.app, which is using the new engine on iOS. We think it shows the potential of Flutter well!
How is Flutter funded? It was said a few years ago the budget came from internal projects like ads, fuchsia, pay, and stadia, does stadia being killed effect the Flutter budget? There was an implication at that time that if they all died or left Flutter then it would be killed via budget cuts, is that true? Why is Flutter not being adopted by Google for more outward facing apps? Is it seen internally as at risk of abandonment?
"600,000 apps in the Play Store alone", how many of these are commercial vs hobby projects, does Google really care about these if enterprise adoption is minimal? Delving into game dev when iOS is not polished seemed like a decision made because there was a need to show potential value via expansion upward in the org, I was concerned this was a hail mary when announced, and with Stadia now gone the timing seems more suspect.
"It has a developer base of several million", how many of these are again hobby users, how many use it weekly / monthly? Flutter has a large DevRel push, how many of these projects / users are students who just spin it up once and hit star on GH when asked and never touch it again? Your team was asked approximately this question by a MSFT employee looking at publishing info on cross platform framework adoption vs native and could not get a straight answer I was told.
Multiple Flutter related posts by agencies and evangelists point to a google trends page or GH stars saying Flutter is blowing up in popularity compared to other frameworks, but when you start looking at core packages searched for and starred for each framework the Flutter trend reverses, is this because the words Flutter and Dart are too common and in actuality the popularity is not what is being projected in trends? Is this because DevRels directly ask people to star the core project? I ask Flutter GDE's these questions and they come off like they can't be trusted to be honest on these topics for fear of losing status. I have also heard a certain outspoken Flutter GDE mention on stream other frameworks have much larger communities, how can this jive with these purported trends?
It seems as though the community size and growth of Flutter is projected to be greater than it is, that's subjectively how it feels as a dev as well I will note as someone who is using packages / repos, and that is worrisome. I worry that the first time we hear solid numbers will be in a blog post about the Flutter project ending with an explanation that low enterprise adoption and direct or indirect revenue could not support the scale of this ambitious a project. It would be great to hear some hard facts that give people confidence in adoption and that Flutter has long term backing higher in the company. If this is not the case, honesty would be nice as well.
@a14n seems to have tailed off on his work on Flutter quite a bit, which worries me if he is the core example of users who would pick this up in an OSS abandonment situation. Even now it feels as though if major OSS package maintainers like Remi Rousselet walked away the community would be hit hard. I can't imagine the project continuing without Google, especially with Dart needing the same treatment if Flutter was killed. Dart issues with notes saying the team lacks bandwidth exist now, I just can't see it working even with some other companies interested, Flutter/Dart need full enterprise backing at this stage.
"which is using the new engine on iOS" - An aside... I downloaded the app, it seems pretty smooth, not sure the FPS but I saw minimal jank which is great. BUT, it still has the biggest complaint I hear about Flutter apps on iOS, feel. On iOS is does not feel native, the scrolling and gestures feel off. This is part of what I was referring to regarding ignoring polish on iOS in favor of expansion earlier, iOS still feels second class on Flutter. I have watched a friend delete a flutter app from their phone right after installing with the reasoning "I hate when apps feel like that, it's so obnoxious", these people exist, they feel Flutter apps are second class, this sentiment will 100% drive away enterprise adoption imho. Even recently a user on the flutterdev subreddit said they were leaving Flutter behind just do to this persistent user feedback.
My final thought is the same as my first, be more transparent, show the community with tangible honest numbers and backing Flutter is not in jeopardy, otherwise the track record (and imho vague mushy pumped up stats) makes it appear it is.
Modulo a few minor redactions, this is the entire document. I don't know of many other projects of our scale that has shared something like this. It's reasonable to have divergent opinions on whether we're successful or popular, or what that means about our developer base. But I hope you'll see that we're trying to be pretty transparent about what we're focused on. We're just trying to build something valuable and useful, and that benefits Google as well as the broader community.
I don't give a fuck about flutter, but the link to the strategy document and the generic nod to transparency came across quite poorly as a response.
I guess he can't get a straight answer either. I would have loved to see a thoughtful reply.
Strategy:
> We primarily build for external-to-Google users, but Google adoption of Flutter remains of great value to us, as it helps us “pay our bills”
So grow or die as Google adoption is heading in a negative direction now and you are racing to grow enough to offset no one new eating the dog food?
> our primary strategic objective is the growth of monthly active users
> On the other hand, even a mediocre SDK will have a healthy and flourishing ecosystem if it is used by the plurality of developers.
Don't create something people love and use internally then share it with the world with mostly permanent internal funding, but instead get enough external buy-in that Google keeps it alive via inertia? My questions above were very much about this, does Flutter have that inertia in hard numbers or are you racing a clock now that internal buy-in is seemingly diminishing? Based on this you must have a MAU target, how far off is it, could you share even a percentage? If you don't hit it will the project be axed right away or is there a runway?
> Other characteristics (runtime performance, memory usage, etc.) will earn the respect of a developer: important, for sure. But developer experience will earn love.
This is only true until they realize the devils bargain you are mentioning above, I was complaining about expansion via game dev over polishing iOS in my previous post, this seems to be the planned strategy, which is very disheartening.
> In 2022 we will make good on this promise, and further raise our quality on web and desktop. We believe Flutter's growth will increasingly come from web and desktop: ecosystems that each have many millions of developers.
> Yet the web developer market is huge (10m+) and Flutter offers something distinctive for this audience
In a world where polish is not priority I think Flutter best fits on desktop, kudos there...web for flutter is very niche as noted, I guess if expansion is all that's important that's cool, but I would take iOS polish over web any day, I just don't see business apps using Flutter for web, it really only makes sense to me for apps that would be looking toward canvas, etc. anyway.
Roadmap:
> We will update the Material library to support Material 3.
iOS once again super low priority :(
> We plan to continue to evolve the language at a deliberately slow but steady pace.
This is how churn will happen, you have buy in from many people and they are clamoring for improvements, custom linting, sick of codegen, better inference, faster analysis in large repos, etc., but this is lower priority than gaming and material design updates.
> In 2021 we resolved a number of issues around jank ... As a result, we have been rewriting our graphics backend. In 2022
Out of everything I read only this last piece on jank felt like something I need as a current Flutter developer on mobile; thank you.
I have felt for a while the developer experience was too focused on easy entry / getting started and not professional work, this seemingly is the goal. The r/FlutterDev thread on the stadia shutdown has lots of users saying "Flutter is not Stadia", but it sounds like it is. Flutter is not an OSS framework like React that is supported by Meta because they use it heavily, this is a product, you need customers, Flutter has targets that can be missed just like Stadia. This is extremely worrisome. The same MSFT employee who asked you about MAU mentioned the large DevRel spend on Flutter vs the zero spend on the main competitor. I thought at the time this was to push more people toward Android first multi-platform (I would say the competitor is iOS first), turns out that was a misread. This also explains why MAU numbers are not shared, that's not a nice metric of an OSS community like other OSS frameworks have, that is a business metric.
Unless there is more hard number / metric / goal transparency I don't think you can really say there is no reason to be worried.
> your team needs to be more transparent.
Unfortunately most of the lack of transparency is not under the Flutter team's control, but I'll see what I can do.
> How is Flutter funded?
A number of companies (Google, Bytedance, and Canonical are three that I know have publicly stated so; there are others but it's up to them to make such statements) employ people to work on Flutter. Hardware costs (CI, source control, bug database, etc) are paid for by Google and Microsoft.
These companies don't typically share more detailed information about how they account for this funding or how much they pay exactly; it's considered proprietary, and often there are legal implications to making detailed statements about this kind of thing.
> It was said a few years ago the budget came from internal projects like ads, fuchsia, pay, and stadia
(I'm assuming you are referring to Google's portion of the funding.) That's not really how Google accounts for things internally. Broadly speaking, the more usage (internal and external) that a product gets, and the more revenue can be assigned to a product, the more Google is likely to fund it. In the case of Flutter, Google is apparently quite happy and has been increasing funding over time as a result, as have other companies (as you can tell by looking at the number of people employed to work on it).
> does stadia being killed effect the Flutter budget?
No, that's not how things work at Google. (I assume you mean Google's investment in Flutter when you say "Flutter budget". Flutter itself, as an open source project, doesn't have a budget currently. Maybe one day we'll have a foundation but right now the additional management overhead doesn't seem worth it.)
> There was an implication at that time that if they all died or left Flutter then it would be killed via budget cuts, is that true?
I think when there were far fewer apps using Flutter, and fewer other companies using and contributing to Flutter, that if Google had stopped using it internally, after a while, it would have become difficult to justify continued investment (since in that scenario, very few people are using it at all, so what's in it for Google? Google isn't a charity). However, at this point Flutter is used a great deal outside Google, as Tim discusses in his comment above, and even if Google itself were to stop using it (which seems highly unlikely) there would still be plenty of justification to continue funding it as a developer product (many of Google's APIs and developer products aren't used internally at all).
That said, this is not intended to be a forward-looking statement (https://en.wikipedia.org/wiki/Forward-looking_statement). If you want to ask Google about its future funding plans I suspect the best place to do so is a stockholders conference call.
> Why is Flutter not being adopted by Google for more outward facing apps?
With some exceptions that involve negotiations with the relevant teams, Google doesn't generally talk about what technologies it uses for its own applications. Tim listed quite a few apps whose teams have agreed to publicly state they use Flutter, though. I'm not sure what else to tell you. It's not like Google is making new apps all the time, and rewriting an app in Flutter only makes sense if the app's team benefits from the rewrite in some way.
> Is it seen internally as at risk of abandonment?
No. (But then, why would you take my word for it.)
> "600,000 apps in the Play Store alone", how many of these are commercial vs hobby projects
I don't think this is an axis along which apps are categorized, so I've no idea how to answer that. (What is a "hobby project"? Does it count as commercial if someone charges for their hobby?)
> does Google really care about these if enterprise adoption is minimal?
Yes? We care about all apps.
> Delving into game dev when iOS is not polished seemed like a decision made because there was a need to show potential value via expansion upward in the org, I was concerned this was a hail mary when announced, and with Stadia now gone the timing seems more suspect.
I'm not sure what you're suggesting here. Our work on iOS is entirely orthogonal to the work on the Casual Games Toolkit, it's not like the people who worked on one could work on the other. The Casual Games Toolkit is intended to help people who are interested in writing games with Flutter but don't know where to start; we regularly do surveys of our developer base and this was an area that people indicated an interest in. I'm not really sure what the supposed link to Stadia would even be. Work on iOS continues, and we have significantly grown the team there in the past year.
> "It has a developer base of several million", how many of these are again hobby users
We occasionally post the data from our quarterly surveys to our blog on Medium, the latest post I could find that separates the data by "what is your primary purpose" was the Q3 2021 survey's report and it had this graph: https://miro.medium.com/max/1400/0*_GNHkk5TLOI7wQYc
Looks like it's <50% are "hobby" users and the number is shrinking. That said, we explicitly want to be a project that people use to learn programming, providing a seamless path from "learning" to "hobby" to "professional" so I would hope this number never gets very low.
> how many use it weekly / monthly?
That's very hard to say for a variety of reasons (e.g. many people turn off analytics, analytics are extremely unreliable in general, many people use Flutter via means that wouldn't trigger our analytics in the first place, etc) but my understanding is that as best we can tell, Flutter has well over 500,000 MAUs. I don't think we track weekly numbers.
[continued below]
I've no idea how to measure that.
> Your team was asked approximately this question by a MSFT employee looking at publishing info on cross platform framework adoption vs native and could not get a straight answer I was told.
I mean, there's some questions we just don't have the answer to. I'm not sure what to tell you. We do share quite a lot of our data, e.g. from the quarterly surveys, as noted above; for most of your answers the numbers I just gave you can be found by Googling.
I would personally love to share more (e.g. I'd love for the analytics to be public) but there are significant privacy constraints around this. Even within the team, most people don't have access to the analytics data, and we're actually making an effort to limit that even more as part of our extensive efforts around tightening security.
I hope one day we can anonymize and aggregate the data to a level that satisfies Google's privacy team and then we'll be able to share the numbers in real time, but that won't be for some time (if ever, this stuff is hard).
> Multiple Flutter related posts by agencies and evangelists point to a google trends page or GH stars saying Flutter is blowing up in popularity compared to other frameworks
I would point to things like numbers of users or apps rather than vanity metrics like GitHub stars, but there we go.
> but when you start looking at core packages searched for and starred for each framework the Flutter trend reverses, is this because the words Flutter and Dart are too common and in actuality the popularity is not what is being projected in trends?
I would posit that it is because Google Trends data is a terrible way to measure popularity of an SDK.
> Is this because DevRels directly ask people to star the core project?
GitHub stars are purely a vanity metric. I would ignore them.
> I ask Flutter GDE's these questions and they come off like they can't be trusted to be honest on these topics for fear of losing status.
Feel free to tell them to reach out to me if they ever have a question about what they can or can't say.
> I have also heard a certain outspoken Flutter GDE mention on stream other frameworks have much larger communities, how can this jive with these purported trends?
Flutter is big and growing, but there are plenty of much bigger SDKs, certainly. I don't think that's a big secret. :-)
> It seems as though the community size and growth of Flutter is projected to be greater than it is, that's subjectively how it feels as a dev as well I will note as someone who is using packages / repos, and that is worrisome.
There are plenty of SDKs with much smaller communities that are very healthy and have been around for decades. I think it's reasonable to be concerned about ecosystem health, but I must say that personally I am quite happy with Flutter's ecosystem and community size and growth.
> I worry that the first time we hear solid numbers will be in a blog post about the Flutter project ending with an explanation that low enterprise adoption and direct or indirect revenue could not support the scale of this ambitious a project.
Well good news, the numbers you asked for have largely already been discussed publicly, so you need not have that specific worry.
> It would be great to hear some hard facts that give people confidence in adoption and that Flutter has long term backing higher in the company. If this is not the case, honesty would be nice as well.
I can't promise long-term backing from Google, because I'm not the CEO and ultimately it has to be his call. I can point to all the reasons Tim gave above for why there's no reason to expect Google to abandon Flutter any time soon, and I can point to the numbers I gave above as the "hard facts" you are looking for, or at least the closest things to them that one can have. Unfortunately with squishy things such as ecosystem size and how people use products and so on there is so much noise in the data, such big error bars, that anyone giving you precise numbers is selling you snake oil.
> @a14n seems to have tailed off on his work on Flutter quite a bit, which worries me if he is the core example of users who would pick this up in an OSS abandonment situation.
I think Tim just pointed to a14n because he's contributed so much over the years. No one person could take over the project and I certainly wouldn't put that on a14n's shoulders!! You can look at our GitHub and Discord activity to see how the project is doing in terms of non-Google contributors.
> Even now it feels as though if major OSS package maintainers like Remi Rousselet walked away the community would be hit hard.
We are a long way past there being any single person who is keeping the project afloat.
> I can't imagine the project continuing without Google, especially with Dart needing the same treatment if Flutter was killed. Dart issues with notes saying the team lacks bandwidth exist now, I just can't see it working even with some other companies interested, Flutter/Dart need full enterprise backing at this stage.
You never know. FreePascal is an example I love to point to; it's an open source project with minimal (if any) corporate/enterprise funding and yet they have been delivering reliably for decades now. I don't see why a dedicated team couldn't pick up Dart in the same way, if the interest was there.
> BUT, it still has the biggest complaint I hear about Flutter apps on iOS, feel.
The biggest complaint we hear is definitely jank, FWIW. :-)
> On iOS is does not feel native, the scrolling and gestures feel off.
If you have specific reproducible cases of this, please file bugs with test cases demonstrating it. The more concrete and specific you can be (e.g. high speed video showing the difference) the better.
We actually have built tools to verify that we are matching iOS physics to the pixel, so if there are cases where we're not, we would love to learn about them and fix them. (Unfortunately until recently we were mostly focused on lower-level issues on iOS, like performance and plugins, and have not had as much time to spend on widgets and physics. That's changing, though.)
> This is part of what I was referring to regarding ignoring polish on iOS in favor of expansion earlier, iOS still feels second class on Flutter.
We've made huge strides here in the past year, but yeah, we still have work to do.
> My final thought is the same as my first, be more transparent, show the community with tangible honest numbers and backing Flutter is not in jeopardy, otherwise the track record (and imho vague mushy pumped up stats) makes it appear it is.
As far as I can tell, we've been transparent, with most of the numbers you say you'd like us to share being numbers we have in fact shared already. The numbers are not made up, but yes, they are mushy. If you have any idea how to get less mushy numbers, join our Discord, help us out (the link to the Discord is in the contributor docs on GitHub).
On the budget / funding side I understand not all details can be shared, I think the general gist is just the broad question of what can effect flutter funding. It sounds like Stadia shut down won't, but I see that question was also raised on Reddit, so clarity on that was appreciated beyond myself I am sure, and any more would be appreciated as well.
On internal apps, I know Flutter is being used, this sort of leaks into PRs, comments, etc, but I think the question I was getting at is if that has enough value to google. On the outward facing apps this is definitely a matter of perception, I don't think I need to expand there.
