JoystiQ&A on Xbox Live Community Games

How many games will be available on the service at launch?
It's "a different type of game in a different channel," Multerer told us. Since "nobody has ever done this before ... there's very little data to go on." In the first few weeks of the beta, over 100 games were submitted and over 60 games were passed through the peer certification, if that's any indication. In other words: You'll just have to wait for any kind of specific number, but you can probably assume several dozen games would be in the service on day one.
Will games still be able to graduate from Xbox Live Community Game to full-blown Xbox Live Arcade title?
"Yes," Multerer told us. "In fact, I hope to see more of it. Community Games is like the minor leaugues in baseball" where young talents can show off what they've got before making the jump to the majors. This wasn't the last time Multerer used the baseball metaphor.
How much will Xbox Live Community Games cost? How large will the files be?
Either 200, 400, or 800 Microsoft Points (that breaks down to roughly $2.50 to $10). The 200 point games will be limited to 50MB downloads, while the 400 or 800 point games will be limited to 150MB.
Will there be any free Xbox Live Community Games?
Nope. Multerer said that if a creator wanted to share his game for free with friends and family, he can send it to their Windows machine for free, "no problem." However, in "opening up that platform to a new market, [Microsoft] needs to prove that [they] can sell things on it." He did want to point out, though, that because they're not offering free games now, that "doesn't mean [they] won't ever look at making that happen."
Will there be demo versions of all XBL Community Games since we'll have to pay for a bad choice?
Multerer said that "especially given the fact that these are community games" (read: some may not be Game of the Year caliber), all games will have a trial mode. "Download it, play it for a period of time, and then decide if you actually want to purchase it." The trial mode wil default to a time-based limitation (they're still determining the exact criteria here) or creators can construct a better trial experience if they choose (ie: a whole level, or the like). There will also be trailers available to familiarize yourself with an unfamiliar game.
Will the Community Games be rated and, if not, how will they behave with parental controls?
Ratings are "something we were very concerned with," Multerer told us. Since there will be "lots of variety," Microsoft is depending on the "peer review process" to classify the content of Community Games. Because all Community Games will be considered "Unrated" they'll be blocked if the console's parental controls are activated. Of course, if a game graduates to full-fledged XBLA status, they'll be rated by the ESRB.
Will Xbox Live Community Games be delisted based on player feedback or sales?
Multerer told us that Microsoft has "no plans to delist any Community Games," elaborating, "In the Community space, we believe in having lots of games, lots of variety, and we see no reason to have to remove any of them." Because of the potential scale of the service, Multerer says, "We have the burden to improve the search capability." So there will be search capability, eh?
How does the rating system work? Will it be accessible from the console?
There are two different kinds of ratings: "Peer review is making sure the game is described accurately," Multerer says, which is "very different from whether or not the game is any fun." For all of the Xbox Live Community Games, you'll be able to go onto the web and assign the game a star rating. When the service launches this fall, this rating system will be web-only, though Multerer tells us, "We certainly know we need to bring it onto the console." As for whether or not the star ratings will be available to see, if not contribute to, from the console on day one, we were told the team is actually currently working on that, so it's undetermined as of yet.
Will Avatars, Party chat, and Achievements be available in Community Games?
"For the meantime" those features are "only available for professional games going into XBLA."
Will these games be available on Windows as well, or just Xbox 360?
The "Live Community Gaming Store is only on Xbox" for now, we were told, "though that doesn't mean we're not looking at bringing it to other platforms." We think Windows is a pretty good guess for "other platforms."
Will Community Games be available on Wednesdays, like XBLA games, or any day?
Since the "community manages how the community works," the schedule for game availability is dependent on them. "The community is always changing, it's always fresh, and content is always coming in," Multerer reiterated. It's like minor league baseball, you see ...
Speaking of going up to the big leagues, are developers free to take their game wherever they want?
