Developer responds to HoopWorld's XBLA delay
Earlier this week, Streamline Studios announced they would be delaying their Unreal Engine-powered, basketbrawling XBLA title, HoopWorld, until 2007 in order to ensure that the title conforms to Microsoft's stringent Xbox Live Arcade guidelines, notably that itsy-bitsy 50MB footprint Ross Erickson told us about. To help them achieve that goal, they've employed "hardcore engineering house" Virtual Toys who've been tasked with the alchemical magic of crunching the game down without removing any gameplay elements. That's like, something for nothing.As a matter of fact, Hector Fernandez, Chief Creative Officer of Streamline Studios, told us that not only would they not be paring the game down, but they would actually be "adding things in that [they] were contemplating having to cut before." Magic. Continue reading for the rest of our short email Q&A.

How long has HoopWorld been in development?
The original concept for HoopWorld came to me five years ago, and has been a "labor of love" between projects over the years. The XBLA version has been in development for the past year.
Were the Xbox Live Arcade guidelines unclear when you began development?
It's not really about guidelines being unclear; it's about the challenges of creating a compelling game with great graphics, awesome multiplayer, and enough content within 50MB to satisfy ourselves and players around the world. Believe me, it's one hell of a super geek challenge!
Do you think the 50MB size cap is too small?
To be honest, I've learned to convince myself that "size doesn't matter" (insert your own joke here). The reality is that you can make a great game that fits in 50MB or 100MB; it really just depends on the kind of experience you want to create. With HoopWorld, we want it all! For us that's the bottom line. There was no way we wanted to compromise our vision of the game and fortunately our partnership with Virtual Toys brings us a strategy for squeezing more content into the XBLA memory footprint.
While the basic structure of the game won't change, are there components that will need to be removed that you'll miss?
Actually, we're not removing components; in fact, it's quite the opposite. We're adding things in that we were contemplating having to cut before.
When the 256MB Memory Unit is released, there's a chance the size limit for an XBLA game will be increased significantly. Is this being considered in your plans with Virtual Toys.
This in the back of our minds for obvious reasons, but we're working with the space that we have, and not really concentrating on larger MUs.











Reader Comments (Page 1 of 1)
Zertoss @ Sep 15th 2006 5:10PM
Such a beautiful looking game. I wonder what the size is now. From the screenshots at Gamespot, I'd probably guess around 300-600 MB.
I take it that one of the features they plan on adding is the perfect compression, a method that greatly reduces file size without sacrificing quality? ;)
ShadoX @ Sep 15th 2006 5:11PM
I think the whole 50mb limit is stupid especially considering we have 1GB game demos.
rjg @ Sep 15th 2006 5:12PM
This looks to be as deep or deeper than Rockstar's Table Tennis - why don't they just release it for 29 bucks on a disc?
bv @ Sep 15th 2006 5:15PM
Good to know there are still game developers out there that have actual standards. Last thing i want to play is a 10 dollar rushed pile of crap.
By the way, here are a couple of gameplay vids to give an idea what this game is like. Looks like Powerstone with an added objective of scoring points ala basketball. Looks really fun:
http://www.youtube.com/watch?v=P8z2kBgTWAA
http://www.youtube.com/watch?v=NETBGJbgOXM
Will @ Sep 15th 2006 5:41PM
It's look's really cool. Reminds me of Capture the flag, but while playing a basketball game. Cool concept.
Robotic House Plant @ Sep 15th 2006 7:37PM
I suspect the 50MB game limit is there for reasons more than just the memory unit. Microsoft's Live Anywhere initiative is probably another factor. Supposedly you're going to be able to take these games on the road. On a mobile phone. Perhaps on Zune?
Microsoft's Play Anywhere is also gonna be cool. Check out the old tech video http://www.youtube.com/watch?v=0OomjJpa5fk
J.Goodwin @ Sep 15th 2006 10:33PM
Some of the games that are already on XBLA now are going to be too technically demanding for portable hardware for a good four years.
I'm not talking about Frogger here, BTW.
I'm not sure who Virtual Toys is...it's entirely possible that what is going on here is that they are reworking assets into procedural content. They could save a lot of space that way, and have plenty to add new features.
Lekko @ Sep 16th 2006 1:27AM
heh, microsoft already getting people in the habit of compressing games to make them fit on things.
What happened to that "you can compress a game easy to make it ten times smaller" talk all you xbox fans were talking about? maybe they should just take all the FMVs out of the game.
Sorry about that, I just had to get it out of my system.
Besides, what ever happened to "digital distrobution is the future"? You'd think they would lift that limit a bit. Unless they're planning on making them avaiable for download on other unnamed portable game systems..
hey alex @ Sep 16th 2006 11:14AM
Sarcasm noted.
First of all, XBLA games have a limit of 50MB, which is the size of the current memory unit, meaning those without a hard drive can download and play the games. These are meant to be smaller games by design.
It has nothing to do with DVD9 or the whole vs. Blu-Ray disc debate. The game would fit easily on both.
Digital distribution is being used to download the games. There's lot of other content being distributed this way (updates, demos, previews, TV shows, music videos, etc).
And digital distribution IS the future. It's only a matter of time. Note Apple's recent offerings.
Hexx @ Sep 16th 2006 7:18PM
The Small Arms, another XBLA game, guys have 1GB of assets that they are compressing down to 50MB. It was on the last 1up yours.