The hobby projects, I think this is hard to define but is a classic you know it when you see it. The result of a single Udemy course, something that serves 0 to few users (most of whom are the devs friends), something not actively being developed, something where the code base is quite small, etc. Projects done and published for the sake of learning more than their use to others is likely where I would draw the line. I think there is another line at profitable / paid dev, but I would say the lesser line is appropriate. I think the wider question is how many people are getting enough value out of Flutter that it truly translates into value for Google that is worth sustaining, definitely not an easy question to answer.
> I'm not sure what you're suggesting here. Our work on iOS is entirely orthogonal to the work on the Casual Games Toolkit, it's not like the people who worked on one could work on the other.
This is still hard for me to swallow. Codegen for json deserialization, data types, general slowdown in the analysis server at scale, the list feels long, I would have to dive into the current issues to get them all. But coming from other languages / frameworks there is an incompleteness that feels more important to address than games no matter what a survey says. Saying they are orthogonal is denying resources/funds could be used differently for different goals. The Stadia link was simply it seems growing Flutter user base has a priority over polish, and with an internal app shutting down it seemed growth could itself grow in importance over polish.
> <50% are "hobby" > 500,000 MAUs
Thank you! This!! This gives some idea of how many devs are truly working on Flutter worldwide. These numbers make much more sense to me and what I see!"It has a developer base of several million", I felt like this was gaslighting me as I could not see where all these devs existed, how were stackoverflow issues that seemed like they should be semi-common with 0 to 1 replies!? This did not jive with millions of dev, even a small percent working at enterprise scale, and did not fit with my experience working on other frameworks that claim similar scales.
> I would point to things like numbers of users or apps rather than vanity metrics like GitHub stars, but there we go.
> I would posit that it is because Google Trends data is a terrible way to measure popularity of an SDK.
> Flutter is big and growing, but there are plenty of much bigger SDKs, certainly. I don't think that's a big secret. :-)
Combine the use of these two stats being heavily pushed in blogs etc with the, "It has a developer base of several million", quote, mix in first hand observations that they feel off, and the feeling the team is hiding something starts to manifest. Especially when blog posts turn these stats into proof through twisting that Flutter is for lack of a better term, "the biggest". Thank you for noting these are vanity numbers, imho pushing them does a disservice. I will also submit that at 5 years old continuing to push the narrative that Flutter is "new" and the nearest competitor only has any gains do that that gap starts to get some side eyes.
> We are a long way past there being any single person who is keeping the project afloat.
Agreed, but still it feels like there are a few big hitters, it does not go unnoticed where he works and I am guessing is sorta paid by proxy by Google.
> I don't see why a dedicated team couldn't pick up Dart in the same way, if the interest was there.
Agreed on Dart, I think Flutter is another matter though.
> The biggest complaint we hear is definitely jank, FWIW. :-)
>If you have specific reproducible cases of this, please file bugs with test cases demonstrating it. The more concrete and specific you can be (e.g. high speed video showing the difference) the better.
These feel tied together, I mean this in a honest way and not to offend the team, but does anyone on the team use iOS full time and run Flutter apps on device in prod regularly (just cruise ebay motors?)? I talk to other iOS users and this is a well known issue, scroll acceleration is off (scroll fast and it's WAY off), there is an issue already posted for Flutter with scroll being a full frame behind native so the location / perceptions feels off at first touch, and pull to refresh is a bit janky at times. "We actually have built tools to verify that we are matching iOS physics to the pixel" I mean no offense, but is something code wise wrong in the tooling? As a full time iOS user it's VERY obvious, you feel it and see it, my friend literally deleted an app due to it after using it for seconds, it's not just a vague complaint, it's highly perceivable.
> We've made huge strides here in the past year, but yeah, we still have work to do.
TY
> As far as I can tell, we've been transparent, with most of the numbers you say you'd like us to share being numbers we have in fact shared already.
I have gotten more info from this post than anything else I have read on the state of Flutter, appreciate it.
I mean, I hate to be flippant about it, but honestly the biggest factors in Google's funding of Flutter in the last 5 years have been COVID-19 and Russia attacking Ukraine, along with the subsequent market instability and inflation.
> The hobby projects, I think this is hard to define but is a classic you know it when you see it.
Well that's fine but I can't afford to have someone comb through 600,000 apps and make a call for each one on whether it's a hobby or not. :-)
> The result of a single Udemy course
We don't know how people wrote their apps. Also, someone can do a single Udemy course and then develop a killer app that makes millions of dollars. Is that a hobby?
> something that serves 0 to few users (most of whom are the devs friends)
I assure you plenty of commercial projects fail in exactly this way. ~90% of startups fail.
> something not actively being developed
Plenty of commercial projects have no active development. Probably most, frankly. For example my bank's app hasn't changed in years.
> something where the code base is quite small, etc.
Is Wordle commercial or hobby? Would a Wordle-style app written in Flutter count as a hobby app or a commercial app? What if it sells for millions of dollars the day after we decide it's a hobby app?
I just don't think this is a useful metric.
> I think the wider question is how many people are getting enough value out of Flutter that it truly translates into value for Google that is worth sustaining, definitely not an easy question to answer.
The value Google wants is ad dollars, Android users, and reduced internal development costs. Google isn't willing to report any of these numbers, and they are material so I would get in legal trouble for revealing them. My job is working on Flutter, and I am not concerned for my job. If that's not enough, there's not much more I can tell you.
> I would have to dive into the current issues to get them all.
I'm happy to discuss whatever issues you'd like if you're curious about current status on things. I recommend reaching out to me on our Discord (link in the contributing docs on GitHub, I'm @Hixie there). In general all our issues are public on GitHub and for Flutter I try to give regular updates on the top-voted issues (see also https://github.com/flutter/flutter/wiki/Popular-issues for a summary of the top 10).
> But coming from other languages / frameworks there is an incompleteness that feels more important to address than games no matter what a survey says.
I'm not sure what to say to that. Dart has one of the most comprehensive standard libraries out there. We have some holes, e.g. we don't yet have a good story for HTTP2, which we're working on. But compared to most languages, the core standard library is way more comprehensive than average, IMHO.
But again, the people who would work on, say, HTTP2, and the people who would work on the Game Toolkit, are entirely different people and the skills aren't interchangeable. Engineers aren't commodities you can just move around at will. People specialize, have interests, commitments are made, etc.
I would also say that "no matter what a survey says" is a very subjective way to run things. I actually strongly appreciate our data-driven approach. I think that's the right way to develop a product. You're never going to be able to address everyone's needs, but addressing the needs of the most people first seems like the better choice. We drive almost all our efforts from hard data collected in surveys, UX research, voting on issues, etc.
> Saying they are orthogonal is denying resources/funds could be used differently for different goals.
The paltry funds we spent on the Game Toolkit work literally could not have been used for iOS work. That's just not how things work.
> growing Flutter user base has a priority over polish
The two are not mutually exclusive. The Google team working on Flutter is currently focusing on growing the user base _by_ improving the polish (specifically around developer experience).
> Thank you! This!! This gives some idea of how many devs are truly working on Flutter worldwide. These numbers make much more sense to me and what I see!
These numbers have been public for some time, for what it's worth. We're pretty transparent, more or less as transparent as we can be about this stuff given constraints like privacy on analytics and given the very dubious nature of analytics in general. We tend to share these numbers on our blog and developer events regularly.
> "It has a developer base of several million", I felt like this was gaslighting me as I could not see where all these devs existed
The total Flutter developer base is much bigger than MAUs. As best we can tell from data collected by third parties, there are several million developers who use Flutter. They might not all do so within the same month, though. (For the same reason, if we had weekly active user numbers, they'd be smaller than the monthly active user numbers.)
I would be very careful about interpreting absolute numbers here. You cannot compare numbers from different sources because collection methodology is such a huge factor in determining the result (literally by orders of magnitude). In my experience the only way to use metrics like this is comparing them over time to metrics collected in the exact same manner.
> it does not go unnoticed where [Remy] works and I am guessing is sorta paid by proxy by Google.
I actually have no idea where Remy works, where is it?
> These feel tied together, I mean this in a honest way and not to offend the team, but does anyone on the team use iOS full time and run Flutter apps on device in prod regularly (just cruise ebay motors?)?
Yes, of course.
> I talk to other iOS users and this is a well known issue, scroll acceleration is off (scroll fast and it's WAY off), there is an issue already posted for Flutter with scroll being a full frame behind native so the location / perceptions feels off at first touch, and pull to refresh is a bit janky at times.
Do you have the issue #? I can see if we should be prioritizing it higher.
> "We actually have built tools to verify that we are matching iOS physics to the pixel" I mean no offense, but is something code wise wrong in the tooling?
Maybe? I don't know. My experience on iOS is that we do pretty well, but maybe I'm just not sensitive to the same issues, or maybe it affects different hardware, or maybe we have changed the settings, who knows. Concrete data filed in actual GitHub issues is the way to resolve this.
Very fair
> Well that's fine but I can't afford to have someone comb through 600,000 apps and make a call for each one on whether it's a hobby or not. :-)
> We don't know how people wrote their apps. Also, someone can do a single Udemy course and then develop a killer app that makes millions of dollars. Is that a hobby?
> I assure you plenty of commercial projects fail in exactly this way. ~90% of startups fail.
Here I what I was getting at was todo examples being submitted, or some single tutorial chat client, someone can come out and make flappy birds of course, I taught kids in the past and some went on to publish their apps as encouragement from their parent. Nothing wrong with it, just don't see it paying the bills was my point. That was the totality of my point I think....
> The value Google wants is ad dollars, Android users, and reduced internal development costs.
I was trying to get at if a billion "hobby" devs don't drive any of this it's all a zero, thus my interest in that number.
> My job is working on Flutter, and I am not concerned for my job. If that's not enough, there's not much more I can tell you.
This is the best answer yet
> But again, the people who would work on, say, HTTP2, and the people who would work on the Game Toolkit, are entirely different people and the skills aren't interchangeable. Engineers aren't commodities you can just move around at will. People specialize, have interests, commitments are made, etc.
Totally agree, it seemed more to me people were hired for this vs expanding elsewhere.
> The paltry funds we spent on the Game Toolkit work literally could not have been used for iOS work. That's just not how things work.
Seems like it didn't matter though so fair enough
> I would also say that "no matter what a survey says" is a very subjective way to run things.
> The two are not mutually exclusive. The Google team working on Flutter is currently focusing on growing the user base _by_ improving the polish (specifically around developer experience).
I could be 100% wrong but perception is real, after I wrote this I was sent links to other people on twitter lamenting the same growth into other sectors while mobile was not polished. I know in the yearly survey it asked about professional use, not sure if that gets more weight?
> These numbers have been public for some time, for what it's worth.
I tried googling this so many times, SEO of dev shops and blogs obscure whatever is out there on this subject.
> The total Flutter developer base is much bigger than MAUs
This is a deeper convo, if I have to update some wordpress php once every 6 months am I really part of the php/wordpress developer base? Idk, it's semantics I suppose, I have my opinion that the base is people who deal with the language / framework on a nearly weekly basis. My point in being interested in this number related to "Google wants is ad dollars", and the assumption they connect.
> I actually have no idea where Remy works, where is it?
Remmy works for Invertase who make all the Firebase packages, he and they do a great job imho.
The last pieces were on iOS, here is the issue that was filed: https://github.com/flutter/flutter/issues/110431 but honestly if you have full time iOS users ask them, they have to know, it's impossible to miss, this is not the only issue, but it requires more quantifying. To be totally frank as a dev with many iOS and Android test phones, Flutter scrolling feels like Android scrolling on an iPhone.
Oh I'm sure plenty of that happens, but that's true of all SDKs. Plenty of people do that with Android Views, plenty of people do that with Swift UI, etc. I have no reason to believe that Flutter is particularly different from the others in terms of the proportion of apps of this kind.
> Totally agree, it seemed more to me people were hired for this vs expanding elsewhere.
Ah, no. We've hired more engineers for iOS work in the past few months, but the games toolkit was mostly devrel and a contractor, if I recall correctly. Similarly for things like the pinball demo or the Wonderous app, those are primarily done by contracting an agency rather than people on the Flutter team, with the agency's feedback directly feeding into the engineering team's priorities. So for example, Wonderous was great because during its development it helped us find a whole bunch of issues we needed to fix.
> after I wrote this I was sent links to other people on twitter lamenting the same growth into other sectors while mobile was not polished
Again, the various areas aren't comparable or exchangeable. For example, Canonical is contributing to the Linux port, but it's not like Canonical would ever contribute to the iOS port, after all, their interest is in using Flutter on Ubuntu. Similarly, people Google hires to work on the iOS port are typically not the kind of people who want to work on Android or Windows, and so on. There's lots of areas of specialization, and if you task people to work on areas they're not experts on and not interested in, you're just going to burn them out and get low-quality work.
Even if people were commodities and interchangeable, though, I don't think it makes sense to focus on one area at the exclusion of another. There is more value in Flutter being able to target seven platforms (Android, iOS, Windows, macOS, Linux, web, and Fuchsia) well, than there would be in targeting just one platform completely perfectly. Especially because the effort to get from zero to excellent is much less than the effort required to get from excellent to perfect. Flutter is not unique in this. Kotlin isn't perfect on Android, but that doesn't mean JetBrains should avoid working on web support. C++ isn't perfect on AT&T Unix, but that doesn't mean people shouldn't implement it on other platforms. HTML isn't perfect for documents, but that doesn't mean we should not have extended it to applications. My house's kitchen isn't perfect, but I still want a bedroom.
> I have my opinion that the base is people who deal with the language / framework on a nearly weekly basis
By that definition, I am not a programmer, because there's literally no language that I use every week. Indeed, there are entire weeks where I don't write any code at all!
> https://github.com/flutter/flutter/issues/110431
Looks like Chris is working on that one. (By the way, that issue was filed by a Flutter team member, so presumably that answers your question about whether the Flutter team notices iOS issues.) (Also, that issue is a good example of the tools that we use to test this stuff.)
I was just trying to understand adoption rate which I believe correlates to longevity
> Again, the various areas aren't comparable or exchangeable. > My house's kitchen isn't perfect, but I still want a bedroom.
I totally get this viewpoint, I think perception can be different from the outside.
> By that definition, I am not a programmer, because there's literally no language that I use every week.
Head back to IC ;)
> By the way, that issue was filed by a Flutter team member, so presumably that answers your question about whether the Flutter team notices iOS issues.
Need to take issue here, this was talked exhaustively about in a thread on reddit where a dev was leaving Flutter because of user complaints on this issue, the thread was seen by a team member then and taken up.
>Codegen for json deserialization, data types, general slowdown in the analysis server at scale, the list feels long,
Those are clearly Dart critiques, sure Dart is not a perfect language, but I can tell you coming from Java and Kotlin that they have plenty of warts of their own, as does ObjC and Swift. On the other hand, Dart is still being very actively developed and improved so I have no doubt that in the future, it will be better than today, just as its sound null-safety now out classes Kotlin's NS implementation.
>but does anyone on the team use iOS full time
Not sure why you keep focusing on iOS and Flutters focus on Material. Sure you might feel the need to use iOS styled widgets but there are plenty of commercial apps built with Flutter that very happily base off of Material and you should note that the new rendering engine has been developed on iOS first to specifically address many of the valid perf issues that skia based engine has had on iOS and Metal.
>. On the outward facing apps this is definitely a matter of perception, I don't think I need to expand there.
After reading all your preceding posts and now this, you seem to want to imply something but not come out and say it. I know that Google have publicly announced Flutters use by Google Pay (https://flutter.dev/showcase/google-pay), if that's not a big enough app for you I'm not sure what would convince you.
>As a full time iOS user it's VERY obvious, you feel it and see it, my friend >literally deleted an app due to it after using it for seconds, it's not just a >vague complaint, it's highly perceivable.
This is my biggest pet peeve, anecdotally I hear a fair bit of this coming from mobile devs, especially with iOS devs who seem fixate on this, but guess who I've never heard this from in over decade in mobile dev: iOS users (and Android users) who are not devs. Literally never. Not a single non-dev person has ever mentioned it to me. Sure the complain about a million others things to do with phones, apps, you name it, it's amazing all the things people want to talk to you about when they find out you're a mobile app dev, but literally it's never about scroll physics being too fast or off.
Sure I'm very involved in the Flutter community and do it for my day job, so I can quite rightly be labelled as biased, but trying to be as objective as possible, on all measures I can think of, Flutter is a very successful open source project and simultaneously a very successful "commercial product" which is quite a rare feat to this day.
Finally on the topic of open source, I'd point out that unlike for instance AOSP (another huge Google project/product) Flutter is not developed in "throw it over the wall once a year" fashion but completely in the open, all work is done in the public repo, on public issue trackers, public design documents, roadmaps, etc. Its really quite exceptional in this regard and is really one of the big reasons why its really close to foundation/consortium style projects (think Apache, Eclipse, Linux, Rust) than a single-corp sponsored one.
Every language has spots of pain, of course, but the sticky points in Dart at scale don't feel like rough edges, they significantly effect workflow.
