stadia
Auto Added by WPeMatico
Auto Added by WPeMatico
Facebook has been making plenty of one-off virtual reality studio acquisitions lately, but today the company announced that they’re buying something with wider ambitions — a Roblox-like game creation platform.
Facebook shared that they’re buying Unit 2 Games, which builds a platform called Crayta. Like some other platforms out there, it builds on top of the Unreal Engine and gives users a more simple creation interface teamed with discovery and community features. Crayta has cornered its own niche pushing monetization paths like Battle Pass seasons, giving the platform a more Fortnite-like vibe as well.
Unit 2 has been around for just over three years, and Crayta launched just last July. Its audience has likely been limited by the studio’s deal to exclusively launch on Google’s cloud-streaming platform Stadia, though it’s also available on the Epic Games Store as of March.
The title feels designed for the lightweight nature of cloud-gaming platforms, with users able to share access to games just by linking other users, and Facebook seems keen to use Crayta to push forward their own efforts in the gaming sphere.
“Crayta has maximized current cloud-streaming technology to make game creation more accessible and easy to use. We plan to integrate Crayta’s creation toolset into Facebook Gaming’s cloud platform to instantly deliver new experiences on Facebook,” Facebook Gaming VP Vivek Sharma wrote in an announcement post.
The entire team will be coming on as part of the acquisition, though financial terms of the deal weren’t shared.
Powered by WPeMatico
When Google originally announced Stadia, its cloud gaming service, the company also announced a first-party game studio. Stadia Games and Entertainment was supposed to release exclusive titles for the new platform. And yet, Google has changed its mind and is now shutting down its internal game studios.
“Given our focus on building on the proven technology of Stadia as well as deepening our business partnerships, we’ve decided that we will not be investing further in bringing exclusive content from our internal development team SG&E, beyond any near-term planned games,” Google Stadia VP and GM Phil Harrison wrote in a blog post.
That’s right, the company has yet to release a single game under the Stadia brand but it’s already over. This is an odd move as Google has made some significant investments in the space. It originally created a studio in Montreal Canada and acquired Typhoon Studios. It then opened another studio in Los Angeles.
Jade Raymond was leading Google’s first-party studios. She has been working in the video game industry for more than 15 years. In particular, she was a producer for Ubisoft in Montreal working on the first Assassin’s Creed games. She also worked for Electronic Arts on an unreleased single-player Star Wars video game.
Today’s news also means that Raymond is leaving Google. Other Google employees working for Stadia Games and Entertainment will move on to new roles.
Going forward, Stadia will focus on third-party games. The company says that Cyberpunk 2077 has been quite popular on the cloud gaming platform for instance. It lets you launch the game on a server in a data center near you and stream the video feed to your device.
Many readers will likely think that Google might shut down Stadia soon as the company has shut down many, many services in the past. The company tries to be reassuring.
“We’re committed to the future of cloud gaming, and will continue to do our part to drive this industry forward. Our goal remains focused on creating the best possible platform for gamers and technology for our partners, bringing these experiences to life for people everywhere,” Harrison writes.
But do you believe him?
Powered by WPeMatico
A few weeks after announcing that iOS support was on the way, Google’s cloud gaming service now supports the iPhone and iPad. As expected, the company is using a web app to access the service. Google also says that you need to update to iOS 14.3, the latest iOS update that was released earlier this week.
If you want to try it out with a free or paid Stadia account, you can head over to stadia.google.com from your iOS device. Log in to your Google account, add a shortcut to your home screen and open the web app.
After that, you can launch a game and start playing. Most games will require a gamepad, so you might want to pair a gamepad with your iPhone or iPad as well.
Apple’s iOS supports Xbox One and PlayStation 4 controllers using Bluetooth as well as controllers specifically designed for iOS. You can also play with the Stadia controller, but it’s optional. If you just want to check your inventory quickly, Stadia on iOS also supports touch controls.
Stadia works a bit like a console that runs in the cloud. You have to buy games for the platform specifically and you can then stream them from a data center near you. Recent additions include Cyberpunk 2077 and Assassin’s Creed Valhalla.
While you don’t have to pay an additional subscription to play those games, you can optionally become a Stadia Pro subscriber. In addition to games you bought on the platform, it lets you access a library of games and it unlocks 4K video. Stadia Pro costs $9.99 per month.
In other Stadia news, earlier this week, Ubisoft announced that you could subscribe to the company’s unlimited subscription service Ubisoft+ and access games from Stadia. For now, it’s only available as a beta in the U.S.
Powered by WPeMatico
It was an unprecedented year for [insert anything under the sun], and while plenty of tech verticals saw shifts that warped business models and shifted user habits, the gaming industry experienced plenty of new ideas in 2020. However, the loudest trends don’t always take hold as predicted.
