About a year ago, on March 19, one of the world’s largest media corporations named Google announced the upcoming entry into the video game market. The company launched the Google Stadia game platform, something new in this area. The main feature that the creators of Stadia noted was the full focused of the new product on cloud gaming. This reminds Netflix analogue in video games: with a monthly paid subscription, the user gets access to the games in the platform’s library. At the same time he or she has an opportunity to connect within any device without downloading the games themselves. High resolution quality is guaranteed. A stable Internet connection and Google Chrome browser are required. At the announcement stage, Stadia looked interesting and seemed to be quite different from the market leaders (Sony PlayStation, Microsoft Xbox and Nintendo Switch). But everything changed dramatically six months later.

The release of Google Stadia took place on November 19, 2019 and turned out to be disappointing. The main object of criticism was the general technical unavailability of the platform: the first buyers noted that the games work with significant glitches and are far from 4K resolution, as was promised at the announcement. In addition, many users were outraged by the Google pricing policy: the subscription costs $ 10 per month; Chromecast Ultra prefix, which includes a controller in Night Blue color, a Chromecast Ultra adapter, a three-month subscription for two and a Destiny 2 game costs $ 130; at the same time, the average price for a game will be similar to those of Sony, Microsoft and Xbox – $ 60. The current generation consoles for all Google competitors are about $ 500. There is also a monthly subscription worth about $ 7, but exclusively for online games. For single players (story games that a gamer can play alone) this subscription is not needed, as well as the Internet connection in general. This reveals another problem: users of Stadia are very dependent on the work of the company’s internal servers: if they crash, all game progress will not be saved. Another important obstacle, partially due to the preceding paragraphs, is the quantity of games. There were only 22 games in the Google start library, after 3 months of the service’s existence only 6 more were added. 28 games is an extremely small number for a company which is trying to become a full-fledged player in the market. Moreover, among these games there is not a single exclusivity. These are games that can only be played on one console, one of the most compelling reasons to buy one. At the moment, the PlayStation is a leader in the gaming industry thanks to exclusives such as the Uncharted series, The Last of Us, God of War, Bloodborne and many others. The Xbox has a series of Halo and Quantum Break, the Switch has Mario and Zelda. Stadia has nothing. The reason is Google itself: after the release, the company weakly supports the project (6 new games in 3 months to confirm). Accordingly, the audience, which was already relatively small, is beginning to decline. Therefore, game developers have no motivation to conclude exclusive production contracts with Google, because they still will not pay off in the current platform state.

Thus, Stadia is a vivid example of how an excellent idea can be ruined by poor technical performance and the lack of a clear PR strategy. The future of the project looks uncertain. It is unlikely that anyone will be surprised if he soon replenishes the “Google Cemetery“.