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That's true... But when you act as a publisher, then you're required to take the risk of leaking something's final days. When you approve something for launch,
by shakna 4y ago
That's true... But when you act as a publisher, then you're required to take the risk of leaking something's final days.
When you approve something for launch, and then kill the product before it can either launch or launch effectively, then you become liable for the investment in the launched failure. Google can absolutely be sued by those that just had a failed launch. They misrepresented themselves. This risk, tends to be higher for the company, than allowing people to guess that the product is about to die, because game products tend to be rather large investments.
- hedora 4y agoWere there stadia exclusives? What were people doing to make it ready? I can “launch” (pun intended) AAA title on a cloud VM in the time it takes for steam to download the game. I haven’t used stadia; honestly curious.
- shakna 4y agoI honestly don't know. But every developer I've seen talking about publishing on Stadia, also talked about working with the team, so there were definite considerations that they needed to take into account. There's stories like this [0] which suggests that the performance for Stadia was different than other platforms you might deploy for. The threading behaviour is a little bit different than just a VM, which is to be expected, but can come out surprising. So there's probably Stadia-specific patching for different games. [0] "Stadia Adventures in slow server code on Unity" https://www.youtube.com/watch?v=s-SpWSEWYbU https://www.youtube.com/watch?v=s-SpWSEWYbU