This year, Google, Microsoft, Facebook and Amazon each leaned hard into new cloud-streaming tech that shifts game processing and computing to cloud-based servers, allowing users to play graphics-intensive content on low-powered systems or play titles without dealing with lengthy downloads.
It was heralded by executives as a tectonic shift for gaming, one that would democratize access to the next generation of titles. But in taking a closer look at the products built around this tech, it’s hard to see a future where any of these subscription services succeed.
Massive year-over-year changes in gaming are rare because even if a historically unique platform launches or is unveiled, it takes time for a critical mass of developers to congregate and adopt something new — and longer for users to coalesce. As a result, even in a year where major console makers launch historically powerful hardware, massive tech giants pump cash into new cloud-streaming tech and gamers log more hours collectively than ever before, it can feel like not much has shifted.
That said, the gaming industry did push boundaries in 2020, though it’s unclear where meaningful ground was gained. The most ambitious drives were toward redesigning marketplaces in the image of video streaming networks, aiming to make a more coordinated move toward driving subscription growth and moving farther away from an industry defined for decades by one-time purchases structured around single-player storylines, one dramatically shaped by internet networking and instantaneous payments infrastructure software.
Today’s products are far from dead ends for what the broader industry does with the technology.
But shifting gamers farther away from one-off purchases wasn’t even the gaming industry’s most fundamental reconsideration of the year, a space reserved for a coordinated move by the world’s richest companies to upend the console wars with an invisible competitor. It’s perhaps unsurprising that the most full-featured plays in this arena are coming from the cloud services triumvirate, with Google, Microsoft and Amazon each making significant strides in recent months.
The driving force for this change is both the maturation of virtual desktop streaming and continued developer movement toward online cross-play between gaming platforms, a trend long resisted by legacy platform owners intent on maintaining siloed network effects that pushed gamers toward buying the same consoles that their friends owned.
The cross-play trend reached a fever pitch in recent years as entities like Epic Games’ Fortnite developed massive user bases that gave developers exceptional influence over the deals they struck with platform owners.
While a trend toward deeper cross-play planted the seeds for new corporate players in the gaming world, it has been the tech companies with the deepest pockets that have pioneered the most concerted plays to side-load a third-party candidate into the console wars.
It’s already clear to plenty of gamers that even in their nascent stages, cloud-gaming platforms aren’t meeting up to their hype and standalone efforts aren’t technologically stunning enough to make up for the apparent lack of selection in the content libraries.
Powered by WPeMatico
Google and Nvidia both had some news about their respective cloud gaming service today. Let’s start with Nvidia. GeForce Now is now available on the iPhone and the iPad as a web app. The company says it’s a beta for now, but you can start using it by heading over to play.geforcenow.com on your iOS device.
GeForce Now is a cloud gaming service that works with your own game library. You can connect to your Steam, Epic and Ubisoft Connect accounts and play games you’ve already purchased on those third-party platforms — GOG support is coming soon. GeForce Now is also available on macOS, Android and Windows.
Game publishers have to opt in to appear on GeForce Now, which means that you won’t find your entire Steam library on the service. Still, the list is already quite long.
Right now, it costs $5 per month to access the Founders edition, which lets you play whenever you want and for as long as you want. It’s an introductory price, which means that Nvidia could raise prices in the future.
You can also try the service with a free account. You’re limited to one-hour sessions and less powerful hardware. There are also few slots. For instance, you have to wait 11 minutes to launch a game with a free account right now.
Once you add the web app to your iOS home screen, you can launch the service in full screen without the interface of Safari. You can connect a Bluetooth controller. Unfortunately, you can’t use a keyboard and a mouse.
The company says it is actively working with Epic Games on a touch-friendly version of Fortnite so that iOS players can play the game again. It could definitely boost usage on the service.
As for Google, the company issued an update 12 months after the launch of Stadia. Unlike GeForce Now, Stadia works more like a console. You have to buy games for the platform specifically. There are a hundred games on the platform including some games that you get with an optional Stadia Pro subscription.
The company says that iOS testing should start in the coming weeks. “This will be the first phase of our iOS progressive web application. As we test performance and add more features, your feedback will help us improve the Stadia experience for everyone. You can expect this feature to begin rolling out several weeks from now,” the company wrote.
Powered by WPeMatico
The British news service is reporting that Nvidia has developed a version of its GeForce cloud gaming service that runs on Safari.
The development means that Fortnite gamers can play the Epic Games title off of servers run by Nvidia. What’s not clear is whether the cloud gaming service will mean significant lag times for players that could effect their gameplay.
Apple customers have been unable to download new versions of Epic Games’ marquee title after the North Carolina-based company circumvented Apple’s rules around in-game payments.
