>I'm fairly sure "Google has a game studio and is making games for Stadia" was never an important part in the decision of game makers to port to Stadia or not
... and most publishers didn't even bother with Stadia, so what does that tell you about how publishers view Stadia?
>because zero customers got Stadia because of some hypothetical Google games that might come out for it at some point in the future.
And how many customers does Stadia actually have? It seems like Stadia was ignored by customers as well.
Third-party publishers don't care about sales of First-party games. They care about sales of their titles. This means they care about the viability of the platform. So First-party games are ultimately there to drive platform adoption. They do so, by 1) demonstrating the strengths of the platform to consumers and publishers (think WiiSport showing off how Wii controllers can be used), and 2) Providing a reason for consumers to actually adopt the platform. The audience for Stadia are gamers who probably have a console or are into PC gaming. If you're only offering a (tiny) library of games that are already out on other platforms, there isn't really an incentive to get Stadia and play the games you already own or can get ... but this time from the cloud! On the other hand, if I like Mario or Zelda, I have to get the Switch.
And by the way, for all the talk about all those partnerships Stadia will form - how is it that Microsoft was able to secure rights to hundreds of titles for their subscription-based Netflix-type gaming service (GamePass), and Stadia couldn't even muster more than a handful of games you have to buy individually?
And speaking of Netflix, it's not surprise they have pivoted to creating original content to supplement their licensed library - care to guess why?
Stadia is a full fail.