From this reality it's good to design everything as if it's a (micro|macro)service part of a larger landscape of apps.
Reality is also that you can never have transactions for everything across all your systems, so transaction alternatives like compensations are always something to deal with.
Transactions are a nice and convenient shortcut when they're applicable but they're far from mandatory.
In general the separation of the domain should be such that you don't need a transaction across services.
Although personally, I've never felt the need to try and apply it specifically, but the idea is interesting.
The only nit I have on that video is that after a great motivation and summary, their example application at the end (processing game statistics in Halo) didn’t seem to need Sagas at all. Their transactions (both at the game level and at the player level) were fully idempotent and could be implemented in a vanilla queue/log processor without defining any compensating transactions, unless there were additional complexities not mentioned in the talk.
When she's discussing Compensations she mentions that the Transaction (T_i) can't have an input dependency on T_i-1. What are some things I should be thinking about when I have hard, ordered dependencies between microservice tasks? For example, microservice 2 (M2) requires output from M1, so the final ordering would be something like: M1 -> M2 -> M1.
Currently, I'm using a high-level, coordinating service to accomplish these long-running async tasks, with each M just sending messages to the top-level coordinator. I'd like to switch to a better pattern though, as I scale out services.
Plus of course options around Paxos etc: