It didn't _seem_ like they were being sarcastic, but they for some reason were claiming that the management team didn't understand how enterprise sales worked after a decade of trying to sell GCP, and were saying that like it was a good thing.
For example, embedded in the entire concept is the unwavering belief that Googlers has that their stuff is just by definition BETTER. I don't know if this is part of the orientation or the culture, or just the kinds of people that the Google hiring process is optimized for (the absolutely most insufferable software engineers i know wind up at Google), or just a lot of kool-aid drinking from the cloud department, but they clearly believe that the only reason they're not winning is sales. Not that they didn't build as good a product. Not that AWS or Azure just might be better at anything.
[0]: https://www.computerweekly.com/news/252523200/Google-results...
https://www.computerweekly.com/news/252523200/Google-results...
I've paid for one game on there. It was an exclusive and is the only reason I finally installed the damn thing. I think I'm up to about 150 games on Epic, and I didn't even get in near the beginning and have missed a few since. What they've managed to buy from me, with that, is a +1 in their install-base stat because the free games every couple weeks keep me from uninstalling it, but I still buy everything on GoG or Steam. I don't even care if epic has a lower price, I use one of those.
If Stadia had taken the same approach, the average account would have spent $100 or less but would "have" $3000+ worth of games.
I can understand that established services like Steam oppose the transfer of licenses. But why don't the less established services remove the fear of losing access by making the licenses transferable among themselves? This must be prevented by the publishers. What's their benefit?
I don't think it really took off. It was a little clunky and I'm not sure they got enough buy-in from publishers that the catalog available ever expanded much past their initial offering.
More broadly, I'd love to see a strict, legally-mandated separation of media distribution and production. Mostly for the film and TV industry (there's precedent—the US only very recently stopped barring movie studios from owning movie theaters, because it caused serious problems in the past, similar to how vertical integration of studios and streaming platforms is making things worse today) but maybe something similar would help the game market work better for consumers/users, too.
The ideal would be an open system where you can buy a license directly from the creator (or from a publisher on the creators behalf) then retrieve that content from any publisher by presenting your proof-of-purchase.
That hit the Google “no accountability” tarpit: Anthos looked cool, nobody cared to show up to sell it. Amazon shows up.
I don't think it's fair. Compute and networking are still ahead of AWS, although the gap is narrowing. GKE was great from the get go, but today it's not much of a differentiator.
GCP: copycat of AWS, but with less high margin, higher level services, so have been losing money since the beginning (ask some of Alphabet's board members, if you can, and watch their eyes rolling). The only thing that could have given them the advantage - not, not Kubernetes, although K was and is a great thing to fund - was a "cloud in a box" product, so companies could install a rack of GCP in their existing Data Centers, and use it. See "The Cloud Wars of 2017", written by me [0] six years ago.
Stadia: you can't build Stadia without getting into account that the market has one big monopoly (Steam), and a few huge other ones (Xbox, Epic, etc). The strategy has simply been to ignore this simple fact. It's like Netflix building a streaming service, without a huge investment into content as well. Doomed to fail from the get go.
Small rant, no horses in this game on my part; just a pity that two huge opportunities were wasted like this.
[0]: https://medium.com/simone-brunozzi/the-cloud-wars-of-2017-ac...