> you seem to want to imply something but not come out and say it
I have said multiple times not eating the dog food makes me weary, Google uses Angular a lot, why not Flutter? ...I think you need to read back I am well aware of Pay, this thread is about Stadia, the largest commercial Flutter project at google afaik, being killed. Pay is USA and India only.
> Not sure why you keep focusing on iOS and Flutters focus on Material > This is my biggest pet peeve, anecdotally I hear a fair bit of this coming from mobile devs > Not a single non-dev person has ever mentioned it to me.
I think you may be too deep in the Android space, I have heard this a ton. TBH I think many times the apps are wrapped webviews so scrolling works but other interactions feel off, but 100% non devs notice when iOS apps don't feel native.
Most of the anxiety and concern isn't from the Flutter project itself so I wholly empathize, but from Google's history in the dev space. Virtually anyone who had an AngularJS codebase knows what it means to depend on a Google OSS product that Google uses internally.
> There are many millions of lines of code written that power everything from Ads to our internal CRM system. Google wouldn't be better off if we had to throw all that code away and start over.
IIRC, when the AngularJS team came out with a brand new JS framework and called it "Angular", I believe the team explained how they automated migration of most of Google's "millions of lines" of complex internal codebase from AngularJS to Angular in a relatively short time, thanks to Google's internal infrastructure and tooling.
You could do dependency analysis, build ASTs across projects, at "Google scale", and have special tooling, transpilers, compilers to migrate code across Ads and verticals in a fortnight. Google has the talent, tools, cash to take such grand measures and come to conferences to showcase how they did it.
So the several million devs using Flutter are still undertaking a risk if Google deems targeting each new iOS version UX is too expensive, freezes contributions from internal devs, and starts internally migrating codebases to native with some shiny, new internal tooling.
EDIT: If such a scenario does come to pass internally, I think the Flutter community would very much appreciate project leaders being upfront about it.
But all the tooling we built for that multi-million LOC migration is open source, and available to everyone as part of the core SDK (https://dart.dev/null-safety/migration-guide#migration-tool). It's sophisticated, migrates much code automatically, and provides a visual editor to help make decisions about other code. That should be evidence at least that we care about migration.
Every ecosystem goes through migrations at some point (Objective-C to Swift, Java to Kotlin, Win32 to UWP, etc.) Flutter isn't immune to that risk, but I don't think it's particular to Flutter either.
At least some of your million dev userbase comprises of consultancy shops, contributing in part to your popularity by building products for their clients, but also making a buck with low effort on the underlying tech. They end up stitching codebases using unusual practices to meet deadlines that often blow up when a migration is upon them.
Angular had a migration tool called ngUpgrade that was painful in the wild.
All I'm saying is, these tradeoffs have now surfaced and crystallized.
Firebase is a google product (not an OS framework) that Google could kill off and no one could do anything about it. It they decided to shut it down every app depending on it would go down the day day they turned it off.I don't see people being equally concerned about using Firebase because Google could kill it. It makes sense to use it because it is cheaper and faster to get started than creating your own backend and all of the related services. If they did shut it down people expect to get enough lead time to transition to something else. Using Flutter is less risky than depending on any Google service. Additionally Flutter development is faster and requires fewer engineers for the same output. Flutter code is more testable and reliable than any other option that runs on the same platforms. Flutter does not require QA teams or additional quality engineers when you leverage its full testability. Flutter runs on everything, if suddenly Oracle won a lawsuit and manufacturers stopped making Android devices Flutter would run on the next mobile OS, or the next anything OS. Regardless of what Google does in the future Flutter is the safest bet a startup can make and it is the smartest bet a mature company can make. The gains you will make in the meantime using Flutter outweigh the risks.
Google is building a too strong reputation of an unreliable company. Doesn't help when an AI is in charge of banning people from accessing their critical stuff like emails and stored files.
Google's reputation for canceling projects was bad, even back then. Never gave it serious thought. You could see the writing on the wall, even before they built the thing.
One of the reasons why they launched and bought studios for exclusive content. Which they then shut down early, only a bit over a year after launch of Stadia (?).
> Google's reputation for not supporting things long term
I didn't know Google had such a reputation. I mostly use drive and gmail, so it was fine to me.
Does google really have such a reputation? Any place I can read more on this?
I miss Google Reader and Google Wave the most.
Youtube Music is a huge step back. Spotify is far too playlist and recommendation happy, I want to listen to albums not curated lists. Tidal is decent, but similar to Spotify. Apple Music is the one I haven't tried for more than a couple of days and I don't recall what I didn't like about it.
The point I was making about Spotify is that even if I solely listen to music as full albums, I only get recommendations for playlists. I rarely want to listen to a playlist. There are a number of other things I don't like about Spotify, but it works well enough.
I've concluded the price saving isn't enough to use a product who's UX I enjoy less, even if it works well for other users.
Spotify is okay and does have some nice features in the way that casting works and multiple devices joined to one account, but it's certainly not as enjoyable to use.
Not 0, but really not much, that is true.
I remember the shutdown of google reader. I tried it once, but let go of it before it was shut down.
But I really didn't know google had this kind of reputation.
They might still of joined if there were any customers, but customers didn't join because of the prospect of needing to buy their existing games again, then pay for a subscription service to play them, on top of the already-not-so-big group of people with great internet but not so great hardware. Though they might of still joined if there were any games.
The primary thing Google got wrong was assuming everyone would flock to their service in droves for the promise of the other side of the service, thus forming it. They didn't anticipate that all the roadblocks they installed from the start would prevent any kind of flocking.
HN posters will talk about Google's graveyard, but it is not a factor for businesses; Google's history of shuttering perfectly good services doesn't extend to services you actually fork over cash for. And this won't affect that, as it was nowhere near a perfectly good service and was doomed before it was released.
While Sony, Microsoft, AMD, Intel, NVidia do cool tech sessions, Google is all about analytics and Play Store.
Then they expect developers used to devkits and Visual Studio plugins, to use classical UNIX like development experience to target Stadia, while hoping Stadia will stay around.
sucks to hear as someone who wants linux gaming to get more prominance, but I guess for now the current direction is to WINE it out.
Google: We're going to launch a fancy new product in an already-crowded field, not market it at all, and everyone will jump on board and love it!
Everyone else: No way, it's a PITA to port to, and knowing Google, they're going to sunset it soon.
Google: No we won't, we're fully dedicated to this thing
Everyone else: No way, they haven't added meaningful features in years and they're going to sunset it soon.
Google: We're shifting our focus but we're still fully committed to this thing.
Everyone else: No way, they never cared about the home gaming segment and they're going to sunset it soon.
Google: We promise, we're in it for the long haul.
Everyone: No way, they're going to sunset it soon.
Google: Sorry, there's no way we could've seen this coming. We devoted an entire month of resources to this project and thought that was enough! Sadly it hasn't met our expectations. We're not sure why more publishers and players didn't get involved, but we're going to have it to shut it down.
Everyone: No shit, lol.
At least they're giving refunds.
For Google it's chump change, I'm sure, but I still appreciate it. I bought like two titles on there before realizing it was a doomed effort... meanwhile GeForce Now sees very active improvements and a much bigger library.
This is a company so obviously in love with its incredible success from ages gone by that it thinks we still owe it our brand loyalty. We do not.
(if you didn't know, though, xbox controllers do work great with geforce now)
I noticed that too. Google never adversises its producta. Google is almost like the startup founder who thinks their side project is so good it doesn't need marketing or sales.
At first I was baffled why they would possibly need to advertise Chrome in the US. But in retrospect it might just be feather ruffling in Edge (Microsofts) backyard?
Anything else, not that important, even GCP which is their major bet doesn't really get any ads because it's a business product so not much sense in doing so.
They seem to believe word of mouth/viral marketing works because it worked for gmail and chrome, so they didn't double down on Stadia before product market fit, and that caused Stadia to fail(along with Google's short attention span reputation).
Not really true (e.g. Chrome) but it's probably true they advertise relatively little given their size.
It's not zero, because Chromecast doesn't block ads and that's the natural fit for Stadia. But it's definitely not 100% either.
How would an ad reach me? Youtubers? Can Google use its "contractors" to promote its own product? That just feels weird.
I’ve seen a few developers (Ryan Gordon, IIRC?) saying that the Stadia SDK was actually great. It was basically just a bog standard Vulkan/Linux environment with much fewer unpleasant surprises than consoles.
In the 10 years I was at Google I never really had to face a "crunch" situation but there I was right before Christmas working til midnight on the very tiny bit of Stadia I had somehow been dragged into despite telling my manager I didn't want to be anywhere near it because it was radioactive (My rule learned the hard way was always stay away from the "hot" project at a company like Google. It just becomes a feeding frenzy of empire building and egos, and steady incremental contribution will get you nowhere.)
I had it much better than most though. If I recall: The original app setup (integrated into the existing Home app) was tossed at the last minute. The entire out of box process for the controller redone in the process. In literally the last few weeks before ship date.
The controller folks I knew were heroes. It's sad to see their hard work thrown away.
There's no way Stadia in its entire existence made enough revenue to cover the sheer number of SWE-hours put into it, especially the spent SWE-hours caused by last minute product changes; which nobody further up ever had to pay a consequence for.
VS the days/weeks/months it took you to port to Stadia, only to have the entire service shut down.
The point is that there are many PC streaming services that are basically "no porting required", whereas Stadia opted for a strange sort-of-console, sort-of-not model (despite PSNow and XCloud already being able to stream actual console games already) that required you to spend dev hours porting your game.
It backfired because most devs didn't want to (or couldn't afford to) port their x86 game targeting Windows to some tiny proprietary platform, ESPECIALLY when it's Google hosting it. Of the few that did (Orcs Must Die), Google arranged some exclusivity deal with them, lying that Stadia could do things no gaming PC or cloud streaming service could do due to Stadia's special scale or something. It was a lie. When the exclusivity expired, it showed up on Steam and GeForce Now and ran perfectly fine, and got a lot more players to boot.
Stadia had some really awesome tech -- namely the UX of being able to boot straight into a game without waiting for Steam Big Picture -- and some nifty (but relatively useless) side features like being able to capture a memory snapshot and resume that later, emulator-style. But I don't think their management really understood the PC gaming culture and what was truly important to its user base, and failed to take years of pleading and feedback into consideration. They just arrogantly did... something else (or nothing much? I can't really tell)... with Stadia and drove it into the ground. So sorry for all the engineers who worked on it and had to see it nosedive like that due to managerial incompetence.
None of this was a surprise to any gamer actually watching this space. Stadia came late, delivered less, and exited early. Google's product culture doomed it from the get-go.
Some consumers can be fickle like that.
Most people seem fine with that, and Steam totally killed the physical games segment. There's GOG if you want a copy without DRM, but they're tiny and the prices are often worse than Steam or a Steam reseller.
Besides, if the game rental model is bad, Stadia does it even worse than Steam: tiny library, horrible pricing, incompatible multiplayer, proprietary ports on a different update schedule, exclusivity deals, all from a company with a proven history of abandoning their customers.
Steam on the other hand is run by one of the oldest, most respected PC gaming companies in the history of the hobby, owned and run by a bunch of gamers (not advertising execs), who singlehandedly transformed the way people buy and get games, and worked tremendously hard to make the service better abs better every year in the service of players. They've earned our loyalty.
And furthermore, Nvidia is the provider of GeForce Now, not Steam directly. Their model is just way better, running off existing Steam and Epic games that don't require a new port or for customers to repurchase or lose their save games. Nvidia is also a gaming company. Not exactly as beloved as Valve is, but at least they're a long term player in the field.
Google just never really got it, at all. They arrogantly assumed they could just make a mediocre copycat and people would flock to it. Oh well.
> We devoted an entire month of resources to this project and thought that was enough!
...is not just wildly inaccurate, but also disrespectful to the people who spent years working on it.
@GoogleStadia "Stadia is not shutting down. Rest assured we're always working on bringing more great games to the platform and Stadia Pro. Let us know if you have other questions." Jul 29, 2022
2 Months ago
On your first day, you're asked to design a big toothed wheel. You ask your boss, will this be used to mulch babies? No no no, he says. It will be used to chop up entirely unrelated organic material. You spend three years on it, and once finished, it's immediately incorporated into the Baby Mulcher 3000, the next generation baby mulcher, which can puree one hundred toddlers per hour.
Everyone starts yelling at you for building a baby mulcher. But it wasn't your decision! You spent years working on it! This is so unfair!
Unfair, maybe. But was it unpredictable?
I think it's appropriate enough to interpret the commenter in jest and see that their point is that google spent 1/nth of the required time/resources necessary for it to succeed.
In that light, it reads to me more like having some understanding for the people working on it that they were set up to fail, and the failure is not a reflection of their effort.
Even at the time of its death, crossplay, cross save etc. didn't work except for a tiny handful of games. The Stadia Plus Chrome extension made a bunch of improvements on their own. There was never a desktop app. No ultra wide support. No RTX. Never got vsync working right.
In the years it was alive, what did they add? How come GeForce Now saw such activity and Stadia got... nothing? I wouldn't blame the people working on it, but some manager in Google really screwed that up.
Having only OpenGL/D3D was like if the only way you could do network programming was via python. Python is easy enough to use but it’s not well optimized in every use case. Vulkan is like the C of graphics programming. It’s useful when you want to get in there at a lower level, because the higher level abstractions leave too much performance on the table.
OpenGL was a high level interface, so to speak. And due to this, it made some things easier and other things harder. Most notably, you didn't have the low level access some people/projects wished for. Some time ago, there was a push for a more low level interface and Vulkan was supposed to be the platform-independent, open solution. Naturally, when your interface is lower level, you also need to provide more boilerplate. So Vulkan is slower to get up and running but that's not a particular fault of Vulkan I'd say. The story around it is rather interesting. It is based on AMD Mantle which was discontinued on behalf of Vulkan. Unfortunately, not every vendor was pleased with an open interface. Microsoft released DirectX 12 and Apple released Metal as direct competitors with very similar (if not identical) goals, fragmenting the whole landscape in the process.
Today, Vulkan is supported on Linux and Windows. Apple provides GPU drivers for macOS themselves (not the GPU vendor) and never implemented Vulkan support to not cannibalize its own Metal (I suppose). However, there exists MoltenVK, an open project that creates a translation layer from Vulkan to Metal.
And if they did want to stream a game from time to time (for me it was being able to play on a laptop anywhere, not just on my own LAN), Steam games were usually cheaper from sales and resellers, there was actual multiplayer, and the Steam ecosystem has a bunch of other advantages. It was just a better service.
And GeForce Now had better hardware, ray tracing, customizable graphics settings, vsync, etc.
If you don't need to stream a game, well, you don't need any of these services. But if you did, GeForce Now and Steam were just plain better than Stadia.
GFN is good especially if you live in an area serviced by it's RTX 3080 streaming "rigs" which make it reasonably good value for money vs the cost of building an equivalent PC. But it's still the most expensive service on the market PLUS you also have to BYO library which rules out entire groups of potential users - Nvidia knows this as well based on how hard they're pushing the free-to-play titles. On top of that a lot of titles aren't even playable on it; I have a steam library of ~700 titles and apparently only ~140ish of them can be played on GFN.
Personally I like the GFN idea of being able to "rent" hardware and that's a business model other companies have proven works to a certain degree since ~2015 (Shadow.tech being a good example). However I don't think it has the same mass market appeal of the other surviving services which give you the hardware + a huge library of content just like Netflix/Disney+/Stan etc.
It’s very irritating.
Something being tragic doesn't make it not a waste of time. The writing was on the wall since day one. Nobody was going to pay full price for games that evaporate the moment the servers shut down being offered by the most ADHD company in existence. If you chose to spend your time and energy working on that and expected to accomplish anything other than being paid you were a fool.
Eh that's true for Steam, Epic, GoG, et al. If anything, regular people trust Google way more than those other companies since they use the browser/search engine/mail/youtube every single day
I do think it was doomed from the start, but only because the subset of people that have high speed internet, disposable income, like gaming and DON'T already own a PC or console is a very very small market
Fortunately you are here to be anonymously offended on their behalf.
I didn't work on Stadia, but I did work on Google Fiber for a couple years only to have almost all that work cancelled, and I'm still sad about it many years later. At the time, I really wouldn't have appreciated people on HN rubbing salt in the wound.
In fact I think Google has some of the best engineers in the world. Sadly, they're handled by some of the worst management and leadership in history. Your CEO has no vision or charisma and the whole company is just spinning in place, waiting for something to happen. Your middle management looks like little fiefdoms actively working against each other in some eternal civil strife. Google is its own worst enemy.
From the outside it looks like you guys are a bunch of really smart lab rats stuck in some perverse maze, being forced to run little Hunger Games style competitions to entertain some higher power.
I wouldn't want to work there for a million dollars. It jumped the shark a decade ago.
Fiber was just another tragedy in a long long list, another fight Google picked and then chickened out of. Google hasn't had a major success in recent memory, just a graveyard of half-assed attempts. But that's a bigger cultural problem at your company, not the fault of any engineer or single team. I sincerely feel for you, and I hope you got out and found something more constructive.
Edit: Sorry, not Fi, Fiber.
