Have you ever worked for a tech company? They don't just fire PMs/leads because their project failed. We are all human, we all make mistakes, in fact I bet 90% of the projects Google works on fail (public and private). It's the 10% that succeed that the company is going after (but you don't know that until after the fact of course). The PMs that drove this will simply move on to the next project and keep trying until they get a hit.
Sure, we all know 9 out of 10 projects fail. Let's make sure we only ever begin the 1 that doesn't.
“One out of ten research and development projects will succeed. I recommend cancelling the other nine.”
You need some sort of balance between the two.
There might not even need to be any consequences in any given case, but there should be an appropriate and fair approach to rewards and possible consequences.
That's the sort of thing you have engineers for - so you don't sink money in something so idiotic. Not to mention that they picked the worst possible business model: pay price for title and pay a subscription at once.
The one who greenlit it, and proposed it should be under scrutiny.
What boggles the mind is that nobody is able to formulate who is Stadia even meant for. Who are the target customers?
Draw a Venn diagram of people who:
- care about gaming
- are OK paying full price for their games
- are OK paying 10 euros a month subscription
- are OK buying an extra controller
- have top-notch, 100% reliable internet connection
- are willing to accept occasional technical glitches
- are OK with Google's mercurial approach to product lifecycles
but do not: - have a computer
- have a console
- have a Steam library
- mod their games
- subscribe to Nvidia's cloud gaming service
Just giving some off-hand estimates, my estimate is 0.00015% of the world's population meets these criteria. The only reasonable business model must be "people will want to try it out and then forget to cancel their subscription".Right now they are still giving away the product for free if you just use 1080p, which the vast majority of their target audience will be perfectly happy with, if you care about 4K and 120hz you probably want to have optimal latency as well and just get a local box anyway. So where do they expect the money to make the service profitable will come from?
I've said the same thing so, so many times from even back when there was OnLive. Streaming games to paying customers is an interesting idea and some people will love it, but I just fail to see the business model. If you can pick up a cheap second hand console for less than 1 year of subscription service, who are the people who are going to keep paying for your service because they 'just want to play a game every now and then'? You have to build and maintain servers all around the world to make the service work, and you expect people who are not really into gaming enough to just buy a $400 console once every ~5 years, who just want to play every now and then, to be willing to spend enough on your service to cover the cost?
It boggles the mind how much money has been going into these kinds of services without any one of them ever seeming to have an obvious and solid long-term business plan...
I think it’d make a lot more sense if they didn’t charge full price, allowed rental/trial periods, or cut a deal to recognize your existing Steam/Epic/GOG purchases - making it a good deal for people who are traveling, don’t want to fire up a desktop at the moment, etc. – and worked on some unique features like hitting GCP strong points – AI at a new level or massive scaling for things like Sim-style games, etc. — so the value pitch wasn’t so narrow.
Also, what makes you think that 5/6 of the world has fast internet? I have good internet but if you asked me 3 years ago I would have said no.
Google's fundamental theory seems to be "users will always forgive us" or "there are always new users" and neither is true.
Nvidia's GeForce go is under the same physical constraints and Cyberpunk 2077 is very playable there (so I can play it on my IPad Pro using XBox bluetooth controller...) . There are lot's games where brief latency is not a problem. I agree for some games latency is a dealbreaker but hardly for all.
But at least Nvidia's initial conceit was that it would piggy back on someone else's content ecosystem rather than building their own - building your own gaming content ecosystem is a) incredibly hard b) a fifteen year plus project and c) costs a hundred billion dollars. Google weren't willing to do those but launched a project that needed them.
Like, 600 ms latency is still 100% acceptable and enjoyable.
And not only graphics. Turn-based strategy genre can also benefit from gigantic ram and cpu resources - all to make ai smarter, more enjoyable to beat the ever.
I think stadia and cloud gaming in general is a gold mine. But it is a different platform, games should be optimized for it.
