It doesn't matter what a PM at Google tells you
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The fact that this was handled on such short notice is a huge problem, but who is going to want to invest in another Google technology with such a risk?
See also, trusting Microsoft with a new UI technology and how their reputation in this area is really bad.
I have been thinking about this topic a lot recently, since I’ve been considering a move from Android to iPhone (mainly for privacy reasons). Microsoft could’ve been on equal footing with Apple and Google in mobile, but they repeatedly blew their chances (through mismanagement?)
I think MightyApp[1] is destined to the same fate. You'll end up spending far more over the long run for arguably a much shitty experience. Buying Hardware is an easy bargain, especially as it gets faster and cheaper.
Some games are. There's lots of genres where it doesn't matter much. Basically not everything is fps / racing / fighting.
[1] https://www.dexerto.com/roblox/how-many-people-play-roblox-p...
As soon as these online services started appearing, some publishers noticed that you could use such a service to share a game if you take turns playing it. So they added protection to prevent their games from running inside streaming services.
Other publishers considered that a VM could be used for circumventing DRM by creating an exact copy of a licensed system. Also, a virtual machine could be used for cheating because now you have an API for video and mouse input. So they added protection to prevent their games from running inside VMs.
The result is that Stadia and Geforce Now are effectively unusable for recent high-budget launches (DRM) and for competitive play (cheating).
Streaming services are still great for super casual play, but so is a Switch. And for the latter, you can trade game cartridges with friends. For streaming, they don't allow resale or trading due to ... greed, I guess.
In the end, no game streaming service had a good user experience.
What's wierd is that Stadia ever existed - it was clear to anyone with half a brain that making it successful would require years of massive money sink (see Microsoft Xbox, GamePass and Xcloud) which Google was never prepared to do.
Not enough people did, and after running Stadia for many months, there was nothing to indicate that enough people ever would, or that the burn rate could be lowered enough to be profitable with the current number of customers.
So tactically it didn’t make sense, and apparently nobody could make a strategic case (i.e., even though we are losing money now, we should continue it for <reasons>) for it either.
For better or worse, Google can't bring itself to use its monopoly profits to buy marketshare in other verticals.
The problem, of course, is that doing this is going to have downstream impacts if Google wants to stay in the gaming tech market (and some ancillary impacts on the perception of their stability as a tech partner in general). Whether that's worth the burn rate on the BU is a question that presumably was asked and answered, and led to this shutdown.
By contrast, of course, AWS is willing to keep solutions going essentially forever, even if they're on life support; while players like Microsoft or Intel are a lot more cautious about new BU initiatives in the first place. Google seems to be in a questionable middle ground of aggressively greenlighting new initiatives, but being unwilling to take the financial hit of sustaining them even if they don't pan out as desired.
> Many players are in iterated games where they care about their reputation and, because contractualizing commitments is slow and costly, they need their repeat counterparties to understand that there is an industry culture of promises and promises made in that culture are kept.