It’s always easy to do postmortem on how something failed. It hints that if one did those things (instead of can missing them), the product would have succeeded.
Maybe it’s just a change of luck as one can only aim for getting so many things perfect in trying a new idea?
While there are many post-mortems that can be done about Stadia, this doesn't feel like a real post-mortem.
The tech was awesome, but sure, tech along doesn't always win markets (e.g., Blu-ray vs HD DVD). But as someone who has used Stadia, I wonder if people who complained about it ever tried Stadia or visited the r/Stadia form. The tech was amazing. It reminded me very much of Gaikai before the acquisition by Sony.
The only point I'd agree is regarding business model: The verge talks about the business model. Leadership, specific P.H. took the console approach.
And they did throw money at developers to get good content. Yes and it was large. As much as people complain, Cyberpunk 2077 launched on Stadia and ran significantly better at launch than many other consoles. I know because I was there playing on launch day. It is an exclusive, no. But it was a big draw.
If I was going to pin why Stadia failed, Google management had very different expectations on what success looked like and how quick it was to get there. When the plan didn't go as smooth sailing, it was basically a walking zombie once they decided to shut down their studio.
Great analysis, Aakash! It's always interesting to see how early decisions make or break products years down the line.
It’s always easy to do postmortem on how something failed. It hints that if one did those things (instead of can missing them), the product would have succeeded.
Maybe it’s just a change of luck as one can only aim for getting so many things perfect in trying a new idea?
True, always easier in hindsight
While there are many post-mortems that can be done about Stadia, this doesn't feel like a real post-mortem.
The tech was awesome, but sure, tech along doesn't always win markets (e.g., Blu-ray vs HD DVD). But as someone who has used Stadia, I wonder if people who complained about it ever tried Stadia or visited the r/Stadia form. The tech was amazing. It reminded me very much of Gaikai before the acquisition by Sony.
The only point I'd agree is regarding business model: The verge talks about the business model. Leadership, specific P.H. took the console approach.
https://www.theverge.com/2021/5/6/22422691/microsoft-xbox-consoles-profit-software-services-revenue-apple-epic-games-trial
Microsoft did that too and was willing to bleed cash: https://www.theverge.com/2021/5/6/22422691/microsoft-xbox-consoles-profit-software-services-revenue-apple-epic-games-trial
And they did throw money at developers to get good content. Yes and it was large. As much as people complain, Cyberpunk 2077 launched on Stadia and ran significantly better at launch than many other consoles. I know because I was there playing on launch day. It is an exclusive, no. But it was a big draw.
It took Microsoft, two generations of consoles, with the original launch of xbox in 2001 to be at the place where it is today. I don't and haven't seen Google interest and focus on that. It's own gaming studio didn't last more than 2 years: https://arstechnica.com/gaming/2021/02/google-closes-stadias-dedicated-game-studios-after-less-than-2-years/
It takes a triple AAA development studio, who has created hits, like Naught Dog 3 years to make the Last of Us: https://en.wikipedia.org/wiki/Development_of_The_Last_of_Us
If I was going to pin why Stadia failed, Google management had very different expectations on what success looked like and how quick it was to get there. When the plan didn't go as smooth sailing, it was basically a walking zombie once they decided to shut down their studio.
Love your analysis Shaw. They invested too much for not long enough.