Revenues and rules are at the center of the conflict between Epic and Apple. Epic had developed an in-game marketplace where transactions were not subject to the 30% charges that Apple places on transactions conducted through its platform.
The maneuver was a clear violation of Apple’s terms of service, but Epic is arguing that the rules themselves are unfair and an example of Apple’s monopolistic hold over distribution of applications on its platform.
That’s going to create a lot of hassles for the nearly 116 million iOS Fortnite players, especially for the 73 million players that only use Apple products to access the game, according to the BBC report.
Unlike Android, Apple does not allow games or other apps to be loaded on to its phones or tablets via app stores other than its own.
Nvidia already offers its GeForce gaming service for Mac, Windows, Android and Chromebook computers, but the new version will be available on Apple mobile devices as well, according to the BBC report.
If it moves ahead, Nvidia’s cloud gaming service would be the only one on the market to support iOS users. Neither Amazon’s Luna cloud-gaming platform nor Google’s Stadia service carry Fortnite.
Powered by WPeMatico
Google’s game-streaming service Stadia is now free for anyone with a Gmail account, the company announced today. Assuming you’ve got a compatible device and controller — and good internet in one of the 14 supported countries — you can sign up right now and get the “Pro” edition with a handful of built-in games for two months.
Until today, Stadia was only available via a $129 “Premiere Edition” that came with a controller, though a free “Base” version has been long promised. In a blog post, the company explained that the intense pressures of the pandemic led them to finally open up the service.
“We’re facing some of the most challenging times in recent memory. Video games can be a valuable way to socialize with friends and family when you’re stuck at home, so we’re giving gamers in 14 countries free access to Stadia for two months,” writes Stadia VP and GM Phil Harrison.
Although the post makes no mention of a permanent free Base tier, a Google representative confirmed that it exists and players signing up today will be able to switch to it if they decide not to pay for Pro after two months. It’s limited to 1080p, 60 frames per second, and stereo (versus surround) sound.
Existing subscribers, who have been vocally critical of the bare-bones nature of the service they paid a premium to access, will not be charged for the next two months. Also, in order to cope with what will no doubt be a flood of demand, Stadia will be defaulting everyone’s streams to 1080p, though you’ll be able to change that in your preferences. That’s interesting, considering YouTube just downgraded its quality worldwide to lower overall bandwidth usage.
For now, though, it won’t do to look a gift horse in the mouth. Stadia is a solid way to play games on a PC, or TV or device that would normally not be able to do so — an underpowered laptop, for instance. Streaming to your phone or tablet is also an option.
On supported Android devices you’ll need to download the app; on computers, you’ll need Chrome; and for a TV you need a Chromecast Ultra — the regular one won’t cut it. You can’t play games on iOS yet, unfortunately.
You have to provide your own controller if you’re not using a keyboard and mouse; a list of compatible ones (and phones) is available here, and while Google’s own Stadia controller is the only one that works with Chromecast, the controllers for the other major consoles generally work for Chrome and Android phones.
As for games, well, that part’s a bit confusing. You’ll be getting access to the Stadia Pro tier of membership, which gets at least free game every month to keep, like Xbox Games with Gold and PlayStation Plus. Right now, though, that only amounts to nine titles, though some are pretty great — Destiny 2, SteamWorld Dig 2, GRID and a few more.
On either a Pro or free account, if you want to play other games like Borderlands 3 or Rise of the Tomb Raider, you’ll have to buy them on the Stadia marketplace. The games are then only available to stream through Stadia, not to run natively on your PC, so if you ever left the service you would lose access to them (a “license not buy” situation common on digital platforms, but especially pronounced on streaming ones). There are 38 games available to buy total, and yes, that number is pretty low. Google is “tracking” 120 more to arrive this year, but the lack of games has been a serious issue for existing subscribers.
So far Stadia has yet to prove itself a worthwhile investment for gamers, though for some obviously it’s a dream come true. SensorTower put downloads of the app at about 750,000, which is nothing to sniff at — but it’s far from the number of installations of popular games services like Steam.
That said, free trial will help potential subscribers decide if the service is for them, with zero risk. You can sign up for your free trial via the main Stadia site here; the company has said it is in the middle of rolling out the feature, so check back if it isn’t there yet.
And here are the countries in which it is currently available:
Powered by WPeMatico
Google dropped a bit of news right off the bat at this morning’s Made by Google event: Stadia, its on-demand cloud game streaming service, will launch on November 19th.
Stadia is Google’s experiment in changing up the way we play video games; rather than rendering video games on a console or a powerful local PC, Stadia games are rendered in the cloud and pushed to your Chromecast, smartphone or browser on-the-fly.
Google has already announced a few dozen games they plan to support on the $10 per month service — you can find that list here.