We worked on a Stadia title before launch. We were constantly reminded by Google how big the YouTube integration would be, which unique killer features we absolutely had to integrate with, and more.
And non of that ever materialized after launch. If Google can't even convince their own internal teams to cooperate, how do they expect studios and consumers to care the slightest for their product.
It also didn't help that supporting Stadia was equivalent to supporting an entirely different new console in scope, except less battle tested and much more buggy. Meanwhile all their competitors allow existing console or Windows builds to be shipped to their platforms.
And while we're sharing anecdotes, this was a fun one. For the longest time devkits were limited to 1080p, but at least the output was streamed from rack mounted servers that supported a couple of concurrent sessions. A few months before launch, they finally made 4k devkits available, except they supported only a single session, couldn't stream, and instead had to sit at a developer's desk with a monitor hooked up...
Let that sink in, a streaming service's devkits couldn't stream :)
The Youtube stuff is only the surface of what would be possible.
Not with the current internet speed.
The vast majority of people is below anything that would play "okay", and almost everyone is below a speed that would play well (1 GBPS).
Until 1 GBPS is the default EVERYWHERE, streaming games has 0 potential.
You're putting side by side compressed and raw visuals, it just doesn't compare at all.
Side note: Stadia also supports streaming games in 4K, which will have a relatively equal quality to streaming a 4K movie, for the same reasons. That is the result I see while streaming a movie and a game side-by-side.
I put almost 1,000 hours into Stadia across all my games travelling across ~20 states and 3 countries the past ~3 years. It's very rare to find places where it isn't "okay" to play (with some notable exceptions near launch where you'd regularly get ~1 second input delay at times or frozen, pixellated graphics), and in many places now it feels indistinguisable from native/local games.
I don't know which platform I'll move to from Stadia, but it will definitely be a cloud one.
(Needed bandwidth will still be higher than regular video streaming though, as you have to compress in real time)
That is just mind boggling - how on earth were you meant to test anything properly?
Personally I believe if the YouTube integration was ready at launch the whole Stadia story would have been very, very different. I do believe that a frictionless way to jump into a game that you are currently watching a video/stream for or even join a streamer in multiplayer with a click would have been an amazing thing!
Exactly, this was advertised so much even to regular users/consumers and it genuinely seemed like it could be really cool. I'm baffled that nothing really came out in the end.
I will be losing that game.
indeed, also the hardest by far - all enemies are max level.
The hidden one is different: that's the one where you have to wait for a dialog option to appear and has a prerequisite that is a little harder to get then the prerequisite for "the star".
If the company refuses to refund you, your digital "receipt" is worthless
Ah but we'll put it on the blockchain!
...Which is quite literally re-inventing a worse version of systems like Steam
I.e. I prove I have a token + link that token to a hash of my current system(s)
It's actually one of the better uses for blockchain I've heard so far, given the data sizes are minimal...
But steezier!
They are going to be vendor-locked, and they will only get invested in if they increase the bottom line of the walled garden that produces them.
NFTs create a new method for the technical axis but do nothing to change the others.
How do NFTs help if I have the binaries on my machine and can just patch the check for NFTs to always return "Yes this user is authorized?"
I’m not familiar enough with tampering, cracking software like that so I can’t really say.
Assuming everyone's playing by the rules, I can see how an NFT could be used to indicate when someone has an ownership license to play a game (but not the mechanics of how that right would be enforced were someone to patch their local copy to just ignore the rights check). If the game is cloud-hosted, this is easier to enforce.
From reading others replies too, it does looks like client-only mechanism on its own is weak compared to having checks on both the client and server..
Even in the 90's (And possibly 80's and before), this was common. Games distributed on floppies would have a check that involved asking you what the 13th word of page 4 of the manual was, or would have some sort of decoder wheel. And it wasn't hard to find cracked versions that had those checks patched out.
When games started coming on CDs, there were copy protection tricks that could detect if the game was running from an ISO image (via Daemon Tools or something) or even a copied disc, and those were all patched out.
GameCopyWorld was a very popular website in the early '00s. It served up these cracked versions of games. How it still exists is beyond me, tbh.
Let's assume that what you proposed is good and useful and I have an NFT in my wallet that entitles me access to a game in stadia's platform
How does the NFT help me now that the compute resource has been unplugged? I have the entitlement but not the delivery.
For multiplayer games, you’d need servers for match making and such, so it’s probably not possible right now.
Note that most NFTs are links to a central server hosted on a Blockchain, not the actual image itself.
The NFT wallet check could happen internally within the game, perhaps some kind of WebView allowing access to browser wallet extensions.
https://steamcommunity.com/sharedfiles/filedetails/?id=11481...
I think the spirit of your desire is valid though. What I want to see is the invention of some kind of digital legal-trust structure.
In theory, SAAS providers could produce some kind of "serverless" way to run their SAAS. Trusted cloud providers could host the SAAS past the lifetime of the original company. Users would need to pay for the hosting but the service can live longer than the company given there was a desire.
Legally things could be structured such that this works for closed source SAAS such that it remains closed source. It hits the niche for when just open sourcing the product on the way out isn't feasible.
Asking clients to check their own NFTs is very weak DRM.
So what is the actual proposed flow?
It seems inconsistent to complain about needing outside knowledge to find something when the only reason you know about it is from outside knowledge. There can be joy in going in fully-blind and there can be joy in following a guide like a list of chores but the no-man's land in-between leads only to disappointment and spoilers.
(this is also why I don't watch movie trailers or read book blurbs)
So, I don't think it's bad because the content is hard to discover without outside knowledge, it's bad because it's both hard to discover and impossible to fix once you have progressed past that point. It's not like being able to just rewatch part of a film or re read a book chapter to get a reference. You basically have to reload an old save, go through a decision sequence, and then replay the entire last third of the game until you have access to a final playable level, and the way it's implemented feels like it was very much slapped in to take the place of a johnny-friendship-meter mechanic that appears mostly broken outside that one conversation.
it sucked then, too.
Interesting that Steam had no issue fulfilling that promise since they loose out on it as well. Also sounds like a bit shit thing to do after completing the entire game.
[1] https://twitter.com/CyberpunkGame/status/1340013516628103170
The game was so unbelievably broken I just wanted to see out the end and be done with it
That would undermine them as a platform and that would make them loose more than a revenue from one title.
Granted, they are the de-facto monopoly, but this specific policy is seldom criticised.
I can't link to it since it's an internal page. But I have a record of my purchase and refund from Steam support here, too https://i.imgur.com/TvIuFEi.png
Ironically, had they done this, they would have seen more adoption from the skeptics, and maybe not even had to shut down. Typical Google, completely ignoring all the totally rational fears people had about their shutdown.
In pretty much all Stadia HN threads, the top question is always "But Google might shut this down", and it was really comical to see Google employees reply to that with 100% positivity, as though people's fears were irrational.
Gamers shouldn't cede so much control to some 3rd party who will be watching over their shoulder and collecting every scrap of data on them and their friends while they play. We don't need our performance in games being used to determine our physical and mental capabilities, our online chats being mined, or our social networks being graphed. When I fire up a single player PC game nobody is logging the days I play, or how many hours that I play to draw inferences about my life and responsibilities.
With very few exceptions, the games I play on my computer can't be remotely censored or modified against my will. Neither can the games on my shelf, and I can resell those too. Instead I retain the ability to mod games and alter their settings to my liking without anybody's approval even when the creators or publishers would disapprove.
All the benefits of Games-as-a-Service came with massive trade offs and provide far more benefit for the 3rd parties who would insert themselves between gamers and the games they want to play than they provide for gamers themselves.
I'm what they call a patient gamer anyway. I'm often 10 or 15 years behind, but I've never once run out of games to play and the savings are substantial.
Consoles (which have many of the same problems Stadia did) aren't usually terribly expensive if you're willing to be a generation behind and used console games are insanely cheap with the exception of certain franchises (Nintendo titles and JRPGs are notorious for staying expensive. Castlevania Symphony of the Night came out in 1997 and can still go for well over $100 for a copy!) but thankfully emulation covers a lot of that. By the time I picked up a PS3 I was picking up 10-15 games for the same cost as just one game at release.
As a bonus, waiting a few years to play the latest title means that everyone else has finished beta testing it for you and the entire experience is much improved. You can also usually get all (or most) the DLC included with the already low price of the game.
Point being, you don't have to spend a fortune or have a blazing fast video card to have a nearly endless selection of exceptional games.
Not to say I can't convince friends to replay older games - it's just a bit tougher.
Such players usually use consoles, which are no better than cloud based gaming for forcing updates to content.
I jump into a match of apex legends every 3-4 weeks, maybe I get an afternoon to play because my partner has decided to go out with her friends.
What usually happens is that I launch my PlayStation and it spends the whole evening applying updates.
It’s asinine, maddeningly frustrating.
if I could pick up a controller and play: I’d be much happier.
FD: I worked on a game that came to stadia and knew about it before it’s public launch.
Why do you feel that this is a bad demographic?
It’s basically perfect because people like me can’t really justify a console let alone a full fledged PC gaming setup and all the work that would entail.
Streaming services lose money the more they are used, the worst customer is the one who plays a lot and the best one is the one who doesn’t play at all.
Infrequent use is really ideal, and it would have suited me better than the alternatives too.
If I want to play God of War a few hours a month then paying 700eur to enter or 75eur and a Netflix style subscription? Which is more reasonable sounding if you're not devoting much time.
Put it this way: Why do people use cloud based hosting over buying their hardware?
Mostly it's because they convert the one time cost to an amortised cost based on usage.
And you can also finance that for £20.99/mo for two years.
And you can also re-sell it when you get tired of it.
then microsoft came out with the pc version of their game pass.
guess who's got my money.
As soon as there is an OS update it doesn't progress (which, granted, is uncommon) and it only works for the last game you played. So if I play GTA and Apex Legends, then only one would get the update, and only if there is no OS update, and only if I use rest mode.
A lot of circumstances where it isn't going to help.
I’m playing cyberpunk 2077 max settings on a 2cm thick MacBook Pro, I don’t have a bulky pc to move every time I move, and most importantly, if I ever get bored I’ll simply stop paying instead of having a pc collecting dust
By comparison, the Stadia model was broken from the start.
You don't even need a bulky PC. You can get a gaming laptop if your worried about space/mobility. No doubt the video cards are expensive though.
you got the answer to that right in the title.
If you're playing through Steam, Origin, Epic, or even GoG's launcher then yes those two things are being recorded. Unless your PC is totally air gapped it will definitely be sending that kind of telemetry back to the mothership.
> With very few exceptions, the games I play on my computer can't be remotely censored or modified against my will
That's not really true if you've purchased a digital copy of a game (unless it's from GoG I suppose). You're buying a license that can be changed or revoked for any number of reasons, and the actual content you're given can be changed at any time.
Left 4 Dead 2 in Australia is an example of this; for the first ~5 years of its life Australia had a censored "low violence" version of the game thanks to our pearl clutching regulators.
I prefer physical copies or at least complete installers. GoG is the first place I check. Anything I buy on steam I make sure to grab a cracked copy of as well (I've been burned by steam once already) so I can be sure games that don't need to be online don't have to be, and I can keep my purchases if steam closes shop.
The US can be weird about censored games too, but usually only with sex/nudity. I had to download Fahrenheit since Americans were only allowed a censored version named "indigo Prophecy", and I've had to patch some older games like BloodRayne too but it's nothing like what you guys have to put up with!
If there was some new Google paid service that I cared about coming out, I'd still be hesitant that this refund is some sort of fluke and not a standard practice, and avoid giving Google money for something they're likely to kill in a couple years.
Google hasn’t remained the same company through its history. Like when that CFO came in and reduced moonshot projects and maybe general expenses a lot. Which was a radical departure from their past.
Maybe Google is realizing they can’t keep being this cold company forever.
Or! Just like you I agree this one time doesn’t get me to trust Google not shutting things down with no recourse. It would have to be done a few more times.
Maybe that was communicated to Google leadership and "Let's pay to prevent everyone from hating us" was the cheaper option.
It's not like Google has a good rep in that community already, given how much pretty much everyone on Youtube, and especially in its gaming community, complains about YT constantly. There's a reason most gaming folks are on Twitch more than Youtube and have to be bribed massively to move over to YT.
On that note, some commentary from /v/:
>even the shut down lagged by monthsLots of reasons come to mind, but the biggest ones for me were portability (playing my games at max settings while traveling, at friends' houses, at work, at coffee shops, etc), the ability to play on whatever device I wanted (usually laptop or TV depending on the game when at home, but I also played a lot on phone/tablet while travelling), and to a lesser extent some smaller perks like using less battery life / hard drive space / time updating / etc than the native alternative.
In other words, if I have the choice between playing the same game on my desktop (strictly in my office) or on the couch (or wherever else I want to be), I'm always going to pick the latter.
2. Highest probability of any product shutdown of this exploding "don't even bother, Google will just shut it down in a few years" into broad public consciousness
3. It's an enormous market and they know they'll want to try again
4. Maybe it's relatively not that much money. I would be surprised if I knew more than one or two people who'd ever even heard of Stadia
IPOed at $522.20, now down to $8.76. Took $1.4b in investment, now worth $265m.
With this, next time there's a product that has a similar risk to the consumer, people will be saying "yeah it might get shut down, but look at what they did with stadia"
Edit: Nextgrid showed up as I was typing this and set the record straight. My faith in HN is restored.
Unfortunately there is no user-friendly tool to test for this. Most tests focus purely on speed, which can be tricked by various packet-loss-compensation algorithms, so you can score a "perfect" 1Gbps speedtest despite the connection cutting completely for a second.
Sometimes I forget that was ever a thing!
Like this product literally depends on which godawful modem your ISP sent you when you first got service.
These sorts of EULA arrangements are essentially the foundation of almost all modern media consumption - if anything Stadia is on better ground than most since it's not just a DRM layer like Steam or iTunes. If Steam disappears, I have a bunch of entirely playable game files on my computer that I can't use. When Stadia shuts down, you have a client for nothing. You're not paying $60 to own a copy of a game, you're paying $60 for an unlimited term license to play the game on Stadia's servers. Legally, it feels odd to claim in court that that should be the same as a purchase of the game in some other method. If Google had turned off Stadia, but transferred everyone's purchases to Steam or EGS, that wouldn't be providing the same service you purchased from Stadia.
For example, Comcast over-provisions their upload so much they cannot even advertise what it is. They will sell you 2Gbps download and never tell you the upload. Which I assume, based on experience, is 20Mbps split over a neighborhood of 500 houses.
Contrast to whenever I have used a symmetric fiber connection that advertises 1Gbps/1Gbps, I can actually sustain close to both of those and at sub 5ms latency. Whatever the theoretical promise is, I assume non fiber non symmetric connections are simply low quality (in the USA).
I've played multiplayer FPS games on a home-made setup with an AWS VM with GPU and Steam streaming (using a VPN to make both machines appear to be on the same LAN so Steam streaming would work).
This worked well, but only because it was on an enterprise-grade leased line with consistent 1ms latency to the AWS datacenter, and all wired (good wireless gear might've worked too, but forget about trying that on garbage consumer-grade hardware like your typical router or mesh Wi-Fi setup).
Is it technically possible? Yes and it works well under optimal conditions.
Is it possible for the average user who doesn't have good equipment nor the budget for it? No chance - it's a recipe for disaster. Those who do have the budget are better served by just buying a gaming machine and running the games locally.
Games streaming can be a value-add to a good ISP (such as Google Fiber) whose network actually permits this, but don't expect it to work on the majority of residential connections. The vast majority of them suck (whether because of the ISP's network or the customer-premises equipment), people don't know they suck and have no easy tools to test that, so they'll end up blaming the game streaming provider when it inevitably doesn't live up to expectations.
Until good networking setups become commonplace, game streaming will remain limited to a very small niche that have serious networking setups but for some reason don’t have a local gaming machine.
It's unacceptable even with a 1ms link (because of the extra 2-3 frames of latency that get buffered in) for hardcore players in some genres. Even if they can't see the difference, they'll feel it when they miss shots in FPS games and links/confirms/parries in fighting games
Unfortunately, most of the people here and in the industry making these streaming products are adults with real lives who don't understand how bad game streaming is for hardcore players
Not only that, but a lot of AAA games nowadays have super long animations, tons of post-processing slapped on the tail end of the rendering engine, etc, so you end up with 300+ ms from "button pressed" to "something happens"
My understanding is that Stadia and most other game streaming providers run PC games which are developed with the assumption of precise mouse/keyboard inputs where there’s no assistance.
If the actual sales were low (and that's part of why they shut down) then it might actually be (relatively) cheap, and perhaps buy them goodwill towards their next experiment. Maybe next time more people will try it, with the hopes that if it fails, they'll get refunds. And maybe it'll build momentum for them.
Here's one that showed their work: https://allstadia.com/how-many-users-does-google-stadia-have
If they consistently take this approach for other cancellations, it could change the the common view from:
"why use this? They're just going to shut it down in a few years anyway"
to:
"oh neat, Google's experimenting with something new. Let me try it out. If it doesn't work out, they'll take care of me."
