If they really made it the case that AAA gaming was just another type of content you might bump into in a pre-roll ad, or in one of your social media content streams, I have a hard time imagining how that would not be a massive success.
It's an incredibly rich form of content, and they would have been competitive in so many ways. Think about all the kids and teenagers out there who would love to play games and for whatever reason can't get access to gaming hardware.
If they could somehow get a free taste of AAA games on their phones, it seems like you would be able to find some way to make that profitable over time.
Instead it ended up being a worse console which nobody knew existed.
The pricing model was probably the biggest single issue, but I believe better engineering could have made a difference.
> It was also as easy to port games too as any Linux port would be
And nobody bothers to port to Linux either. It isn't trivial in many cases. And I believe Stadia wasn't just as easy because of a Vulkan requirement along with other platform integration and certification stuff. An unhappy medium of too many platform requirements to be trivial to port to, but not enough to actually make Stadia a better experience than other platforms.
> Online play was free
Only if you bought games at full price, trusting Google to run the service forever (clearly a risky bet which was obvious to everybody at the time and not just in hindsight).
> more than 50 games in the subscription
The selection was not compelling compared to other platforms' subscriptions. If they had had a larger catalog to draw from, that might have helped.
Hypothetically, if they'd wanted to go a totally different direction, the could have courted game developers willing to create games for them that would have been offerable at a pure-subscription rate. But they chased AAA games and hit a major market issue: there was no way AAA publishers were going to under-cut their per-unit sales in other channels by offering with-subscription access to their product and trusting Google would pay them enough to make that worth their while.
You didn't actually need both the subscription and the game. Subscription is just for > 1080p streaming and other 'pro' features. You could just buy a game without any subscription.
Stadia didn't require a subscription. You could just buy games and play them. But loads of people came to the conclusion that you needed a subscription. My going hypothesis is that this was caused by the free trial of the subscription service (higher resolution, cheaper games) that everybody got when they launched. So since people couldn't access the games without getting the free trial they assumed that this meant that they couldn't access the games without a subscription.
Their problems are mixed bag problems. First of their problems is lack of vision. No clear backlog/roadmap and UX vision of their products.
Second set of problems are software related problems as of technical debt, maintaining codebase of their software products and lack of understanding of how their algorithms actually work e.g ranking algorithms, recommendation algorithms etc.
Consider the saga of Stadia. The tech is rock-solid. That fact did nothing to address developers not wanting to risk a platform that might not have customers, customers not wanting to subscribe to a platform that may not have long-term support, game development itself being the world's biggest game of craps, entire swathes of the world lacking enough internet bandwidth for realtime streaming, and nobody trusting Google to lean into something at an operational loss for more than a few years anymore (with the exception-proving-the-rule of Cloud).