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Facebook Gaming partners with Ubisoft, expands cloud services

Facebook Gaming announced that it is partnering up with Ubisoft to bring certain games to the cloud gaming service. This service will expand to the majority of the mainland of the United States.

Facebook Gaming is a service that allows users to stream games on their Android devices for free using cloud servers. Users can easily access the service using the Facebook Gaming app, which is found on the Android app store. Currently, there are over 25 games that users can stream for free, including Roller Coaster Tycoon Touch, State of Survival, and Lego Legacy Heroes Unboxed.

Facebook Gaming’s new partnership with Ubisoft allows certain Ubisoft games to be played on the service. Games include Assassin’s Creed: Rebellion, Hungry Shark Evolution, and Hungry Dragon.

The service’s expansion will bring it to approximately 98% of the United States. It is expanding out to some parts of Canada and Mexico as well. Facebook Gaming plans to cover all of the United States, Mexico, and Canada by fall.

This cloud service was released as a limited beta last year in October. Since then, it has been slowly adding more games to its collection. Currently, there are no subscription fee plans for this service. There is also no iOS version of this service due to Apple’s rules on storefronts inside of apps on its store.

With the announcement today, Facebook Gaming promises that the service will spread out to almost completely cover the mainland of the United States and some parts of Mexico and Canada. This should come fully in effect by the fall, with plans to roll out the service to Europe by next year.

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Andrew Zucosky
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Why cloud gaming is the linchpin in Microsoft’s troubled Activision Blizzard acqusition
Key art showing multiple devices playing games via the cloud.

The United Kingdom’s Competition and Markets Authority (CMA) delivered a shocker this week when it blocked Microsoft’s acquisition of Activision Blizzard on Wednesday. While a lot of focus on Microsoft’s fight was centered around whether or not the acquisition would give Xbox consoles an unfair advantage over PlayStation consoles, what ultimately decided it was a much smaller market: cloud gaming.
The idea of being able to stream the game you’re playing from the cloud has existed for well over a decade. Cloud gaming’s relevance to the video game industry has only grown over the past several years thanks to both failed and successful efforts from big tech companies like Google, Amazon, and, most importantly, Microsoft. Still, cloud gaming is considered relatively niche, with Activision Blizzard Bobby Kotick calling it "inconsequential" in an interview with Bloomberg and UCL Associate Profession Joost Rietveld saying it’s not a distinct market in a submission to the CMA.
Despite those pleas, the CMA claims that cloud gaming is a “nascent market” and that “already strong incumbent in this market even stronger” in its 418-page report on the matter. Following the CMA’s decision on Wednesday, I spoke to several different analysts to find more clarity about how big Microsoft is in the cloud gaming space and why the CMA should feel compelled to intervene. While experts mostly side with Microsoft over the CMA on this decision, one greater truth emerged from these discussions. Whether one thinks cloud gaming is relevant to this acquisition or not, this emergent style of gaming has reached a point of no return where it'll be instrumental to the video game industry going forward. 
Microsoft, king of cloud gaming
Cloud gaming may sound like a niche within the industry, but that's not entirely accurate. BrandFinance Managing Director Laurence Newell tells Digital Trends that “cloud-based services account for over 70% of Microsoft’s brand value, amounting to a staggering $137.5 billion.” That’s quite an eye-catching number that understandably would raise a regulator's alarm bells. However, Newell admits that gaming only makes up 8.5% of Microsoft’s revenue, and cloud gaming is an even smaller amount of that slice.
Despite its relatively small impact on the wider company, most of the experts I spoke to agreed that Microsoft has emerged as a cloud gaming leader thanks to its compatibility with a large segment of the Xbox Game Pass Ultimate library. Conversely, Activision Blizzard has had almost no cloud gaming presence outside of one Sekiro: Shadows Die Twice port on Google Stadia before that service’s shutdown. If it were to be acquired, it is inevitable that more Activision Blizzard games would likely come to cloud-based gaming services.

