Google Stadia exclusives push potential players to data centers

In a Stadia Connect announcement today, Robot Entertainment CEO Patrick Hudson said Google invited his team to check out Stadia back in January of 2018, well before the service’s public announcement earlier this year. “Right away it was a fantastic experience,” he said. “I immediately saw it as the next transformative platform coming to the industry.

Design Director Jerome Jones was also on hand in the video to stress how, thanks to Stadia’s centralized servers, the game will feature massive armies with 500 monsters clustered together in a tight space. players won’t be “subject to the power of their machine… everyone gets that same massive power,” Jones said.

Up the stream without a paddle

Those Stadia players will, of course, be subject to Stadia’s bandwidth requirements, which start at a recommended minimum of 10Mbps as well as potential added latency from the Internet roundtrip to and from Stadia’s data centers. That’s par for the course for Stadia games, but as a Stadia exclusive, won’t even offer potential players the option of downloading a local copy to play without an Internet connection.

While is the highest-profile exclusive announced for Stadia thus far, it’s not the first one to be revealed. Back in June, Google announced -style party game as a Stadia exclusive from newcomer studio Moonshine. developer Tequila Works also announced moody platformer as a Stadia exclusive that month. But the company later threw some cold water on that announcement: co-founder and creative director Raúl Rubio Munárriz contradicted the game’s own public trailer by telling Eurogamer “we haven’t confirmed that it’s an exclusive yet… that’s a question we cannot answer.”

Google hasn’t been shy about its ambitions for exclusive Stadia content, with Google Head of Stadia Games and Entertainment Jade Raymond saying back in March that the company was creating a first-party publishing house just for such games. Google’s Phil Harrison said such games might be able to take advantage of “distributed physics” and “complex multiplayer going from hundreds to tens of thousands in a very sophisticated world” by focusing on Stadia’s powerful servers.

“With cloud gaming, particularly the idea of compute being sharable across multiple CPUs in a data center, now this transition to gaming being data-centric is going to a really fundamental shift,” Harrison said in April.

Stadia’s exclusivity ambitions come amid controversy surrounding Epic’s continuing efforts to buy as many exclusives as possible for the Epic Games Store. With those games, though, PC gamers are merely faced with the prospect of downloading a free launcher to play the “exclusive.” With Stadia exclusives, though, potential players had better get used to the idea of getting set for remote game streaming if they want to try certain games.

Kyle Orland Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in the Washington, DC area.
Email[email protected]//Twitter@KyleOrl

You must login or create an account to comment.

Channel Ars Technica

Related Stories

Sponsored Stories

Powered by

Today on Ars

CNMN Collection
WIRED Media Group
© 2019 Condé Nast. All rights reserved. Use of and/or registration on any portion of this site constitutes acceptance of our User Agreement (updated 5/25/18) and Privacy Policy and Cookie Statement (updated 5/25/18) and Ars Technica Addendum (effective 8/21/2018). Ars may earn compensation on sales from links on this site. Read our affiliate link policy.
Your California Privacy Rights
The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Condé Nast.
Ad Choices

[ufc-fb-comments url=""]

Latest Articles

Related Articles