That's not how you get the Xbox, you'll barely get a Stadia shaped hole if you give it a fair shake.
This wasn't some 2 year flash in the pan like Stadia, I could still name a dozen premium games from this time I greatly enjoyed. But if Zenonia 2 had 70% piracy rates and the ftp Zenonia 3 (or maybe 4) made more money in a day than Zenonia 1+2 combined, what you going to do?
(note these figures are made up, I don't know the Zenonia piracy rates nor sales. But 70% is the average Android game piracy rate in 2015).
I remember this too.
We had a period with plenty of premium pay in advance games, then a period of games with ads that you could pay to remove, then the companies decided that the most reliable monetization strategy in the face of widespread theft was microtransactions.
A wise man once said that widespread software theft is a service problem. Legend has it that he still runs a successful game storefront to this day!
But then, Windows PC were in the same boat. Looking from the sidelines, Windows gave publishers a lot more freedom in implementing anti-pirating (super invasive) features, and when push came to shove Microsoft stepped in to add OS supported anti-piracy features that the games could hook into (Microsoft using the same system for its own games).
I think we can at least blame Apple for doing nothing in a situation where a whole group of developpers are stuck with an issue that could be alleviated with the platform's help.
Irrelevant to the point, but Stadia was 3 year and half (nov 2019 start, to the death announcement on sept 2022, and actual shutdown on jan 2023). So basically the same span than the 2010 ~ 2013 miracle for Apple.
I forgot a lot about these early days (was absolutely not into PC gaming), for people in the same boat a nice refresher:
https://www.cultofmac.com/73192/why-2010-was-the-year-mac-ga...
The fun part being that 2010 span was triggered by Valve, so from beginning to end Apple just didn't do anything.
Also, in general im not a fan of "hate marketing" to begin with.