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The big idea | ||||
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Google’s gaming platform struggles, explained |
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When Google introduced its Stadia game-streaming service in August 2019, it got flack for connectivity issues during the grand unveiling. Those glitches may’ve been a sign of things to come. Last month, the company shuttered its in-house studios — and now, its future is streaming in 240p (translation: things are a bit unclear). Stadia had something good goingGoogle promised a platform for playing top titles across smartphones and TV — no 10-pound console necessary. The company promoted exciting features like Crowd Play (that allowed streamers to pull fans directly into games off YouTube) and hired developers, designers, and producers from Ubisoft and Electronic Arts. But Stadia’s problems were realStadia ended up being a little like one of those Tinder dates where the person who shows up looks nothing like his photos. At launch, promised features and in-house games weren’t available. Since then, Stadia has struggled to recover, failing to meet 2020 growth targets by hundreds of thousands of users. Some attribute these struggles to hiring failures: While it’s reported that Google planned to hire 2k people to make Stadia games, only around 150 were impacted by the closures. What happens now?Stadia could likely offer its tech to gaming companies for cloud services. Meanwhile, other companies are working on their own cloud gaming platforms:
Though Stadia has struggled, a large-scale move from consoles to streaming is likely just a matter of time, which is unfortunate because then we won’t get console memes like this: |
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So so good (Source: Twitter/@matthiasellis) |
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Snippets |
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Climate change | ||||
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Source: Mario Tama / Getty Images |
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Former Stripe employees are attacking climate change… with help from Stripe |
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Can engineers help businesses tackle climate change? Watershed thinks so. The startup creates software for companies to track and reduce carbon emissions at every step of their supply chain — and it’s founded by 3 alum of Stripe, the $100B+ fintech darling. Carbon-footprint tracking, you say?Square, Shopify, and Sweetgreen (oh my!) are among the customers of Watershed’s enterprise subscription software per Bloomberg. What exactly does this software do? Let’s use Sweetgreen as an example:
The last of these is the hardest to measure, yet the most important, as it often comprises the majority of a company’s carbon footprint. It’s not just Leo and Al Gore fighting climate change anymoreWatershed’s CEO Christian Anderson told Bloomberg that the market is seeing “an inflection moment,” and that climate change is now “a corporate imperative.” For a company like Sweetgreen, a change at the corporate level trickles down the supply chain. To secure contracts, suppliers are now incentivized to track and reduce their own carbon emissions. Stripe’s co-founding brothers (Patrick and John Collison) are investors in the startup, and — perhaps more crucially — the payments firm is a Watershed client. |
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Breaking Down The Numbers | ||||
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Roblox’s CEO David Baszucki flexing presenting (Source: Ian Tuttle / Getty Images) |
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Coinbase and Roblox have great mind share |
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Crypto exchange Coinbase (listing date TBD) and gaming platform Roblox (listing on March 10) have highly anticipated upcoming public market debuts via direct listings. Roblox was valued at $29.5B in a January funding round, while Coinbase has traded above $100B in private secondary market transactions. Compared to recent hot tech names, both of these startups have spent much less on sales and marketing expenses (as a % of revenue) per CNBC:
Such low spend — particularly in lead-up to a public listing — suggests that both startups are growing organically. And if you need a good historical analog: Google only spent 6% of revenue on sales and marketing before its 2004 IPO. NOTE: We’ll be writing more on Coinbase later this week; you can find our previous piece on Roblox here. |
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Failed gaming tech of the day |
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Steve Jobs would never greenlight this (Source: Wikipedia / Evan Amos) |
Apple once tried to get into the console gaming industry. The product was called the Apple Bandai Pippin (stylized PiP P!N) and was supposed to be an “inexpensive computer system” to play CD-based games. It was priced at $599 and not particularly attractive. The PiP P!N launched in March 1996 and was definitely NOT under Steve Jobs’ watch. Apple’s founder was still at his second startup Next, which Apple acquired in December 1996 (marking Jobs’ return). To the surprise off literally no one, the PiP P!N was a flop and Apple discontinued the product in 1997. It sold 100k units over its lifetime; in comparison, Nintendo’s N64 was released in June 1996 and sold 300k consoles…on the first day! |
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A 7-figure side hustle, and how to get there…
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