You can apply the same logic to anything new. We had VR headsets before HL:Alyx and anyone could say "VR has no good games, idea is toast".
And there were great VR games before HL:Alyx and Alyx is no killer app.
You can make amazing AI that beats humans 100% of time pretty easily, the hard part is making it challenging enough for people to have chance to beat it... It also just needs game state, without all the cruft of stadia(visual side, sounds, graphics, inputs etc).
Also did google partner with any of developers of such games?
Did they develop their own? or even formed any form of partnership for them?
No. They went for action titles, or titles with great graphics.
It was disaster from business perspective no matter how you look at it. Do not expect game developers to just bend over for google just because they release a new platform(and where are doubts about sustainability and quality of that platform from the beginning).
What kind of games will emerge 3 TB of assets will be totally fine amount? For a mobile turn-based game, no less. Or when 6 2080tis will render graphics for your phone no problem?
Roguelikes like Cataclysm DDA also tend to be extremely heavy on the complexity side despite having "extremely poor" graphics by your standards.
6 2080TIs? How are you going to pay for that waste? Do you know how delusional you sound?
I am talking about future of gaming.
Not to mention that 100ms of latency in TVs is constant usually, it isn't the case with network latency.
The problem with stadia for me is that gaming platforms are social networks and Stadia is relatively small. No one else I know has Stadia and for many games you can't even expect to find randos willing to play at all. Embr and GetPacked are basically useless.
The fact that well over 90% of the products Google launches fail for very understandable reasons (I would argue that the last successful product Google launched was Android, and they technically acquired that) is why Google's structure and management need to change.
Most studios have to target a variety of hardware, stadia exclusives could have allowed studios to focus exclusively on top end experiences which really flex the hardware - similarly the potential for multi-TB fast storage and 10 Gb connectivity could have enabled dramatically larger game worlds than we see today.
But it's absolutely a go big or don't bother problem.
What surprises me more is why people trusted Google enough to invest in Stadia in the first place. Had they let you import Steam games (like Nvidia does), fine, you're not risking anything. But actually paying Google for the license to a game that's ONLY available on Stadia? No thanks.
This is exactly what HP looked like a couple of decades ago. Making billions from printers meant everything else suffered.
I haven't seen a good model for incentivizing staying with a product or team in a large company. Most of the time the "ops" work or incremental growth work will never appear as significant as a new launch (particularly if 2 years on the product isn't performing to the launch teams projections)
A volunteer non-profit project versus a commercial subscription-based project from one of the richest companies.
If no one downloads VideoLAN for a year they won't burn a bunch of money, but also they had no chance at fundamentally changing the way people watch videos.
They stuck with it for decades and have turned it into a great product.
As an investment it probably wasn't a good one, truth be told.
Google are stuck in a no-man's land. They keep going into sectors where you've got to invest a decade of money and hard work to get anywhere, but they have a CFO who basically demands any project makes money in two years or gets canned (for the avoidance of doubt, I'm not especially criticising this approach but it's clear most Googlers and their culture do not get it), and a generation of project managers who believe you can launch minimum viable products to consumers and fix it later. You can't make all three of those points work at the same time, and that's why literally anything they launch new at the moment is going to fail.
Elon Musk's businesses could all be described as decade long investments with massive success, there are a vast number of pseudo monopolies that haven't done much of anything in 3-5 decades.
google hasn’t done anything in earnest since gmail. youtube doesn’t count, that’s an acquisition.
Unfortunately, the evident intensity of their commitment did not correlate with the wisdom of their decisions. Perhaps it was inversely correlated, because boy were there a lot of terrible decisions in that product.
- what was the situation around the shutdown? Was the whole thing knowingly on life support and just waiting for the right excuse, or...?
- was the shutdown effectively coincidental, in the sense of "ok everyone's making a scene about $random_thing, kill it" (where $random_thing just happened to be what the internet interpreted as a data leak)
- did the data get purged from the very last backup, or does it still get used to finetune improve AI models etc?