Can we get those back, Google? Not just our data, but the profits and improvements you made from it?
"Free" in the age of adtech comes at a high price. The sad part is most people don't care they're getting the short end of the stick.
Most people's lives would be turned upside down if, say, gmail closed down. It would take dozens of hours just to migrate away the accounts that I care most about. Even though it's "free" I don't want to build my life around shifting sands like that.
Gmail of course is a key service to google that will never be shut down, but I'm starting to get nervous about having my life built around Google Voice. That one doesn't seem nearly as solid and again, it's going to be a major undertaking to migrate all my 2fa/recovery. I'm planning on doing it during my next phone upgrade... I'll put the phone on a second line for a month, transfer my google voice number to it, then migrate all my legacy 2fa/recovery (that wouldn't accept google voice as a cell number) from the underlying phone line to the google voice number (now with AT&T). Huge pain in the ass and would be really tough without a second line to handle that switchover, but I'm not 100% (or even 75%) sure that Google Voice is going to be here in another 5 years when I upgrade next.
So like, who gives a shit that it was "free" (apart from my privacy)? I am having to shape my whole life around migrating off this google service, it's a massive pain in the ass and will cost a decent amount (a couple extra months of service on a second line) even to migrate off "the cheap way" in a planned fashion, if tomorrow they said "oops lol it closes in 30 days" I'd be buying a burner or upgrading off-cycle just to get things migrated. The obvious takeaway as a consumer is "don't let these google services get too entrenched in your life", let alone as a business.
Hrm. I have an "eclectic" mix of native Steam games, non-Steam games (added to my Steam library) and some emulators. I can't imagine those will be available, thanks for this info.
>it's cool to be able to max out every single graphics setting without thinking about it.
I certainly like this.
Do you use it with your TV? Do you need a Shield too for the controller?
It works perfectly for non Steam games and usually works better for Steam games as well.
I would recommend a wireless keyboard and mouse to launch the games or if you just want to use a controller to launch your games the Playnight launcher.
Yeah, seriously.
I bought Cyberpunk 2077 on Stadia when it released. It was 60€ new, but there was a 10€ discount available at the time. I believe it was if you had never purchased anything on Stadia before. So, only 50€ for Cyberpunk 2077 on Stadia.
Then everyone who ordered Cyberpunk 2077 on Stadia could also get the Stadia Premiere Edition for free (retailed "normally" for 99€), which includes the Stadia Controller and a Chromecast Ultra (alone worth about 50€).
I actually sold my Chromecast Ultra for about 40€ shortly after I got it since I didn't really need it, which brought my purchase of Cyberpunk 2077 down to 10€ with a free USB controller on the side.
And now I'm getting a 50€ refund?
Ironically I will probably use my refund to buy a steam deck.
XCloud and GeForce Now are the two that come to mind. There are others.
- They are not refunding the 'pro' subscription charges
- They are not refunding hardware purchases made from 3rd parties
The first is a bit sus, the second does make sense unfortunately.
https://arstechnica.com/gadgets/2022/09/google-stadia-offici...
There's several factors at play. First, Google simply does not have any ability to compete in the consumer gaming space because they don't understand it. Second, to make the project work required an enormous expenditure across hardware, software, deployment, and game studios. If the product wasn't absurdly successful, it would be a failure simply because its profit margins would be low. Third, there's no real way to make money doing machine learning on gamer behavior (the way this works in mobile, where many games including ads) so the profit margin would be low. Fourth, I saw a number of preeminent engineers who worked on the project leave shortly after it was launched, or some time later (when it first started becoming obvious the project wasn't a hit). Fifth, leadership pitched this as something that only Google could do, that Google's unique hardware and physical presence in POPs meant they would have significant advantages was obviously wrong (multiple companies always had the technical acumen and production infrastructure to make this happen).
What really blows me away is how close Google Cloud is becoming to something that Google would have to cancel because they can't get the profit margins to compare to ads.
I imagine GC is one of the big three cloud platforms (with AWS, Azure) so I am absolutely intrigued by your suggestion. How bad is it going, really? They've made a lot of investment in Firebase also. I could probably see them shake things up drastically, but shutting down sounds like suicide.
The technology isn't why it failed, Google is. Google was Google before it launched, and after it launched. So anyone familiar with Google could have predicted this failure before the actual launch.
https://www.reddit.com/r/Stadia/comments/xrcea4/comment/iqe3...
Entire divisions get shut down over night when stock values go down. This is reality in the largest corporations (P&G, GE, GM, etc). Often the managers don't even know they are on the block.
Maybe Silicon Valley has been shielded from this reality of corporate culture in established industry by stocks that have tended to go up.
But also I suspect there are probably compliance issues related to insider trading about giving employees with stock or stock options a heads up.
One can tell people that a PC is much more expensive upfront and that you could play for years on Stadia for the same money but the risk of it being shut down and losing access to all the full price games just wasn't worth it. Plus real-time multiplayer games like shooters and MOBAs were just impossible to play competitively, so you needed a PC anyways if you played even only one of such games.
Instead they tried to charge full retail price on games from a tiny library on a product that nobody believed they weren't going to sunset in a couple of years time. I suspect if they'd gone with a subscription cost only model they probably would have been a lot more successful.
I understand that everyone has different tolerances, but I can’t stand even slightest lags (ms range), irregularities and visual bugs in games. Had to fight my way through hardware settings on a real PC at last update, now it’s smooth and immersive.
I don’t play multiplayer games at all, but have a hard time understanding why someone would think “ah, I’m playing single player anyway, so enormous input lags are okay”. How do you play parrying (witcher, souls), shooting 2+ targets quickly (hitman, ghost recon), tight racing with such delays?
Cloud gaming with its latency? Some people not noticing isn't going to cut it.
PS5 is hugely popular and perpetually sold old. So the console market is not hurting either..
The market has spoken and it's not interested in cloud gaming services with its downsides.
Edit: Missed that they're doing refunds. That part's good.
EDIT2: Why I'm calling it a lie: These decisions are not made on a whim. They're made months if not years in advance. A public company making public statements about how you're not shutting something down while you're internally mapping out the shutdown process... that's a lie.
Some intern doing customer support on twitter isn’t going to be invited to long term strategy/budget meetings
It is obvious that Google is battening the hatches for a recession. Economic conditions looks worse than just a few months ago. They’ve already reduced their Area 120 investments. This makes sense to cut as well.
Disclosure: Googler but have no inside info.
And I'm sure some Google Shareholders will be grumbling about it too, since this represents a non-trivial loss of revenue thanks to the (IMO appropriate) refunds, since it represents a material change in the value of stocks purchased between 60 days ago and today.
Although I guess financial statements are quarterly, PR statements are dime a dozen.
We have already promoted and transferred all the product managers and senior developers who created Stadia. None of them will suffer any ill effects from this disastrous waste of Alphabet resources.
All our other struggling products, though: we're still fully committed to those. Really. You can believe us this time.
So many google projects seem to be quite inefficient in this regard - a handful of people get a promo and abandon the project, millions spent.
The standard playbook for an ambitious PM or L7 SWE is:
1) sell product internally 2) launch 3) get credit for "impact" and get promoted thereby 4) transfer within Alphabet, or quit 5) rinse and repeat
Of course, USB remains an option.
EDIT: Yup, official Google Store specs list "Bluetooth" and "Bluetooth Low Energy (BLE) 4.2".
I was pleasantly surprised that the controller synced via BT. I was able to play non-Luna FireTV games with no problems.
It even worked without the Luna software installed on my FireTV Stick (I don't recommend you buy a FireTV stick, nor any FireTV product really).
The concept of the Luna software is interesting: Cloud streamed HD gaming on low-end hardware. Game play was really responsive. Very little video artifacts. But like all other FireTV products, the UX was geared towards sales, not user ergonomics.
I plan to uninstall the Luna app and just play the few FireTV games that I have. Sadly Alto's Adventure is too resource intense for my FireTV Stick.
I wish they enable Bluetooth for it because it's an excellent controller. I use it to play Halo on xCloud via iPad...
He's too dangerous to allow to live.
This would have no impact on anything. If they had to share IP after shutting it down they'd just restructure the business so that Stadia licensed IP from Google Streaming Gaming Technology LLP, and do the all the real work in that absolutely-definitely-a-separate-company-look-the-logo-is-a-different-shape part of Alphabet instead.
But forcing a company to relinquish its intellectual property just because they're successful seems counter-intuitive. Maybe they just need to make it possible to install alternative firmware (whether or not it exists) in a reasonable way for no additional cost.
> Maybe it would work if it was based on the production volume and product category, not the size of the company. Not sure how the IP thing would work, but making it possible to reuse/recycle electronics that would otherwise end up in a landfill due to no other reason than software locks is a good idea.
THIS!
> But forcing a company to relinquish its intellectual property just because they're successful seems counter-intuitive. Maybe they just need to make it possible to install alternative firmware (whether or not it exists) in a reasonable way for no additional cost.
Well, this too, with a twist...
I'm not saying they have to relinquish their IP. There's a difference between open sourcing something and relinquishing intellectual property. One says "the world can USE this" and the other says "the world can use this and somebody can PROFIT FROM IT." I'm saying exclusively the former. I'm not OK with them being forced to allow somebody else to pick up their work and make money on it without them getting a cut purely because the government forced that function, that's not ok. So maybe if there's going to be a forcing function here there needs to be some kind of licensing that allows their IP to be used purely in non-profit contexts.
...but then again, coming back to my whole "should have thought it through before posting" notion, no profit might mean no maintaining body. So...I dunno.
It just rubs me the wrong way that Google launches new products and kills just as many every single year, and loads of people worldwide get screwed in the process while they get away with it every single time. If they're going to keep doing this, and let's face it, they are, the world at large oughtta get a little something out of it. Seems like having them open source the thing they're clearly not going to make any money on anyway is the right thing to do here.
The whole system is a _staggering_ technological achievement of (unnecessary) complexity getting a pile of devices closely synchronized over the network with ... absolutely no realistic use case.
I just dug the controller out, it does work wired as a USB-C HID1.1 Gamepad device (18D1:9400). 2 analog sticks, 2 analog triggers, 15 buttons (including pressed/not pressed for the analog triggers), and an analog alias for the D-Pad (just returns min/max when pressed). Doesn't look like the 3.5mm headphone jack does anything when connected via USB, I'm not seeing a bonus audio device or anything.
It doesn't look like it presents as a normal Bluetooth controller (by testing or by the docs https://support.google.com/stadia/answer/9338851?hl=en ), I think the weird hybrid WiFi for comms/Bluetooth for pairing thing they did would require some hacking and/or published specs to use it wirelessly with anything other than a Stadia setup - or for Google to politely release a firmware update to enable normal BT controller behavior since they imply it's possible. They are apparently pretty nasty to get apart ( https://www.ifixit.com/Device/Google_Stadia_Controller ) for physical tampering, though there is a fairly substantial computer system in it http://en.techinfodepot.shoutwiki.com/wiki/Google_Stadia_(H2... .
It's actually a pretty comfortable controller, but it just became an amusing collectors item so I think mine will continue to sit in its box.
I also looked into the weird WiFi/Bluetooth hybrid protocol stack. It's really impressive, and as far as I know, not jailbroken. Also massively overengineered.
They tried really hard with Stadia, at least at the hardware and streaming level. It's just that no one wanted it. They are before their time; PS Plus and GeForce Go are seeing adoption for streaming games. I bet it'll be popular in 3-5 years, maybe sooner. It's just that Google isn't a reliable carrier for this service, and they don't have enough patience.
I know most of the comments here are focusing on "Google shuts down yet another thing as everybody expected" but this is really doing right by consumers.
I think they deserve a lot of credit here. With so many (usually valid) warnings about how you don't really own digital content in the cloud or hardware you can't root... the fact they're giving everyone all their money back even when they're probably not contractually obligated to, that's pretty huge.
If Stadia were a startup that ran out of money/funding, that would never happen because there wouldn't be any money left in the first place. So even if Google cancels a lot of things, this is a nice (if occasional) bright spot of news, that Google has the ability to do full refunds and actually does it.
It also makes you wonder what future gaming plans they have, especially since they're spending the cash to preserve as much goodwill here as possible.
I've always been bearish on game streaming because it's just not practically, physically possible to solve the problem of input lag. Even an extra 10ms is going to be noticeable and unacceptable for many games.
Also 10ms ends up being close to the average input latency of a single additional frame at 60fps, and you just have to look to the efforts that have gone into Super Smash Bros Melee (especially in netplay) to see how far people will go for a single frame.
Also, I found it kind of scummy how they will not actually tell you what hardware you'll be getting beyond "4c/8t". Mine turned out to be a low-clocked Haswell, a CPU so outdated that Steam downloads were CPU throttled. I used it for about an afternoon and then immediately cancelled.
One absolutely does not need to be a pro to pull it off, and the whole interaction window for that mechanic is based around being able to react within ~32ms (1/30th of a second) to edge guard an opponent. It is exponentially harder to pull off in online play.
After doing it several times it let me save the score.
Reaction Time 181ms
74.46% percentile
You're a lay person, you couldn't have known this, you're using words with very specific meaning to streaming (like latency) and you're comparing it to human reaction times, which are measuring something else entirely. You kind of reasoned about from a first principle in a very Paulgrahamarian way, and it led you deeply astray. That happens. And you're not the only person doing this, this is a comment section full of people who play games and parrot stuff they seen in YouTube, and don't have a concrete grasp of what it is they're even talking about, so it's understandable when it's laypeople shouting at laypeople that it's just a bunch of blah.
One of the reasons I hate HN and write in throwaways nowadays is that the comments section is a better example of Knoll's law than actual journalism.
The word needs to get out
Even the ~50ms total latency you get from locally streaming over a 1ms wired network (from buffering/inappropriate firmware design) ruins whole genres of high level gameplay. You miss tricky shots in FPS games, you can't confirm/link in fighters, etc.
When there is fast movement the compression is much more noticeable, worse then the lag. Many reviewers doing graphical comparisons do it with static images. It's quite common for the whole screen to become a blur of compressed and pixelated blocks at the slightest network hiccup.
Also, you are misunderstanding what "reaction time of 100ms" means. It does not mean that any event that takes less time then 100ms imperceptible, it absolutely does not. The sound of a clap lasts 22ms and you are able to hear even shorter sounds. You can see light pulses of arbitrarily short length so long as they are bright enough.
What 100ms reaction time means is that you can't react to a given stimulus in less then that. Here's the important distinction, you don't react to lag, you perceive it.
To experience this for yourself, go this lag simulator webpage [1] and experiment with various lag times. You will quite easily be able to feel the difference in 0ms, 100ms, and 200ms of added latency. Keep in mind this is on top of whatever latency OS layers and browser sandboxing introduce.
On the other hand, I tried the Resident Evil Village demo first on Stadia, and eventually even bought a full copy for PC. But that game is slow anyway.
CRTs were nowhere near that
I like to play Spiritfarer and some other family games with my partner on Stadia, and we’ve never noticed any significant problems - even when using non-stadia controllers.
Overall I’m bullish on cloud gaming, because I don’t want to invest hundreds of dollars regularly to update my PC or console hardware just to play games like Stray or something like that. There are new handheld consoles coming out focused on the cloud gaming market, and even the Switch supports “cloud version” games now, like Resident Evil. Also, Amazon’s Luna service continues to grow and improve.
Something like Stray that doesn't really require "hundreds of dollars regularly". Stray plays fine on a 8 year old PC that was definitely < $1000 on its day. Probably not 4K but then also not on the cloud...
On the other hand, it's highly likely that you won't be able to play Stray on the cloud within the next 8 years as providers will drop it down (or outright close...).
At 20 hours a month you would have to play for 50 months (4 years) on your machine before you pay off the machine. Alternatively, you could spend that same money on the streaming service. I think the math doesn't hold up if you are a casual gamer. Building a PC and maintenance just isn't worth it.
That being said, if you play a lot more, maybe even 15-20 hours a week, I think it makes a lot of sense to build your own machine (I have one and it was very worth it when I was a serious LoL player).
If you take a look at the 25 games with the most current players[1] I would argue at least 20/25 would either be annoying to play with increased input lag, or outright highly disadvantageous.
My previous TV had about 150 ms of video latency. Even if I enabled Game Mode, it was 75 ms, which was still noticeable.
With my current TV, I have no idea what the latency is because I stopped gaming on console and so I'm not playing Rock Band which had a calibration option to compensate for video and audio latency.
If you don't configure your TV correctly sure, you could get massive amounts of lag. Even with an OLED display if you turn on all the post processing you're going to have problems. That's not really a fault of the TV though. I disable almost all post processing on my TVs and get a better picture without the downsides.
With digital receivers adding lag is minimal at best. Especially with newer models that don't draw on top of the source signal.
For example, my LG OLED tv is regarded as one of the best for gaming. Game mode latency is about 9ms. Cinema mode is about 90ms.
- Controller buttons caused CPU interrupts, so basically 0 latency
- No OS getting in the way
- N64 era would be double buffered and then straight to the CRT
- NES era would literally calculate the pixels in real time as the CRT beam moved across the screen
- CRTs have virtually no latency, same with the analog signal chain because there is no buffering
So when people try to play them in modern systems, things that were easy back then are quite hard now.
