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Stadia ran games on remote servers and delivered video to browsers, phones and televisions, with no local hardware needed. The technology largely worked; the library, the purchase model and confidence in the company did not.
Streaming demonstrated that games no longer strictly require local hardware, which matters for access and for the long-term shape of the business. The launch equally demonstrated that the technical problem was the easier half, and that library, pricing and trust decide whether such a service survives.
Stadia stopped operating a little over three years after launch, with hardware and software purchases refunded. The closure became the standard warning about digital libraries held on a single company's servers.
The closure gave preservation arguments a concrete, recent example. When software exists only as a service on remote hardware, a business decision can remove it entirely, and no amount of refunding restores the games, the saves or the communities that formed around them.