- does G+ still exist in its original form anymore? Trying to visit https://plus.google.com/apps/activities still works, but only in the form of Google Currents, and visiting via an old Google Apps (yep :D) account that's somehow still eking along (for how long???) also works, but that's Currents too. It looks/feels just about identical to G+ though (https://imgur.com/a/rqvF03t).
Is it being used for education or something?
The big fear was that Facebook would do email and it'd not be as good as Gmail but everyone would use it because it was social, that Facebook could even do maps or web search, same thing. So G+ became seen as a "save the company" hail mary move.
After some years passed Facebook rapidly reached middle age, their attempt at email sort of flopped, they didn't launch dozens of new products and the ones they did launch didn't replicate their earlier success, and the fear ebbed away. Meanwhile the G+ product managers (mostly Vic Gundotra) had burned a lot of bridges by forcing G+ into everything. Whilst Larry/Sergey/Eric were afraid of Facebook he had absolute power because they felt only G+ could save the firm. When it became clear that was an over-reaction he lost his protection and was out.
My phone contacts are still screwed up because I made the catastrophic blunder of joining a public “circle”, and google decided that everybody in it must be my best friend so it imported them into my address book.
So even today, I’ll try to send a message to an actual friend and it’ll give me the drop down of sixteen Mike’s to choose from. 15 I’ve never heard of (thought their names are getting familiar over the years) or interacted with and somewhere randomly in the middle is the one I’ve sent hundreds of messages to over the years.
Google+ the social network was surprisingly nice to use especially towards the end.
> profiles were automatically created if you had another google profile, pissing everyone off.
Yep, that was part of the commitment. They were fully committed and did it even how many people the annoyed along the way.
> they provided essentially no feature advantage over other social networks,
Towards the end it had a lot of advantages like one login account but still true pseudonymity wrt to other users as well as at least one advantage towards each other network.
Of course by then they'd made everyone angry and made everyone here shun them
> which means they had no weapon to fight against network effect.
Probably more what I wrote above IMO. Mixing the brilliant Google+ social network with the despised Google+ identity solution wasn't the most brilliant thing they did. Of course hindsight is 20/20 but still.
> they enforced a real name policy even as facebook became notorious for doing the same.
Yep. And when they finally created the best solution the web have seen so far it was too late.
> they aggressively banned business accounts, with obvious results.
Can't remember it but wouldn't surprise me at all.
They required real names at first (slavishly copying FB in that regard), and then later as they were obviously failing they tried offering the option to use a pseudonym. I tried it, and they rejected my handle for no reason given. This was the day I started to really have deep-rooted negative feelings for Google, it was just insulting to have my time wasted by an also-ran social network.
That was the last straw for me and I burned my G+ account to the ground.
I think Google suffers from something akin to the oil curse. They're throwing out dilettante efforts to diversify but never accomplishing anything noteworthy outside their core business. In that regard they're making the world worse, because they're soaking up top-tier talent and then producing garbage with it.
How is that compatible with their enforced (and disastrous) real name policy?
I don’t recall the specifics but I remember the whole thing being very confusing as a user. It was definitely when I started losing trust in Google because there was never a clear benefit to me as a user.
Exactly.
FWIW: That's what I tried to explain above: "like one login account but still true pseudonymity wrt to other users"
> I don’t recall the specifics but I remember the whole thing being very confusing as a user. It was definitely when I started losing trust in Google because there was never a clear benefit to me as a user.
On Google+ the social network it became really simple: You logged in using your main account.
Then in the upper right corner of the desktop (and probably in the hamburger menu on mobile) you could choose which connected identity you would like to post as.
Meaning one identity to answer serious questions about programming on the backend and another identity in a support group for front end developers etc ;-)
Google of course knew but back then we trusted Google.
I never used Google+ because it never made sense to me. There were probably a lot of great ideas that were just not obvious.
In hindsight it really looks like Yahoo all over again.