There's a reason anybody speedrunning SM64 will play on a CRT.
Relevant: https://en.wikipedia.org/wiki/Raster_interrupt#Nintendo_Ente...
I bought a Japanese copy of Super Mario World on ebay (Japanese copies of games were peanuts at the time, I assume they're more now), and found an old CRT for cheap on a local used site. I continued to play SMW many times over the years on various platforms and emulators, and I'm pretty damn good at the game.
But man, did it blow my mind feeling as little input latency as I did the first time I booted it on a CRT after all those years. It actually took a little bit of time to adapt to. It's like that phenomenon where if a button activates a light with low enough latency, people think the light is predicting when they'll hit the button, i.e. turning on before the button is pressed. People don't realize the latency we started dealing with when everything went from analogue to digital!
But, personally, I find the experience much less enjoyable as the latency goes up. It's not about being competitive either. (I don't play games online.) It just feels sticky and sluggish and I don't enjoy it. I miss the crisp responsiveness of older consoles. :(
I agree with your disagreement here. For me streaming game services don't have a lot of technical hurdles.
> Overall I’m bullish on cloud gaming, because I don’t want to invest hundreds of dollars regularly to update my PC or console hardware just to play games like Stray or something like that.
I disagree here. I hate the idea of streaming/cloud gaming. I will never sign up for such a service. I don't want a monthly bill, I enjoy building computers. I want to have the content on my local machine thank you very much.
The subscription model I think has already proven it self be consumer hostile. I don't want to subscribe to Adobe, I don't want to subscribe to Office, just let me buy the damn thing outright.
I totally think this is fair - and I think the market can support both models.
E.g.: I like paying for Netflix / Hulu / [insert video streaming service here], but I wouldn't hate on others who prefer buying the DVD. Same thing for Apple Music vs. people who prefer CDs / records.
There are certainly more edge cases and things to go wrong when streaming the entire experience, but the networks are only getting better over time.
Streaming games are also a big answer to many forms of cheating. Not all, but it would make a night-day difference for any competitive game today.
Consider that a good gaming monitor has input lag of ~3ms, a TV in game mode has input lag of ~12ms, and in regular mode the input lag is >100ms.
I would argue that our brain is just really good at correcting for minuscule timings like that, and less than 1% of the population could even tell the difference between 20ms and 30ms lag.
I’ve used Game Pass Ultimate to stream hundreds of games with 80ms ping, and I can attest that you adapt very quickly. Even first person shooters were easily playable. The only ones that gave me trouble were Forza and GRID, both very fast paced racing games.
But let’s face it: there are many people who are happy to stream Civ, XCOM, and even Elder Scrolls, where input lag isn’t as much of an issue.
i tried to play tekken 7 on xbox cloud and it was torture. maybe if you never played it locally youd br ok with the control response times, but not if youd played it running locally.
The popularity of 120hz gaming would beg to differ, everyone I know who games on a PC has a high refresh rate monitor and can easily tell if their game isn’t running with optimal fps. High refresh rate is certainly something you adapt to, so you might be right about the general population, but were talking specifically about gamers here. And the fact that high refresh rate panels are coming into phones makes me much more doubtful that it’s just gamers. Human beings heavily rely on reaction time just by being bipedal(tripping and not catching yourself can mean death).
Also, Highly responsive systems are just more fun, see also cars.
Agree that many casual people don’t care much, but casual people also tend to rely on more knowledgeable friends, or wouldn’t be in the know enough to try out a streaming game service that wasn’t advertised much.
What's not acceptable is jitter. If it's a constant 10ms delay, it's easy to compensate - for both humans and machines. That's even more so if everyone is subject to a similar delay.
If latency is constantly changing, that's where it can become unacceptable. Your machine better be on a wired network. If it's on wifi, this whole point is moot.
That won't even get a signal across the US at the speed of light, so real lag will be much, much higher.
That won't even get a signal across the US at the speed of light, so real lag will be much, much higher, even with servers scattered around (speed in wires, networking device lags, etc... )
Beyond 60ms, the other devil is packet loss. If your connection starts to become unstable, even if it's a fast connection, it becomes extremely aggravating. I could actually deal with up to 200ms latency, but throw in a tiny amount of packet loss and I'm out.
And yes, they should radically restructure their system of incentives. Clearly the one they have in place does not work.
They have been all over the places, from cloud, finance, gaming, mobile, os, social, you name it. And most of their revenue still come from ads.
Steve Jobs:
“People think focus means saying yes to the thing you've got to focus on. But that's not what it means at all. It means saying no to the hundred other good ideas that there are. You have to pick carefully. I'm actually as proud of the things we haven't done as the things I have done. Innovation is saying no to 1,000 things.”
Telco, political machine, automotive, surveillance, more surveillance... and they made Flutter.
I love Stadia. I bought it for a friend last Christmas and we have been using it this year to play games together, she has a Macbook which cannot play a lot of PC games and the Stadia model works a lot better for us.
Despite the lack of AAA titles, it had everything we wanted to play, we just started playing overcooked on it. Now I do not know what we will do.
Geforce now will require a subscription + the game and I believe this doesn't work anywhere near as well on her connection.
We've also been doing playthroughs of Life is strange together, due to the new feature where they let you watch another player play.
Stadia was absolutely perfect, Google absolutely messed this up and i've got a bunch of games i won't get too lined up.
It was fun while it lasted.
Plus it's a bit expensive, particularly when you are not an xbox user, 2x subscriptions could be pricey when all we want to do is play a handful of games. Might even work out cheaper to buy a Switch or something in the long term.
I might've actually bought one, except that I didn't want to be stranded with an outlay of hundreds of dollars for a bricked streaming device. If I'd known up front that they'd have refunded my costs (or even a percentage of them) if they shut down the service in some timeframe, I'd have totally bought one.
Of course, this was long before they sold ephemeral digital things like trading cards and stickers, and before many games were heavily dependent on the continuation of online services.
I didn't realize this. I'm looking to build a pc in the coming months, and the fact that valve has a plan in place is comforting
But by that point they had established themselves. They earned trust before selling things that required that trust.
Since they won't commit to their products, their customers are reluctant to commit as well.
And I'm reconsidering the existing services I'm dependent on as well.
GMail, for example. While I have no doubt GMail will continue to exist as long as email exists, Google's spam blocking (not just filtering...blocking, where the email doesn't even make it to the inbox), has become far too aggressive. And the frequent UI changes are becoming unsustainable.
Also, the nagging suspicion that Google is having silent data loss issues across their products is not helping either.
I end up with a Chromecast and a gamepad that are both compatible outside of Stadia and played a few games, all of that for free.
You don't even need hardware or any account. You can play destiny for free.
It saddens me that this is going away but like most people, I'm not surprised.
I just hope that the technology doesn't go to waste.
I have also used MS cloud gaming a bunch and it stinks in comparison.
Now Google is a paint-by-ads corporate behemoth. I've been burnt so many times that I'm now skeptical of every new thing they release instead of excited. I hate feeling that way, especially because Stadia itself is so technically impressive, but how else can I feel?
I would say 2005 with Google Maps.
Google maps was quite impressive, but it was also cobbled together from several acquisitions. In fact, Google Earth Desktop is still basically the same software they bought from Keyhole in 2004.
Honestly, I think the change from a SWE CEO (Schmidt -- and less so Larry) to a PM CEO, Sundar, is probably the main reason.
I get why, though. At the time of Sundar's rise, it was clear that Apple was way better at making "products". (Now they're just a lot better :)
It was never about the players, it was "everybody else is developing a game streaming platform so we should too".
In the last weeks there have been multiple streaming handhelds announce which leaves me wondering... "are there product managers who believe everything they see on TV?"
Most of the fun of a portable game console is using it on the bus, as a passenger in a car, or outside the range of reliable WiFi. If you believed everything you see on TV you might think "5G" is a solution but I have to break it to you that there are postage stamp sized plots in Washington, DC, New York, NY, and Los Angeles, CA that have 5G coverage.
Given that these e-waste devices are up against real portable game consoles like the Switch and the Steam Deck I can only hope the people who make the decisions to go ahead with marketing e-Waste products face some personal consequences for their actions, at the very least they won't be allowed to introduce more e-Waste products that hurt investors, gamers, game producers and everyone else.
Even then Stadia was dead on arrival for me with a completely unattractive consumer proposition of having to subscribe but get no games (aside from some trash freebies) and having to rebuy games at MSRP that I already owned on storefronts that were still going to be around when the leaves fell off the trees.
That said, I'm getting a Steam deck soon so I hope that fixes the story for "mobile" gaming or gaming without the network that GP pointed out. The convincing thing for me on GFN was that you're buying your games in a standard game store so if GFN becomes a non-option at some point I'll still have my games.
I had a theory though, that if you were a serious gamer, you probably stream or do a bunch of other things on your computer. As the serious gamer would need a reasonable GPU either way to accomplish this, the benefits of Stadia didn't make sense for them. Google should have implemented the missing pieces as part of the stadia experience, thus only requiring a laptop to be a mildly successful streamer.
In my head they should have worked on something that could stream directly to youtube gaming, and they should have paid $$$$ to get some streamers to use Stadia exclusively for their streams.
This is actually one of the two supported streaming modes, see https://support.google.com/stadia/answer/9825342?hl=en.
<<A message about Stadia and our long term streaming strategy>>
In the content they tell that they are shutting down, so giving up on the project, but the title tries to pretend that they "pivot" and so that it is something that is beneficial for them in the long term to be invested in "streaming" technologies.Shadow was great, when they had a California datacenter (~20ms latency). I noticed zero lag most of the time. Once they closed that and I was forced to go to TX (~60ms latency), it started to become an issue for me. There were other issues too, like some games don't let you install on a VM (very rare), and I kept running out of space.
I finally upgraded to a PC this year (~$1400 w/GeForce 3070 & i5), and it is a much better experience. I was so used to the latency, I kept failing mini-games with timed key presses. Now I have all the hard drive space I need, and the graphics look and feel much smoother (I assume something to do with the compression). While the cloud GPUs were performing well, I don't think the CPUs were up to par.
I still think cloud gaming is great, and wish Shadow well. But if your cloud gaming service is going to limit the games people can play, get your tombstone ready.
[1] shadow.tech
The kind of single player AAA titles they were promoting are always going to look better and be more responsive on local hardware. They should have leaned into Stadia as a backend for massively multiplayer online games, where they would have the advantage of cheat protection and a subscription revenue model. Instead they pushed for a purchase model that exacerbated all of online gaming's shortcomings while minimizing the advantages.
The Stadia infrastructure may yet succeed, but never under Phil Harrison. He should have been sacked years ago.
To succeed, it really needed to be just a gamepass-esq model.
The thing I found really impressive is that the latency felt better over the actual internet than streaming my Xbox from another room.
It's also super impressive that the headphone jack in the controller's audio seemed perfectly in sync with the video from the Chromecast despite the controller operating over Wifi. The video and audio streams are presumably completely separate, originating from Google servers.
1. I don't have a gaming console, and this allowed me to easily (with the help of my Chromecast) add gaming to my living room.
2. It's way easier than Steam Link/Controllers which always require an element of "massage" to get and keep working.
Downsides:
My library of games on Steam, Epic, EA are obviously not accessible with Stadia, and I wasn't about to re-purchase or purchase exclusively any game content from a service that was doomed.
I've also played with Xbox Cloud Gaming and while decent I found it unusable on mobile.
You're looking at a cost that approaches that of a budget gaming rig (if you shop around a bit) or, for even less money (if you wait a few months) a steam deck. With either of those, provided you have access to good residential broadband, you can use them to stream remotely almost as well as Shadow. I do this fairly regularly. If you don't have good broadband to stream from home, Steam deck stick has you covered. You can even use it to stream locally to your laptop for the larger screen. (It's a shame that laptops don't generally let you use their HDMI ports for incoming though)
This is what convinced me to jump into streaming gaming with an NVidia Shield and GeForce Now.
You buy the games on standard game store platforms: Steam, Epic and Ubisoft. So I knew when I was buying the games that if GFN folded or I didn't like it anymore I could still play my entire library on a PC.
Not every game available on Steam is available to play through GFN. For example, you can't play GTAV. But you can play Destiny, Cyberpunk, Saint's Row, Assassin's Creed, etc. It's a credible if not complete selection.
The service was cheap (very cheap when I signed up with the Founder's lifetime rate at < $5/mo.) and I needed a new streaming device for my TV anyway (the Shield is a perfectly capable Android TV based streaming device), so I could dip my toe in it easily and see how it worked (basically the cost of the controller, which aren't very expensive). I've liked it so much I left console gaming behind and got two more Shields for two other TVs. It's very nice to be able to play the same game from different terminals, including my phone if need be (phone's not great for Cyberpunk 2077 but it does Powerwash Simulator just fine).
Not surprised. Google really needs to stop doing this.
But the main thing they got wrong was the library of games. The success of just about every console launch has lived or died by the # and quality of games available at launch. Only in this case they were launching with games that were already available for anyone who wanted them. There was no additional market to tap into, existing PC games already owned the games Stadia was selling.
This meant the value proposition was either:
1)the low cost of entry for non-pc gamers. This is a relatively hard sell though. There aren't a lot of mass market games that you can't also find on cheaper consoles, so converting console gamers is rough, leaving you with non-gamers to bring into the fold, which is even tougher.
2)Convenience for existing games that already owned the same games. This is where Google really missed the ball. They should have used their giant size & resources to forge agreements with the big publishers that would let folks who already owned games on Steam to play them on Stadia. Pay them off the same way console makers pay for exclusive titles: a cost of doing business. Or a cut of ad revenue for ads shown during live streams of their games. Or even negotiate for consumers to pay a small 1-time fee to add a steam game to their account: This is a bit how Apple was able to be so successful with iTunes early on. Lot's of people already owned physical copies of music they ended up re-purchasing on iTunes because at $1/song it was pretty cheap to buy a "best of" sampling of your existing collection for the convenience iTunes offered. I don't think I would have purchased a Steam Deck if instead I could have spent a few dollars activating games I already owned on Stadia instead. Heck models for this sort of thing already exist: I've paid $1.99 to "read" an audiobook version of a book I already purchased from Amazon a bunch of times. There were multiple ways Google might have overcome resistance from existing gamers to adopt Stadia due to not wanting to repurchase their favorite games.
Instead the "free" games included in a sub were either a) already owned by the target audience or b) little better than shovelware. You got very little for subscribing
The concept of a 3rd party game streaming platform is another foot into the grave with Stadia shutting down, and that should be cause for alarm. I think most people in this thread can agree that the licensing model for Stadia was less than stellar, but it feels like getting favorable licensing requires being an existing behemoth (Xbox Game Pass Ultimate, Sony PlayStation Now, Nvidia GeForce Now) to have any chance of a AAA title being on your streaming platform. Blade filed for insolvency just last year, and has since been remarketed as Shadow.tech which functionally is just expensive Windows VMs.
A lot of people on here will happily argue that they want to own their games (Which I want too!), while also rejoicing that cloud gaming is increasing narrowing to fewer and fewer companies. Licensing is getting increasingly harder, and I'm worried at some point we'll be left with a monopoly and it'll be too late.
This is hacker news, what's the answer here for startups going forward? Is becoming a 1st party powerhouse (Like Netflix) while getting licensing agreements with as many indie games as you can (Like Epic Games?) the only option? How do you make this model succeed when you have no negotiating power? If Sony is suing Microsoft to keep Call of Duty on their platform, what chance does a startup have?
I wonder if they could’ve sold it off to Netflix or something instead of killing it.
I have a Stadia and actually liked it even though I thought the go to market execution was bad. Also the latency made it problematic for multiplayer games, so I just played single player content.
"Remember when Google compared Stadia with the Powerglove, Atari ET and the Dreamcast?"
In other words, "I have no clue about the buying & playing habits of my target market." With subtext of the launch & rollout then being "And either I ignored the advice of those who did know or nobody bothered to tell me".
>> I'm from the future. Stadia (was) a platform that tried to change gaming and replace consoles or gaming PCs by using the cloud to play games on any screen. Unfortunately, the gamers said no and ignored it. Then it shut itself down and went to the Google graveyard. [0]
This is the second time I have seen them shutdown as I already said this before: [1]
Might be the last remaining piece of public facing code I worked on @ Google (assuming it wasn't rewritten after I left), and now it will be buh-bye.
> Anonymous sources providing nothing but a statement are baseless.
> Stadia will exist by the end of the summer. You don’t have to believe me. Like I said feel free to come back to this thread in October.
Source: https://news.ycombinator.com/item?id=32278402
It ain't even October yet.
So it technically did exist by the end of summer.
At this point, I can't see how Google can ever launch another platform or ecosystem except on a 100% transactional basis.
Destiny has different matchmaking types: Connection-Based Match Making and Skill-Based Match Making. Destiny also p2p network model.
CBMM was always a breeze to play as long as you can "git gud". SBMM was often a nightmare because you get matched with players all over the globe.
