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Analyse: Die Auswirkungen der Abschaltung von Google Stadia auf Amazon, Xbox und andere Cloud-Gaming-Initiativen - Felix Weber - Doktorand und SAP Consultant
Analyse: Die Auswirkungen der Abschaltung von Google Stadia auf Amazon, Xbox und andere Cloud-Gaming-Initiativen

Mit seinem Stadia-Dienst versuchte Google einen frühen Einstieg in die Cloud-basierte Veröffentlichung und Entwicklung von Videospielen, aber ein unvollständiges Startprodukt und ein schlechtes Verkaufsmodell brachten es fast so schnell zu Fall, wie es gestartet war.

Jetzt, da Google die bevorstehende Schließung von Stadia ankündigt, verlässt das Unternehmen einen Cloud-Gaming-Markt, der in erster Linie als Reaktion auf das Unternehmen entstanden ist. Stadia war zuerst da, aber Amazon, Microsoft, Sony und andere haben aus den Schwächen von Stadia Kapital geschlagen.

Im Jahr 2022 wird Cloud-Gaming immer beliebter und erschwinglicher – auch dank der Lehren, die aus den Fehlern von Stadia gezogen wurden.

Google hat am Donnerstag angekündigt, dass es Stadia einstellen wird. Die verschiedenen Storefronts von Stadia wurden bereits abgeschaltet, aber die Nutzer können weiterhin Spiele spielen, die sich bereits in ihrer Stadia-Bibliothek befinden, bis der Dienst am 18. Januar offiziell eingestellt wird.

„Der Ansatz von Stadia, Spiele für Verbraucher zu streamen, basiert zwar auf einer starken technologischen Grundlage, hat aber bei den Nutzern nicht den Zuspruch gefunden, den wir erwartet hatten“, schreibt Phil Harrison, Google Vice President und General Manager von Stadia.

„Wir engagieren uns weiterhin stark für das Gaming“, so Harrison weiter, „und wir werden weiterhin in neue Tools, Technologien und Plattformen investieren, die den Erfolg von Entwicklern, Industriepartnern, Cloud-Kunden und Kreativen unterstützen.“

Die derzeitigen Teammitglieder von Stadia werden versetzt, während die dem Dienst zugrundeliegenden Technologien für den Einsatz bei YouTube, Google Play und Augmented/Mixed-Reality-Projekten umgewidmet werden sollen. Nutzer, die Stadia-Spiele und -Hardware über den Google- oder Stadia-Store gekauft haben, werden ihr Geld im Laufe der nächsten Monate zurückerstattet bekommen.

Google kündigte Stadia ursprünglich während der Game Developers‘ Conference in San Francisco 2019 an. Google behauptete, dass es Nutzern über Stadia ermöglichen würde, Videospiele über fast jedes vernetzte Gerät über einen Cloud-Zugang zu den Servern von Google zu spielen.

Man müsse nicht Tausende von Euros für High-End-Konsolen oder PCs ausgeben, um Videospiele zu spielen, wenn man sich über sein aktuelles Tablet oder Telefon in Stadia einloggen und das neueste Assassin’s Creed mit maximalen Einstellungen spielen könne.

Darüber hinaus hat Google bereits erhebliche Investitionen getätigt, die darauf hindeuten, dass das Unternehmen plant, ein wichtiger Akteur im Bereich der Veröffentlichung und Entwicklung von Spielen zu werden. Dazu gehörten die Eröffnung von zwei Spielestudios in Los Angeles und Montreal sowie die Einstellung von Branchenveteranen wie Harrison, der vor seinem Wechsel zu Google bei Sony, Atari und Microsoft gearbeitet hat, und die ehemalige Ubisoft-Produzentin Jade Raymond.

The hype was real for most of the following year, but when Stadia launched in Nov. 2019, it did so with incomplete software and with a genuinely bizarre sales model. Google’s vision for Stadia was clearly that it was meant to be a sort of virtual console, to the extent where it charged users full retail price for its cloud versions of individual games.

Stadia subsequently struggled to find an audience. Despite the massive growth in video games’ popularity over the course of 2020, Google opened 2021 by scaling back its expectations from the Stadia project. It abruptly shuttered its internal development studios and shifted Stadia to effectively being a low-overhead games publishing service.

Conversely, other companies’ cloud-gaming ventures have focused on lowering consumer costs. Amazon’s Luna, for example, was first announced a few months after Stadia, and was visibly made as a reaction to it. Instead of charging users for individual games, Luna offers a single monthly fee for unlimited access to a library of titles, with additional features like a Couch mode for online multiplayer or extra themed “channels” of games for an additional fee.

Similarly, Microsoft has used its Xbox Cloud Gaming initiative as a value addition to its Xbox Game Pass, rather than a standalone service. You can subscribe to Game Pass on the Ultimate tier to have the option of playing games via the cloud on console, PC, or supported mobile devices. It’s just one more value add-on a subscription that’s already packed pretty fat.

Sony got into the act earlier this year when it rolled together its two subscription services into a single option, the rebranded PlayStation Plus, which includes an expanded version of Sony’s cloud services as a bonus for higher subscription tiers. This includes using cloud technology to effectively emulate the PlayStation 3, which is otherwise notoriously difficult, for the purpose of streaming games from its library.

Analysts have released data from as recently as this week that suggests enthusiasm for cloud gaming is slowly growing in the American market. Research firm Parks Associates released a report Monday morning showing that at least 35 million American households would be interested in picking up a cloud gaming service at a roughly $9.99/month price point.

The overwhelming impact of Stadia, then, appears to have been as a negative example. While playing games on Stadia is a decent experience at this point as long as you’ve got a stable high-speed internet connection (source: me, playing Red Dead Redemption 2 on Stadia this morning), no one else in the cloud-gaming space has gotten anywhere near its sales model.

Users could only buy individual games on Stadia for their standard retail price, or play them for free for short periods of time as a demo. Stadia wanted to charge full MSRP for what amounts to conditional server access, which could theoretically be yanked at any time due to a contract expiration or licensing conflict. There was no streaming equivalent, such as Xbox Game Pass or PlayStation Plus.

This includes the relative handful of Stadia exclusives, which will effectively go off the market completely when Stadia shuts down until or unless their publishers post them to other platforms. This includes Tequilaworks’ Gylt, tinyBuild’s Hello Engineer, Qgames’ Pixeljunk Raiders, Bandai Namco’s PAC-MAN Mega Tunnel Battle, and Splash Damage’s Outcasters, the latter of which only came out last July.

(It’s difficult to not draw a parallel here between Stadia and the current HBO Max controversy, where new corporate leadership has memory-holed multiple seasons of animated programming, allegedly to get a tax write-off. Physical media and local installation both have their drawbacks, but neither will abruptly cease to exist due to sudden corporate whim.)

Analysts have been expecting Stadia to be dispatched to the “Google graveyard” for at least the last year, but Harrison’s announcement was still quite sudden. As Stadia winds down, the final word on its efforts in cloud gaming appears to have been that it went first, so it got to make all the first big mistakes.