All the dirty laundry is coming out in the antitrust suits.
>Facebook was going to compete with Google for some advertising sales but backed away from the plan after the companies cut a preferential deal, according to court documents.
>Facebook executives outlined the company’s options to Mark Zuckerberg...: hire hundreds more engineers and spend billions of dollars to compete against Google; exit the business; or do the deal.
It's one of many things FB and G did together. Even more are listed in the antitrust lawsuit against Google.
[1] https://www.nytimes.com/2021/01/17/technology/google-faceboo...
Glass for business is a thing.
Microsoft is so exceptionally lucky they found Satya Nadella. Saying "yes we make untold amounts of money on this but it cannot be our focus moving forward" is almost impossibly difficult. Heck, just look at Norway. They want us to look at them as some post-carbon futureland with their Teslas but everything there is tier-2 compared to oil. They're a petrostate in the same way that Google is an adtech company no less grimy than Facebook, no matter how "not evil" they are.
Culturally it was much more difficult for Google to create a functioning cloud business, even though the tech is in it‘s nature.
A better comparison would be Xbox for MS. Or AWS for Amazon. It‘s quite surprising that xbox wasn‘t cancelled or sold off, really. It was close. Someone has to advocate for these things. Even if you‘re a company making 50 billion a year. From the outside you have to either look enigmatically mysterious and visionary. Or you have to be cost-conscious and focused.
Otherwise your stock is getting destroyed.
Maybe they just couldn't get licensing deals they wanted and refused to let go of the idea until now? It seems like Stadia needs both heroic technical effort and really clever go to market and they just failed outright on the latter.
I just bought a new PC, and it’s great, but it sits under my TV, unused, for 90-whatever percent of its life. If you can deliver cloud gaming as a complete product that actually offers value, the potential efficiency is staggering.
While playing Destiny 2 and Hitman on a laptop running Ubuntu and over wifi with a controller, it felt ok-ish. Almost on par with playing on a Xbox Series X but not quite there.
However, when I tried the same games on my gaming rig, on a 1 Gbit fiber connection with a mouse and keyboard it was completely unplayable for me. The input lag is just too high for me to enjoy the experience. On top of that the picture quality is pretty bad compared to running the same game on your own machine at 4K.
My conclusion is that Stadia will not replace a high end gaming rig for the type of gamer with higher demands. I even doubt it will replace xbox or playstation for the console players.
That's pretty low bar to clear
I still think it’s a good idea, with a lot of people falling into the “who is this for” camp, and very well could eventually be very successful.
My impression is that it just needs more time to mature. If we were talking about some saas product, those rough edges and missing features wouldn’t be a big deal. Everyone here would be saying “yeah, it’s an MVP that they needed to get into market to test things out. It’s improving incrementally.” But because it’s video game related, people’s expectations are that it finished and perfect the day it launches.
That’s what people are lamenting, you can’t role out a competitive gaming platform with such a small catalog of titles.
>I bought an Xbox to play Red Dead Redemption 2 . . . lots of people falling into the “who this is for” camp
Those people appear to be “casual/occasional gamers”? I am very doubtful that this group will really turn into a cash cow. $10.00/month is enough that few are going to keep a subscription after they are done playing. If you amortize a console over a lifetime of 4 years it would be considerably cheaper than paying for stadia if you consider the current $75 upfront cost.
So the way I see it, for stadia to be viable there would have to be a steady stream of AAA titles(because otherwise the need for cloud compute is questionable) produced by 3rd party studios...this just doesn’t exist, titles like RDR2 & CP2077 are an exception. We only saw a handful of titles that demanding and hyped come from a non-Microsoft, non-Sony published studio in the last decade. I’m not in the game dev world, but producing these types of titles seems to be exceptionally difficult, and the trend seems to be less and less AAA titles per year as the complexity compounds.