I played Destiny on nearly every streaming platform except for shadow, I can say that Stadia made SBMM more consistent because, well, p2p within google DC is much better than all around the country or globe. Win some lose some kind of situation here.
I mean, yeah, it's nothing like playing on my PC with 144hz monitor, but it's very much playable.
B/c it was from google - the company the launches stuff and stops carrying afterwards... and b/c it was marred with promises like "negative latency". But mostly it required to purchase the games on their platform, requesting a self-lock in.
* People interested in playing high end games
* People who don’t own modern consoles or gaming PCs
* People with access to fiber
Stadia users often joked about how it was really 'Dadia', since so much of the player base was younger dads that wanted to game with their friends from time to time but couldn't justify purchasing the required hardware. These are the users Google should have been targeting - along with less tech-inclined crowd.
The entire pandemic I had this vision of a Stadia commercial where a younger family member sends a link on the family group chat or over zoom and then next minute everyone is playing Among Us or some other casual party game together. Even grandparents and click a link to open their chrome browser.
You don't need fiber for casual games like these. You need enough internet to stream netflix - which almost everyone does.
Stadia leadership just didn't have vision.
Yes[1]. One clue (among hundreds of others) that Stadia was already dead months ago was when the ports dried up, indicating that the project had lost internal funding.
[1] https://gamerant.com/google-spent-millions-stadia-ports/
Don't forget Valve though. They don't have as much power as Google, but they have done way more. The Steam Deck (as long as it lives) will help.
Aside from marketing efforts, Google seems to have also supported developers with technology efforts, as indicated with the GDC presentation below:
https://schedule2019.gdconf.com/session/first-light-bringing...
[0]: https://store.steampowered.com/steamdeck [1]: https://www.steamdeck.com/en/verified
I'd argue that linux native is dead, but that doesn't matter much when we can just run windows games.
Maybe if there are a lot of comments - display five randomly chosen and get those up/down voted first before showing everything else?
But there would still be a problem with some just having longer lifetime hence higher chance of being in the top than others.
Not saying it to argue with your point, just to highlight that we generally shouldn't put much trust into Google.
While "cover your ass" posts may need a grain of salt, there's no logic in "we're killing a product/service" being lip service.
And not just Google, but every company.
I'm not arguing that internally, no one at Google knew this 60 days ago. They may have. I'm saying that it makes sense to cast doubt on public relation statements that cast a company in a good light, but it makes much less sense to doubt an announcement that casts them in a bad light. Why would they "lie" about killing a product or service?
If you are suggesting that I'm saying that we shouldn't trust Google's announcement that they are shutting down Stadia, then you are misunderstanding my comment.
> to highlight that we generally shouldn't put much trust into Google
It seemed like a logical conclusion. Given your argument now, I assume you simply meant "don't trust anything they say" (which would include their announcement today) but it's not exactly the spirit of what you mean. Your initial intent was not clear (in my opinion.)
Google will have financially benefited from that positive PR (from interest on invested money, if in absolutely no other way).
During those times I thought HN was being overly pessimistic as usual about a product being killed by Google, but now it is pretty understandable, especially as despite Google’s headstart that they were overtaken by Nvidia, Microsoft, and others in this space.
That prediction was so damn close.
Glad they are doing refunds though.
Stadia was pretty cool while it lasted. I was a Stadia subscriber for a while. Great technology, but (mostly) crappy games. The store was also pretty lame with just a huge list of (mainly B-list) titles, and no indication of whether something was good or not.
With a better game library and a better store, Stadia could be a winner. Shame they didn’t just partner with Steam!
- Jul 29, 2022
Before leaving one of the teams some of us considered joining was the then unlaunched Stadia team. This was an effort out of Cloud I guess to create value added GCP services. Ultimately it never went anywhere because the team didn't want a presence in NYC.
Anyway, as soon as I heard about the project I said there's only two words you need to kill this project.
"Input lag"
The conversation should've ended there as the games where this isn't a factor are so niche it doesn't justify an entire product and engineering team.
I really don't understand how projects like this get signed off. Well, I do actually. It's a pet project for someone who doesn't really understand the domain they're operating in (ie games).
This should've never been greenlit.
TBH, I played quite a bit of Madden on Stadia and input lag wasn't really an issue. I think there are a lot of games that actually worked really well there.
Input lag was never a noticeable issue for the non-PCMasterRace population, which is the majority of gamers.
Google Fiber is currently microtrenching in front of my house, and continues to move into more cities here. Did they restart, or did their mothballing just mean that they aren't entering new geographic regions?
TBH, I'm super excited about it because the only other high-speed option we have is Comcast and it is super unreliable and the data cap sucks, but I'm also mentally preparing for the day they get bored of it and shut the whole thing down.
Being able to run a game on both your phone and your console (Apple TV in this case) is a huge advantage.
They wanted game devs, with a strong Windows development culture, to port their games into a Linux distribution, using bare bones tooling vs Windows/Console devkits, a huge investment into a company that is known for quickly dropping products when not profitable enough.
Naturally most didn't even bothered.
This is really hurting American innovation edge. If we could figure out a more effective way to get that money towards entrepreneurs / start ups - we'd be way better off.
To be fair - didn't really look into it past the graph, but my initial question would be how much that has to do with all the money that artificially got pumped into the economy last year.
Compare that to GeForce now, which can stream (some of) your existing library, and it's obvious Stadia had no chance.
You had to pay the monthly subscription, plus buy the games, and if you stop paying the subscription, you lose the games! That's a terrible deal and many in the gaming community predicted the demise of Stadia exactly because of this.
If nvidia can make it so GeForce Now can stream your existing library, surely Google could too? It's baffling that Stadia management didn't see this.
I wouldn't be surprised if that display was pitched as a joke, and some executive approved it knowing nothing about these products. They just saw "Sega", "Nintendo", and "Atari" logos, and loved their product launch being compared to these instantly recognizable titans of the video game industry.
Partly legitimate, but partly to maintain culture and a semblance of being an innovative company, in spite of the fact that they are a monopoly that, at the end of the day, is not really incentivized to innovate (e.g. M&A is much more practical for monopolies, as is competitor sabotage, sales and marketing, which of course they’ve also done).
I guess Peter Thiel for example said this long ago (in a convo with Eric Schmidt iirc): that Google is actively anti-competitive. And this is always, always the case for monopolies. They’ve just done such a good job of marketing and creating sideshows to make it appear otherwise. Not to say that they haven’t made some legitimate tech breakthroughs since being a monopoly, but also that tech is solely to serve their ads monopoly, rather than to serve the general public (e.g. what do you think their ML investments are for? It’s not to create C-3PO…)
[1] see e.g. Max Weber for how industrialization leads to bureaucracy, or more recently, David Graeber’s bullshit jobs talk or book for a more fun, anecdotal take.
60fps 1080p gaming with less than ~50ms latency from controller to screen is absolutely doable right now (for most locations in the USA, assuming decent internet access - so there needs to be clear communication of whether potential customers will have a good experience on their connection), and that's enough for enough people, even as a secondary device for "core" gamers.
This is a totally viable market waiting for someone to release a decent product. Stadia failed because it was garbage and Google didn't know how to manage it, not because game streaming is non-viable.
Stuff like GeForce now is great, but the fact that it's target users are already Steam etc customers means it's not going to pull in people that aren't already in the PC gaming ecosystem, and most people already in that market aren't going to switch from owning their own hardware to streaming. The value proposition sucks for people that don't care about owning their games and playing them natively on their own hardware as well as streaming.
Someone just needs to release a polished product, with a Netflix style pay as you go payment model instead of charging full price for games that customers don't actually own.
Get a decent library of games on there, add a few exclusive "killer apps" and market it well and you will kill.
The full game+hardware refunds are nice. Expected, but I would have also been unsurprised to end up disappointed with no refunds at all.
I still think cloud gaming will be a huge part of the future of gaming.
- Game developers who spent time/focus/money on porting their game(s) to Stadia.
- Google.
ShadowPC has already proved that gaming over fiber+wifi is very viable but it was never googles project - the project was yet another toy-thing that people will think google is "doing", when they are actually an ad and surveillance company.
https://9to5google.com/2021/02/02/how-to-export-download-gam...
Their entire history comprised of posts and comments praising Stadia, but clearly typed by a real person; with like these weird intentional grammar and spelling mistakes to make the account look like it was a real person. Either that or the Google employee behind the account needed to go back to Grade 5 or 6.
Ironically - they’d posted the article one or two months ago where Google promised continued Stadia support, and I found it on the front page of Reddit News.
I didn’t think twice about the poster of the article; until enough people started joking that - yeah - give it a month or two and Google will close it down, kinda thing…
The OP got so defensive in a very strange way to the point where their comments started to be more than questionably ‘real’.
So, I did a quick background check on the account - only to find - holy shit; it’s true, this person is literally paid by Google to post only positive things about Stadia online. Had to be - just from looking at it - but most telling, and the dead giveaway was that once myself and several other Redditors pointed out that the account was obviously just a paid shill from Google, the entire account mysteriously disappeared about an hour later. :P
Companies: if you know your product has problems and/or is shit - here’s a thought - instead of paying people to shill mostly false positive information on social media - how about you invest in actually improving your product; or marketing it in legitimate ways that don’t make you look like a total scumbag. Just my advice.
Thanks Phil for proving you truly are a bottomless pit in which companies can throw money in to make it disappear.
At some point, I think Google should stop launching products that are going to be dead within 5 years, why should anyone get excited about anything they do?
That said, I haven't played any multiplayer FPS games. The multiplayer games I did play seemed totally fine, though "seems totally fine" is obviously a subjective observation.
The biggest gripe I had was that you couldn't use your Steam library or bring your own games in any way. The fact that they're refunding purchases is kind of amazing. Knowing Google, I assumed that when Stadia shut down, that'd be it, and I was ok with that.
For the casual gamer, cloud gaming is perfect - no large downloads, play from your TV or your PC or your iPad/phone when you have 30 minutes free and don't want to buy/build/maintain a PC or Console.
That said, I haven't played in around a year. The games catalog was too limited and they never got any of the AAA games (Call of Duty, EA games etc)
For comparison, I also subscribed to GeForce Now. Technologically, it’s basically… remote desktop to Steam? From a dedicated client application. Everything felt hacked-together. Sometimes the language was wrong, sometimes the resolution. Almost every time I had to re-login to Steam. Performance was so-so, sometimes with ridiculous lag and video encoding errors. Oh yeah and waiting times, lol.
I have not tried the Xbox cloud gaming thingy yet, I imagine it could be more like Stadia.
I think Google made a good choice with customized game versions for Stadia. Not using Windows then was good, too. The custom hardware? Probably not so much. Either way, the customized game versions were also what killed Stadia. Establishing a new platform and getting software on it is very hard.
Stadio was awesome. It also never had a chance.
Currently I use xcloud, its "acceptable" with certain games that don't require low latencies but its picture quality in particular is ass in comparison to Stadia. RIP.
They released the LG app for Stadia less than a year ago, and so having it on my TV with no additional equipment was a god-send. I could play Jackbox when friends either in my living room, or with my remote team at work. I still had the Chromecast, so then I could spin up any game from basically any room in my house and I just needed the controller.
I mean, this is what everyone claimed was going to happen from the beginning... I'm just bummed because I quite enjoyed the ride.
Saying that, the experience with cloud gaming itself was quite impressive, the fact that I can jump into Destiny 2 instantly on my Macbook felt like the future and I still believe it is. Clearly just isn't that affordable yet for anyone involved.
At some point I wish Google would take a stand and believe in some products. If they said we have a 10 year commitment to making Stadia a success and will not close it before that, no matter the cost. I might be willing to consider giving it a try. I don't want to buy into something that's going to just get shut down, especially when there are high costs involved.
I'm just frustrated at how bad Google is at marketing a good product. For example, the Stadia front page didn't show anything enticing if you weren't using Chrome!
Ever since they banned keyboard & mouse PUBG play (forcing you to use the game controller) I pretty much gave up on Stadia.
>Stadia will exist by the end of the summer. You don’t have to believe me. Like I said feel free to come back to this thread in October.[2]
So technically, the commenter was right, as Stadia did survive the summer and will be operational for a whole 3+ months!
Writing was on that wall a long long time ago.
Thanks for pointing it out so that I could have a good laugh :D
[1] https://arstechnica.com/gadgets/2022/09/google-stadia-offici...
I have GFN and I love it, but I will say that input methods/devices is a real weak point. Right now there's still no credible story for racing wheels, for example. I'm not sure about flight simulator rigs, either (I think no). I wonder if you'd have to do a bunch of R&D to make all kinds of tablets and digitizers and other specialized input devices available; or if the workstation costs for consumers of those applications are already dominated by license fees and expensive input hardware? Making it less attractive?
My best Stadia story was us trying to work out why a developer's machine kept getting flagged for malware. Turns out they were porting something to Stadia and the DRM didn't work under Linux. The publisher refused to give them a DRM-free copy and told them to warez one instead.
Eventually things were patched to parity but our old armor values didn't get re-aligned so were entirely too high (by a factor of 2-3x) compared to the other platforms.
The most worrying trend with Google is the search engine. The quality of the search results has declined over the years but it seems it has become multiple times worse over the last couple of months. Many top results for simple queries result in pages that directly send one into a redirect loop that ends on porn or casino sites.
Paging @sofixa [1], [2]
In my view, the root problem here may be that Google is too accustomed to having a monopoly position in the market and not actually treating customers that well, whereas gaming is hypercompetitive and Google doesn't have the customer centricity in their DNA to compete successfully.
"One of the biggest problems Google has is that they excel at engineering, but they lack proper marketing or business talent. Stadia is really cool, yet the company did nothing to attract players and grow the platform. I'm wondering how many of their products were killed just because of the fact, that there was no plan beyond letting it out in the market"
That's item number one marked off on my list of 2020s predictions: https://news.ycombinator.com/item?id=21943323
This does even more damage to the Google's reputation. I would never recommend or use GCP for example, now.
Lastly google already has a gaming platform i.e. Android, and I would have loved to see some more innovation in that space instead.
But for 30 euros a month, I got a machine with a full functional windows system and a good GPU from the tip of my laptop.
Not perfect, but it does the job for me.
In 2015 google acquired agawi - any game anywhere instantly
Others here are saying Stadia should've been the Netflix of gaming. Here's the thing though: Netflix isn't even the Netflix of Netflix anymore. The streaming industry is now split between the large content producers each having their own platform. Netflix survived this only by becoming a content producer themselves. Smart people at the major video game publishers have seen this trend, and to the extent streaming is going to be a thing, want to skip to running the platform themselves.
The launch was a mess. They said it'd be available at a certain time, but that's when they started a slow roll out. This didn't meet gamer's expectations, where good launches just turn on a game. The lesson here is that if an engineering process (eg, Google's usual practice of slowly rolling it out to make sure it doesn't fall over right away) is going to drive the user experience, clearly communicate that.
The suite of launch games appeared to check the boxes of a good launch lineup, but didn't actually. They had major AAA games on launch.... that were all out elsewhere for awhile. They had big games launching on the platform early on....except actually they were delayed leaving a drought of content. They had a good number of games to carry them through the first year... but no "platform sellers" which would on their own get users to try out the platform.
The target audience was misdirected. It feels like they tried to get the core gamer crowd, which are those who would be the harshest critics and have the least benefit (they have their own systems already).
Their commercials were a bit much, and failed to explain what the platform actually was: https://www.youtube.com/watch?v=A6Wy_pWscsk
The landing page, on boarding process, and value proposition where an absolute mess. You could outright buy a game and play it, but they didn't really tell you that. They had a Netflix like subscription where you got games, but it was a weird system where games would rotate onto the subscription but you could keep them as long as you were subscribed. The on boarding process also immediately tried to get you to sign up to the trial for this service, which fed the impression that this service was required. The subscription also increased the resolution of the games you were playing, but only sometimes and there was no way to know what resolution games were actually being rendered at.
Phil Harrison has now overseen the launch of the Playstation 3, Xbox One, and Stadia. He should be unemployable as an executive, and be weary of anyone who does employ him.
Stadia hilariously lacked a search feature for nearly 2 years. From Google, you know, the search company.
From my time at Google, I saw many people who understood the business of video games. Lots of great insight there. However, I only saw one person (there were likely others I didn't interact with) who understood video games themselves, as a form of art and entertainment. They were on that development team that Google canned, as the first sign that Google was giving up on Stadia.
I purchased cyberpunk combo pack few years ago. I wonder if the controller can be used on pc/osx for other games.
Anyone?
YouTubetv will literally show me tens of ad slots per day with no ads (just a moment of zen and a jingle) when they could have been pushing Stadia.
We all saw this coming years ago when it was first announced.
I know 10 or so other companies that shouldn’t own the game streaming market either, but being dedicated game distributors themselves, collectively they’re far more deserving than some ambiguous tech conglomerate.
Was stadia its own platform and hardware? I thought it was a way to say, play steam games over the net on an x11 session or something.
I'm not being silly, I really had no idea how the thing worked.
The hardware though, the platform.. it was an interesting linux machine which could have been a cracking base going forward. The whole thing had so much promise, it is such a shame they half arsed the game licensing/ownership side of things.