Powered by WPeMatico
Google’s game streaming service isn’t set to launch until November, but the company kept the hype train going through the mid-August doldrums with a Gamescom Stadia Connect live stream. As promised, the online press conference was “all about the games,” featuring what looks to be a nearly complete list of launch (and some post-launch) titles.
The games include some top names, like Cyberpunk 2077, Final Fantasy XV, Assassin’s Creed Odyssey and Mortal Kombat 11. It also enlists a number of top publishers, including Bethesda, Square and Ubisoft. A number of key publishing partners have opted to keep their lists under wraps until closer to (or at) launch, however, including EA, Capcom and Rockstar.
As previously noted, the service will run $10 a month, including access to games and discounts on purchases. A base version of the service will also be available at some point next year. When it launches in November, the service will be available in 14 countries, including the U.S., Canada, the U.K., Ireland, France, Germany, Italy, Spain, the Netherlands and Finland. More will be added in 2020.
Google is currently offering up a “Founder’s Edition” pre-order for $130. That includes a controller, Chromecast Ultra and three months of the service for you and a friend.
Here’s the list of titles so far:
Powered by WPeMatico
As the gaming market continues to boom, billions of dollars are being invested in new games and new streaming platforms vying to own a piece of the action. Most of the value is accruing to the large incumbents in a space, however, and the entrance of Google and other big tech companies makes it difficult to identify where there are compelling opportunities for entrepreneurs to build new empires.
TechCrunch media analyst Eric Peckham recently sat down with Paul Murphy, Partner at European venture firm Northzone, to discuss Paul’s view of the market and where he is focusing his dollars. Below is the transcript of the conversation (edited for length and clarity):
Eric Peckham: You co-founded the hit mobile game Dots before moving to London and joining Northzone last year. Are you still bullish on investment opportunities in mobile gaming or do you think the market has changed?
Paul Murphy: I’m bullish on mobile gaming–the market is bigger than it has ever been. There’s a whole generation of people that have been trained to play games on mobile phones. So those are things that are very positive.
The challenge is you don’t really have a rising tide moment anymore. The winners have won. And so it’s very, very difficult for someone to enter with new content and build a business that’s as big as Supercell or King, regardless of how good their content is. So while the prize for winning in mobile gaming content big, the likelihood is smaller.
Where I’m spending most of my time is not on content, it’s on components within mobile gaming. We’re looking at infrastructure: different platforms that enable mobile gaming, like Bunch which we invested in.
Their product allows you to do live video and audio on top of mobile games. So we don’t have to take any content risk. We’re betting that this great product will fit into a large inventory ecosystem.
Peckham: New mobile game studios that are launching all seem to fall under the sphere of influence of these bigger companies. They get a strategic investment from Supercell or another company. To your point, it’s tough for a small startup to compete entirely on its own.
Murphy: It’s possible in mobile gaming still but it’s really, really hard now. At the same time, what you’ve seen is the odds of winning are lower. It is hard to reach the same scale when it costs you $5.00 to acquire a user today, whereas when Candy Crush launched, it was $0.05 per user. So it’s almost impossible to achieve King-like scale today.
Therefore, you’re looking at similar content risk with reduced upside, which makes that equation less attractive for venture capital. But it might be perfectly fine for an established company because they don’t need to do the marketing, they have the audience already.
The big gaming companies all struggle with the challenge of how to create the next hit IP. They have this machine that can bring any great game to market efficiently, with a large audience they can cross promote from and capital they can invest to build a big brand quickly. For them, the biggest challenge is getting the best content.
So it’s natural to me that the pendulum has swung towards strategic investors in mobile gaming content. Epic has a fund that they set up with Improbable, Supercell is making direct investments, Tencent has been making investments for years. Even from a content perspective, you’re probably going to see Apple, Google, and Amazon making more content investments in mobile gaming.
Image via Getty Images / aurielaki
Peckham: Does this same market dynamic apply to PC games and console games? Do you see a certain area within gaming where there’s still opportunity for independent startups to create the game itself and find success at a venture scale?
Murphy: The reason we made our investment in Klang Games, which is building an MMO called Seed that people will primarily play through PC, is that while there is content risk–you’re never going to get rid of the possibility that the IP doesn’t fly–if it works, it will be massive…an Earth-shattering level of success. If their vision comes to life, it will be very, very big.
So that one has all the risks that you’d have in any other game studio but the upside is exponentially larger, so the bet makes sense to us. And it so happens that it’s going to be on PC first, where there’s certainly a lot of competition but it’s not as saturated and the monetization methods are healthier than in mobile gaming. In PC, you don’t have to do free-to-play tactics that interfere with the gameplay.
Powered by WPeMatico