Despite the shutdown of Google Stadia and the relatively small brand value received from cloud gaming compared to the rest of the company, the CMA still points out in the press release about its decision that “monthly active users in the U.K. more than tripled from the start of 2021 to the end of 2022. It is forecast to be worth up to 11 billion British pounds globally and 1 billion pounds in the U.K. by 2026.” Associate Professor of Strategy and Entrepreneurship at the UCL School of Management Joost Rietveld, who has also been a consultant for Microsoft during its acquisition process, challenges the notion that cloud gaming as a whole is a single market.
Instead, Rietveld splits it into four categories, placing Xbox Game Pass into a category called “cloud gaming as a feature,” which is when it’s “offered as part of a consumer-facing distribution platform” or “included within a bigger bundle of services provided by the platformer.” Under Rietveld’s view, services like Nvidia GeForce Now, Ubitius, and EE -- all of whom Microsoft has made individual deals to bring Activision Blizzard and Xbox Game Studios titles to -- fall into different categories and thus shouldn’t be considered or directly compared to Xbox Game Pass. No matter how they’re categorized now, the real question mark looming over the technology is its future growth, according to Omdia Senior Principal Games Analyst Steve Bailey.
“Will it remain a niche additional service or become the gaming platform of the future?” Bailey asks in his statement to Digital Trends. “Our projection is that cloud gaming is growing rapidly (revenue should more than double by 2026), but it’s still a long way from taking over the games market, so it remains arguable either way.”
“Arguable” stands out as the keyword to me here. Like any emergent technology, we’re heavily debating the positives and negatives of cloud gaming, specifically through the lens of this acquisition. But what exactly is it that the CMA sees in Microsoft that worries them?
The CMA’s problem with Microsoft
“The CMA’s argument is not that acquiring Activision Blizzard would allow Microsoft to dominate the console market as a whole, where Sony and Nintendo have strong positions relative to Xbox, but only that it would help it to achieve a dominant position in cloud gaming specifically,” Bailey tells Digital Trends. “Microsoft and Activision Blizzard will likely argue that this is disproportionate, given the relatively small scale of the cloud gaming market.”

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Netflix may bring its gaming service to TVs, with iPhones serving as controllers
The Netflix Games section.

Netflix is working on a feature that will bring its games to smart TVs and allow players to use their iPhone as a controller, reports from Bloomberg and MacRumors' Steve Moser said on Wednesday.

The move would take Netflix’s gaming service beyond only smartphones and tablets, giving subscribers more ways to play. And for iPhone owners, it also eliminates the need to buy a dedicated controller, making it more likely that people would give its games a go.

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Netflix expands its game lineup with new titles from Ubisoft and more
The Netflix Games logo on the Pixel 4a.

Netflix is doubling down on its commitment to gaming. During a presentation attended by Digital Trends, the streaming service's games team teased four new titles. It highlighted how many games are in the works for Netflix as it continues to put its mark on mobile gaming and ramp up its efforts on its cloud gaming service.
The four games Netflix discussed were all from external studios. Following Valiant Hearts: Coming Home, Netflix is collaborating with Ubisoft again on the action roguelike Mighty Quest: Rogue Palace, which is based on the game Mighty Quest for Epic Loot and launches on April 18. 
Ustwo Games is bringing complete versions of both Monument Valley titles to Netflix in 2024, building on the partnership established with Desta: The Memories Between. Netflix also confirmed that it is working with Catalyst Black and Vainglory developer Super Evil Megacorp on a tie-in game for an unannounced Netflix IP.
Finally, Netflix confirmed that it is working with developer Nanobit on another game based on the show Too Hot to Handle. Their previous tie-in game for that show is the most popular Netflix game.

Netflix made it clear that it understands that people like games that tie into known franchises and that there are plenty of titles still in the works. Leanne Loombe, vice president of External Games, confirmed that Netflix is currently working on 70 games with external developers, in addition to 16 titles that are in "early ideation" at its internal studios. She explained that the ultimate goal is for Netflix to release batches of new games that appeal to a wide variety of gamers every month.
"It's going to require us to release a variety of different games and take some risks, and not everything we launch will be a hit," Loombe explained. "But everything is going to be a great opportunity for us to continue to evolve our strategy and also our approach around games to make sure that we're bringing those most-played games to our members."
In the near term, that means the focus will remain on mobile games that players download on the App Store and Google Play Store before authenticating them through Netflix. Loombs also reaffirmed Netflix's efforts to build a cloud gaming platform, albeit slowly and steadily.
"We are very early in that side of our journey, but we are very committed to making sure that games can be played wherever you have Netflix," Loombe said. "We do believe that cloud gaming will enable us to provide that easy access to games on any screen, be frictionless, and provide that accessibility into gaming experiences. But we do want to be super thoughtful about how we build that and how we bring it to our members, ... just like we're doing for mobile games, we will take it slow."
Don't expect Netflix to be an immediate competitor for Sony, Microsoft, or Nintendo, but don't be surprised if it ends up becoming very relevant in the mobile and cloud gaming spaces in the future. 

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