I don't understand the pain point they are trying to solve for end-users.
Gamers are used to buy shiny new hardware to run their games.
This is again a case of a solution looking for a problem.
I think you meant “Gamers that have the money to spare are used to buy shiny new hardware to run their games”.
You can get a subscription for $10/mo. That's $120 every year. That's a hell of a deal for a casual gamer that doesn't want to spend the money on a PC.
When cyberpunk came out, it was crashing everywhere except the stadia version. I've rarely had performance issues with a stadia game, and even playing over 4g is pretty good.
The technology almost works like magic here.
Now if only there had been more games on it and if people didn't dismiss it before it even launched it MAY have had a shot (and I guess if Google didn't have a knack for killing off things).
I am fully convinced that stadia represents a good future for gaming, and as hardware costs go up with sinking bandwidth costs, I am sure the concept will come about again in a similar way.
Stadia was not the first attempt; it won't be the last one.
People have been trying to build perpetual motion devices for centuries, some still are.
- No downloads. This means if I wanna play any game in my 'library', I just click a button. Not decide if I wanna wait X hours to download/install the game or figure out what to delete to free up space. This means when new updates come out I just get to play them, not time out the download, etc. For cloud-only games, this also frees them from having to limit the game to to user hard-drive space.
- No cheating. I mean I guess you could rig an AI that watches your screen and reacts to it but that's much, much harder than current cheats. For a while when cheating was a bit too rampant, some destiny users opted to play PvP on Stadia instead just for the fair games.
- Convenience. Being able to switch devices/screens mid session was quite nice. Same for launching games to do a bit of maintenance from my phone (i.e. check daily vendors on my lunch break)
Too bad that all it turned out to result in was video streaming optimisation.
In that case, it doesn't seem like a bad news at all for Stadia users. They will have play through multiple pretty recent and expensive games for free during years.
And no, just because it didn't work for some of you doesn't mean it wasn't best ;-)
Everything else had either unbearable latency or unbearable image quality
And even ignoring the actual gaming experience, it just feels more polished (as in the UX and UI) than some of the other ones like GFN
So I dont touch anything new from them at all. Pointless.
Good job google.
Did they have to do full refunds legally, or are they just choosing to?
Of course, such predictions are just pure probability, by now.
Engineer: "No..."
Google: "What if I pay you slightly above average and give you free food?"
Engineer: "Deal!"
Honestly, I'm glad Google was willing to take a bet this big - they had a lot of serious infrastructure innovations to make this work that may end up paying off in other ways, and a company that's not willing to make big bets has a 0% chance of having a new bet land...
As for whether Google should be taking bets that they might not be able to support, I'm actually very much against this. I would suggest that they pour their money into supporting independent start-ups, e.g. via GV[1], and then possibly acquiring them if things go well, rather than further tarnishing the Google brand.
[0] https://gcemetery.co/google-product-lifespan/ [1] https://www.gv.com/ (formerly Google Ventures)
The refunds are a very nice, unexpected touch.
Even got downmodded, I think.
This line is so telling of Google's culture...
No one cares if your product has a "strong technology foundation". Users only care that they get something out of the product. Google doesn't get this. They think as long as the tech is strong, that's all you need for a successful product.
Sign of rapid experimentation in a big company?
The market for this tech is very downmarket. If you try to sell it to the hardcore gamer audience, as Google tried to do, they're going to see right through this.
Console gaming have been introducing 100-200ms of lag [1] and fuzzier graphics for almost two decades.
Streaming is a huge win for the big publishers, they hate the lost of control and maintenance pc gaming requires. At some point one of them will launch their latest must play title as streaming only and the gamers who want to play it won't have a choice.
[1] https://displaylag.com/console-latency-exploring-video-game-...
They are pretty cheap nowadays, though. That's no longer a 'gaming' setup. Even cheaper if you make it (144hz NOR 4k) instead.
1) Google fi 2) google nest lineup
And things like Google tv ..
As seen from the recent IoT Core retirement notice.
It was never available in my country of 120+ million people.
The former (also called Black Swan events in Finance) are things that change everything all at once, the latter are things that a company produces to diversify their revenue risk. Google had just released the Dream (the G1 phone) and given all the employees one so we could "eat our own dogfood" and the biggest takeaway was that the biggest issue here was that this sort of "product" really really needed a real customer support function. Google was fixated on using "smart people and technology to completely eliminate the need for 'lame' customer support that was expensive and needed managers and stuff." One 'senior' engineer (who was 'senior' by virtue of their time at Google, their first job out of school, and not because of their years of industry experience, explained to me that by 2011, 2012 at the latest, no company anywhere would use "people" for customer support, it would all be web driven, "knowledge trees", and smart dialog agents that could do anything real people could do.
I had worked previously at NetApp where they spent a ton of money and invested a lot in insuring their customers were supported, and I tried to explain that it wasn't the '90%' problem it was a '10%' problem. Your automated system can deal with 90% of the problems, but 10% of them were 'weird', special cases, that no automation would be able to deal with. And ignoring that, and leaving 10% of your customer base angry and unsupported, was death for any retail product.
I see the same thing with 'self driving' too, your car can do 90% of the things you need it to do on its own, and then that last 10% are the things that kill you.
When Stadia was announced I looked to see if they had learned about the need for real people support and it didn't appear they had. And they were dealing with "the Internet" which for engineers looks like a smooth low latency pipe between your computer and theirs, but for real people is a series of networks that have to be transited with support levels that vary between enterprise level and sixth grader enthusiast level. And with all that randomness between the product and the customer, no 'people' support to create a good "we hear you, we're on it" experience and more importantly a strong feedback loop to engineering/marketing/sales about what is causing the most trouble for prioritization of resources, and poof. It was dead on arrival. It just took a while for Google to figure that out.
I mentioned in my exit interview that I hoped they would internalize that problem before they ran out of search advertising revenue runway, but 10+ years on it looks like that isn't happening.
Ironically, I am now only subscribed to a visit GeForce Now, which requires game purchases. This is primarily due to Sony’s lack of macOS support for PS Now, and my owning an M1 with no Bootcamp support.
Stadia was cool and I think there is a future for this sort of gaming in some genres and for some audiences, but I play fighting games and it absolutely did not work "fantastic" for them, even living in Boston and having a sporting symmetric-gigabit connection.
This time, it's actually sourced from Google though.
What are the odds of this being another lie?
should've ordered a couple more when they were 20 euro or whatever in that case...
actually, considering how much I use both I'll just give them the ones I have now...
Hahahahahahah
Google has degraded so badly in those years, its consumer product is officially a joke.
When is Pixel going to die, emm?
https://news.ycombinator.com/item?id=26073799
TL;DR: Stadia was technically geared for AAA games, but had a horrible value proposition for AAA studios/gamers. It could be good for casuals, but Google's ego did not allow it. With no remaining niche it had to shutdown.
Plus any company with a core business model of "being a super-creepy stalker... but at scale and with an eternal memory" is inherently terrible and shouldn't exist.
Google was, for a long time, viewed as the answer to everything that was wrong with search, emails, ads, office work and much more. Rather than changing the world, Google adopted all the things we had hoped they'd save us from, just so they could make more money.
That being said, I just ignore anything coming from Google these days. The only two Google products I use are Google Maps and YouTube. Oh, three maybe as I do like Go.
For starters theres the whole "we're not evil", and slowly becoming evil with obsessive data mining. But it's a huge company, so only strike 1.
They haven't released any useful innovation in my eyes, despite hoarding all the smartest people. Strike 2.
And the biggest strike to me is the significant decrease in product quality that I use. My google searches suck now, maps has become bloated with ads, and I don't even know what happened to messenger, but its pretty unusable for my friends and I that even the ones that work at google now text. Maybe a lot of this is the fault of companies aggressively marketing irrelevant things to get clicks, but to me, it's a platform problem. Strike 3, I'm a hater.
Again YMMV, but this is my reasoning.
But after so many years of being jostled around and seeing every product I liked and used destroyed and brought back as something worse, I had to get off the train eventually. Google has no long-term plans. They only know how to ruin things that were once good. Android isn't the fun, open mobile OS it once was. It got more locked down with each update and became a cheap imitation of iOS. So eventually I just bought an iPhone. I went through so many messaging apps and renamings and relaunches of various products and services.
At some point you realize Google has no respect for their customers and no interest in making products that are nice to use. They only want to optimize people's attention so they can turn it into ad revenue. I celebrate their failures now, in hopes it'll one day shake something up enough that they'll have to try giving a shit for once.
I used to dream of working on the Windows experience, but I can’t imagine how awful those roles must be. And having to tell someone I had a hand in creating the Windows 11 UI cluster**. I think I’d rather say I work at Oracle.
It's even worse for me because I worked there for over a decade, was successful beyond my wildest dreams, helped leadership build and launch products, produced papers and intellectual property with my computing heros, and finally, couldn't really work in any of the parts of the company it made sense to, because of gatekeepers and assholes, and repeatedly had to explain to my managers how everything they were asking for (to make the VPs happy) were making Google's products worse. What's really sad is that there is a technical core of people there I truly enjoyed working with and learning from, and few of them get to do the stuff they know would help google, and instead spend most of their time fighting bureaucracy to get even the simplest changes pushed.
What do they do? They invent ever more insidious ways of extract more money from advertising. Yes there are plenty of side shows and feel good projects, but everything is drowned out by systematically abusive behavior in the ad business and a seeming inability to deliver any other product and keep it functioning.
It feels like a terrible misallocation of resources. Maybe it isn't, but it certainly feels like it.
1. It's not true. Read the [1]code of conduct, it's right there at the bottom: "And remember... don’t be evil"
2. Who cares if they say the words "don't be evil?" The actions are more important than a cute phrase. If they sent Google Ad Bots to every house in America and forced you to sit through 30 second ads every morning or else they shoot you, would you say "well at least the code of conduct says 'don't be evil'!"?
Note that I not only hate Google, I hate Google, Apple, Facebook and the current state of the web. I guess that makes me an old fart.
It is embarrassing. It's not just embarrassing, it's fucking embarrassing.
Google Stadia could have been enormously successful. What killed it? The same thing killing all manner of innovation in this country - poor broadband Internet service.
But... oh God, if only... if only Google had something they could use... something they could do to solve this problem!?
Oh... wait, yeah. They have their own fucking fiber ISP! Google could have ponied up money and started building out their fiber infrastructure massively, dumping whatever loads of cash were required, and they could easily have eaten up huge chunks of metro and suburban areas in America and might even be one of the leading ISPs in the nation.
But this speaks to the utter weakness and spinelessness of Google leadership up and down the entire chain. If you're stupid and/or naïve enough to think Comcast and Spectrum and Verizon and Charter and AT&T are just going to let you waltz in and steal their customers (and yes, these ISPs do think this way - you are THEIR customer - to be milked of money), you should never have entered into the ISP business in the first place. You have to throw sharp elbows. You have to gouge out eyes. You have to break bones. ISPs are ruthless.
If Google had been willing to sacrifice some of their profits for the past 12 years and bribe - sorry, """""""lobby""""""" all the necessary local, county, state, and federal officials - they could have moved in on all the shitty ISP's territories, laid down a ton of fiber, and might even have a majority control of Internet access both residentially and commercially.
But Google has long suffered from two overlapping problems: fear of failure and intolerance for anything less than instant success. The road to becoming America's best ISP will be a long, hard, miserable, expensive one for any company... but when you've got literally billions of dollars of cash at your disposal, you could throw the shit away on short-term dipshit Wall Street investors... or you could build something that would last for 50+ years and generate an enormous amount of revenue in a decade or two.
Too bad they're focused on short-term dipshit Wall Street investors.
Because calling people's job choices "embarrassing", no matter how right you may be, isn't a good starting argument against the people in those jobs. Not to mention that it comes off as pretentious.
Working at Google today, you better be in just for the 200k salary, because your options there are to sell ads or work on a product that's going to be shut down in a week.
It's like going to Harvard.
You don't want to advertise that you went to Harvard. People who attended Harvard not only admit this, they don't even actively proclaim they went to Harvard any longer. Why is that? Because a bunch of really shitty people have sullied the reputation.
It isn't that way with Google for the general public, but the SV folks know that Google of 2022 is nothing like Google of 2012, and certainly nothing like Google of 2002.
My great fear is that it won't be much longer before saying you work at Google in say, 2025-2032 is like saying you work at Hewlett-Packard or IBM in 2022. The prestige is long gone.
I've noticed people adapt to the demands placed on them, so highly encourage people to at least start out in a very demanding environment.
A nice distillation of most of SV these days.
Scaling fiber is hard and expensive. It’s a labor intensive process to get all the permits and get people to go and dig trenches and wire up homes. In sparsely populated areas you have the cost of laying lots of fiber and not ever having the hope of recovering your investment. In densely populated areas you need to relay cable and rewire apartments and homes. It’s a slow along and the USA is a really BIG place.
I’m not privy to the politics but Google has oodles of $$. They could lobby effectively if they were interested. Lobbying happens - and like anything else its a tool to use. Google would use it against competitors if they were able to. so ISPs use it. They could have bought 5g spectrum. They could have started something like Starlink instead they play around with balloons. They had the $$ to muscle into that. So, the only thing I can guess is that they aren’t / weren’t interested in the ISP business to begin with. The Fiber misadventure was just that - something they thought they could easily scale, tried it and got out when they understood the reality on the ground.
Also- I don’t think working for Google is embarrassing. They deprecate products quickly before they become a ball and chain on your bottom line. Working for Google remains as prestigious as ever.
Haha, imagine them shutting it down eventually.
Sad thing is they did not even have to do that. all they had to do was put some lobbying effort in empowering municipalities to do their own broadband and the rest would take care of itself. ISP monopolies have been kneecapping municipal broadband effort right and left and just some push from otherside would have cleared up the way for some competition. But they did not, as you said, its classic short term thinking and 'not my problem' syndrome. What really troubles me is that Google & FB have sucked up almost all of ad market but none of that revenue is trickling back into society except for these 'promotion packet' side hustles.
Then they started locking up game publishers into exclusive deals and getting games removed from other streaming services, a definite dick move. It was obvious that this special executive in charge was pretty consumer unfriendly.
Now this service is being shut down with little notice and while it’s great that they are refunding the purchases, there’s also the matter of the Stadia Pro claimed games that were part of the subscription benefits but will be lost. Along with no clear plan for taking out save data, this is a real FU to anyone who believed those astroturfers and went all in on the stadia console.
The icing on the cake is this statement that it didn’t “gain the traction with users that we expected.” Ha! This business model was dead on arrival. The competition was innovating while Stadia stood still. And instead of giving an inch off the starting line, they took their toys and went home. This is one of the most petulantly childish things I have ever seen from them.
This company is a bloated rotting carcass. The regulators should chop it up and feed it to the seagulls.
Hey man, there's no need to be cruel toward animals here! ;-)
But seriously, GCP could absolutely be on the chopping block. It loses a stupefying amount of money, nearly a billion dollars last year. How mind boggling that Google can’t sell its own data center tech for a profit after 10 years in the market. Google no doubt thinks it is not gaining the expected traction. There’s going to be a lot of collateral damage when that ones goes to the G graveyard.
I don't doubt you at all, but how does one tell paid astroturfing from rabid fanboys?
I was a true believer in Stadia for years and still am when it comes to cloud gaming. I was never paid a cent by Google to my knowledge (although they are refunding my purchases so I appreciate that).
That said, unfortunately you are correct that Google is a bloated rotting mess. The worst part is that Stadia was a legit good product.
FWIW, the subscription wasn't required. It just got you discounts on games, access to a rotating collection of "free" games, and 4k streaming (rather than 1080p you get without a subscription).
Their communication about all of this really sucked though, because most critics who didn't try Stadia (and even some who did) thought the subscription was required to use it at all.
It wasn't.
To get access on day 1, you had to buy "Founder's Edition" which was the controller and a CCU, though. You also got 3 months of Stadia Pro with that. I was never a subscriber, other than that free 3 months, but I did buy a few Stadia games over the last few years and it worked really well for me.
Like I said before though, the messaging/marketing about the Stadia Pro subscription was TERRIBLE. Your misconception about it is VERY common
>It also doesn't help that it's from Google. They've lost a lot of good will in the last couple of years and honestly most people expect Stadia to be EOL'd in 24-36 months once Google gets bored with it.
[1] https://www.reddit.com/r/Stadia/comments/e1l9j4/comment/f8ru...
Those of us who were bucked off at the Google rodeo enough times eventually learned our lesson and realized it's never gonna change.
Why didn't it launch as a true "Netflix for Games" solution? Similar to what Microsoft is doing now with its Gamepass. Sure the gaming partnerships needed to be built but could've easily leveraged huge library of Android games.
Ultimately will be curious to see how many heads will roll for this. It must've been a huge investment for both hardware (AMD Vega GPUs, controllers), marketing, etc.
If other HN commenters with (allegedly) insight into Google's politics are to be believed, none.
EDIT: it appeared now. This is confirmed.
So what? Are you in doubt of the veracity of the post? Look at the URL.
Anyone with 100K USD can apply for their own gTLD.