Combined with stadia’s limited selection, Google’s history of product abandonment, and that you often have to purchase stadia specific versions of titles to play them on the platform. It’s a difficult pill to swallow. Nvidia’s product, GeForce Now, where titles are portable seems like a much more viable product to me.
I can go on the store and buy Cyberpunk 2077 and start playing on my phone if I wanted to.
And the 75$ upfront cost does exist, you need a controller. You could get a controller for cheaper, but it wouldn't be as easy to use or be usable with the chromecast ultra, which seems to be where the best experience is. Nonetheless you still need a controller and most people wouldn't settle for something that is terrible to use, so the cost is still a consideration.
Especially in the 'casual/occasional' gamer market, where they don't care enough about the difference between 1080p and 4K. Most are probably just interested in being able to play the latest hot game. That's exactly the same market Microsoft is targeting with the Xbox Series S.
Last time I signed up the Stadia Pro upsell was mandatory (you had to provide a CC). This was annoying because I was interested just in Destiny 2, which is free.
COVID sucks, but at least vadym909's kid has been able to make the most of it by investing in a usable setup and gaining some valuable hands-on experience with computers.
Which, to be frank, is the one reason someone would use Stadia - to play games.
But a lot of people expected it would fail due to network issues, lag/delay, etc. If the tech was terrible, the good games wouldn't have been enough to save the project.
Compare to Sony PlayStation 1 (which was a phenomenal success):
Since Sony had no experience in game development, the company turned to third-party game developers. Recently released consoles like the Atari Jaguar and 3DO suffered underwhelming sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers.[22] With initial support from Namco, Konami, and Williams Entertainment,[41] as well as 250 other development teams in Japan alone, the company secured the launch of influential new games such as Ridge Racer and Mortal Kombat 3.[22][5]
The project hasn't gotten far enough to tell yet. Presumably shutting down their internal studio will help them focus on the platform rather than on making games. Much like Sony, it seems like this would have been the better strategy to start with.
Did they expect to make money instantly without massive investment? Seems very shortsighted.
In top of that, after seeing Cyberpunk 2077 get the closest thing to an exclusive launch they could possibly hope for, I imagine they looked at the results decided that the problem is not going to be solved by one or two great games that only work on Stadia. They need many games and for that they need third party.
... said no one about any Google side project before, ever.
Both have their own quirks, but they don't suffer from lack of games.
Publishers changed their licence agreement to exclude streaming or cloud.
Since you are free to change the licence at anytime you like, they did. My bet is we will see white labelled streaming services from Blizzard and co.
We will have dozens of gaming streaming services, much like film streaming services...
And any way, NVIDIA is in no position to challenge the games industry on such things - they are very much in bed with them and would lose enormously if games suddenly all went for a big 'best on AMD' logo.
I think it's ridiculous that a publisher can prevent me from using my license on what is essentially rented cloud hardware. IP laws have come to stifle the very innovation they were supposed to protect.
I'm still not over the fact we are all buying licences instead of copies.
Now they smell money and opportunity to fleece a bigger company for higher fees. It happens all the time, unfortunately.
That‘s why it‘s pretty disappointing that stadia killed their first party studios. You have to produce your own content (like netflix) or at least partner with publishers to be exclusive or simple. This seems to be happening with Ubisoft.
But MS just has such a massive advantage with Gamepass.
Shadow does offer Windows VM‘s. It works pretty well, but it‘s also quite expensive and not really generally available.
To me, that put Stadia in an odd place where only the more casual players without a gaming device would sign up, or those with enough money to pay twice because they spend a lot of time away (but with good internet).
... which makes shutting down gaming studio part of it even weirder.
They just really screwed up on the content side. And, well, anecdotally I've heard the tech isn't so great either compared to Google's peers—no idea how that happened, really.
Good luck with that. The moat is so high that even if you have tech from year 2222, the business side trumps technology.
Still, nobody ports to Stadium unless they're paid upfront.
Yes, they do some OSS work; some of it is even good quality; most of it is not, and is open sourced only to increase market grab (looking at you, Android). They are just a mess. We can all cherry pick counter examples, because of how messy they are.
Except they misteriously stop releasing Linux versions of their games.
There are many reasons Android and Switch games don't get ported to Linux; having to rewrite the game from scratch is not one of them.
I'd assume company politics. Steve Jobs described Apple like a "big startup" [1]— it had 0 committees, and instead had one person in charge of each of the things the company needed to do/care about. They all met weekly and talked about everything they were doing, and it yielded great collaboration. That's why everything "makes sense" and grows from the divisions/apps you'd expect.
Google sounds more like Microsoft before it, with different teams doing work that might overlap and compete against one another. On top of that, afaik flashy "new" products play better for promotions than building upon something that exists. Hence Play Music and Youtube Music, Android and Chrome OS, Google Play and Stadia, etc.
Nothing succeeds like failure.. In my experience at multiple companies in tech and elsewhere, it is (sadly) frequently the case that the people responsible for the biggest failures are the ones who have the fastest career progression. It's a sort of reverse Stockholm syndrome where they are holding their bosses captive because as they fail the stakes for the management get higher and higher and so they get more and more bought in.
There's one person in particular that I remember from my time at Goldman. Lovely guy but every single thing he was involved in was an unmitigated disaster. Sure enough he failed his way to becoming an MD in record time.
Failures should be celebrated and not shunned. Presuming charitably everyone is doing their best etc.
What happens for companies where no-one dares to start new projects? Yeah.
So what is the correct number of new projects per risk? Everyone would like to choose only those that succeed. But the whole point of new development is that the information and experience to build such a product does not exist and needs to be learned as the project progresses.
Should companies take too many new risky projects or too few? If the reward for successful project is high, then it's obvious a company should take a few too many risky projects, rather than too few (and risk cancelling some hit in it's infancy).
In aggregate if every new project fails and business is starting to look like Kodak or Xerox then that's bad. Failing one new project is just a large company trying to innovate and cutting it's losses when a project is not a success.
If it's something completely new, then yeah, celebrate failure, because at least you learned something. But game streaming had been tried and failed spectacularly before (remember OnLive?). Stadia didn't add anything new except "this time it's Google, they know their network stuff". Turns out that isn't enough if the business model makes no sense.
You don't celebrate failure and you certainly don't celebrate causing failure by having such a poor strategy that random cartoonists predicted your failure mode on launch day and then riding it into the ground.
And let people install whatever they want on it. There's probably a decent market for people with low/mid range hardware that would like to stream the newest games an ultimate settings. Others who'd just like a portable game library not tied to a specific PC, and a 3rd group that might use it through a chrome cast like a game console.
I'm not sure how large of a market these groups would have been, but certainly much larger than whoever Stadia appeals to.
It's probably more of a semantic difference, but saying "Here's a VM, do what you want with it" is different than saying "Create a game library with us and we'll stream publisher X's games to you. We'll even put them in your GeForce library if you own it somewhere else!"
So publishers got mad and many of the biggest pulled the most popular games. Had GeForce just said "Here's a gaming optimized VM" and let users do whatever they want, it probably wouldn't have been a problem. In fact, an very early version of GeForce now did exactly that, complete with a windows desktop.
(I'm ex-GCP)
https://www.canalys.com/newsroom/worldwide-cloud-market-q320
I don't have a PC or a console and I can play Cyberpunk - in fact the Stadia controller+Chromecast came free with it (because of a promotion).
Stadia has huge value to new gamers, but it hasn't done a good job appealing to them.
No. It was an excellent idea, with very bad execution on the supply side.
Stadia had a narrow set of interesting use cases around features deeply integrated with Google products: Zero of them were ready for launch, and I think all but one are still unavailable today.
The value for gamers is debateable at best, but exclusive titles would be the only serious way to draw a bunch of people to Stadia outside of that... and if Google is unable to make the business justification to develop Stadia exclusives, neither will anyone else.