Yup! Developers own their games so, should they choose, they can bring their Community Game up to Xbox Live Arcade by partnering with a publisher. Of course, there are business realities to partnering with a publisher (that 70% cut would be a little lower, for starters!). Multerer said, "Last year at Gamefest, we showed 20 of the [Community] games off and the publishers just walked around those games and they felt like kids in a candy store."
The Xbox Live Community Games "candy store" is expected to open "later this year."











Reader Comments (Page 1 of 1)
Arttemis @ Jul 22nd 2008 6:35PM
"...you can probably assume several dozen games would be in the service on day one."
Awesome.
"all games will have a trial mode."
Sweet!
Can't wait to see some truly original titles make their way to XBL!... and, of course, Dishwasher.
Obie @ Jul 22nd 2008 6:42PM
So the bigger the game, the more money you can charge?
Expect mondo CG cutscenes! ;)
Phour ZwanZig @ Jul 22nd 2008 11:01PM
I think the price is based more off quality than size.. Size restriction is more or less what will deside the quality.. Although someone COULD build a very quality game and fit it into 50MB, but Im sure the life would be short on it.. And therefor why should you pay 800 points instead of less.. In 150MB, Much bigger quality games could be created that could garner the 800 point mark..
Now what would you say if MS announced that all games would cost 800 points and have a cap of 150MB..
Phour ZwanZig @ Jul 22nd 2008 11:02PM
I think the price is based more off quality than size.. Size restriction is more or less what will deside the quality.. Although someone COULD build a very quality game and fit it into 50MB, but Im sure the life would be short on it.. And therefor why should you pay 800 points instead of less.. In 150MB, Much bigger quality games could be created that could garner the 800 point mark..
Now what would you say if MS announced that all games would cost 800 points and have a cap of 150MB..
Tiptup300 @ Jul 23rd 2008 12:17AM
No, I think the size sets the minimum. (Probably for bandwidth costs)
Snowblind @ Jul 22nd 2008 6:46PM
Can't wait for Jelly Car :)
Knight Marquise @ Jul 22nd 2008 6:51PM
Same here. Out of the 7 or so XNA games they let us demo earlier, jelly car was my favorite. I actually also liked the flower one.
Mr.ESC @ Jul 22nd 2008 7:08PM
I hope pandemic 2 makes it.
http://www.crazymonkeygames.com/Pandemic-2.html
Friggin awesome.
Kizzle @ Jul 22nd 2008 6:47PM
This is either going to be amazing or the biggest clusterfuck of all time. I anxiously await the results either way.
Cian @ Jul 22nd 2008 6:48PM
Yes, looks like my team and I will be able to profit off of some of our projects that are going to begin development after Dream.Build.Play finishes.
otakucode @ Jul 23rd 2008 7:03AM
Where did you see any indication of whether teams will be able to profit at all? Thus far I don't think MS has announced the revenue split (and Joystiq apparently didn't care to ask)... I just hope its not like 10% or something dumb like that, or, hey this is a great idea, maybe they'll only pay in Microsoft points, not real money!
Yenian @ Jul 23rd 2008 9:55AM
The revenue split is 70% to developers normally, and between 40%-60% while being shown in the 'featured games' section. The exact percentage is based on sales figures.
ThePerfectCompanion @ Jul 22nd 2008 6:51PM
I can't wait. Hopefully there are some high quality games that are created and waiting for us 360 owners...
Does PSN have something like this?
Hyams @ Jul 22nd 2008 6:55PM
No, but if it's a success on the 360 expect it on PSN in a year or two.
ThePerfectCompanion @ Jul 22nd 2008 7:03PM
Won't surprise me...sony is so predictable in these things...
Hyams @ Jul 22nd 2008 7:18PM
You say that like everyone doesn't copy everyone. Need I remind you of XBL Avatars, which takes Mii's and places them in Home?
Phantom @ Jul 22nd 2008 7:22PM
MS is so predicatble too , sure Sony copied achievments and all , but MS copied having TWO shoulder buttons , the eyetoy , and the idea of a games system(but sony copied that from nintendo) . PLUS they were going to release Halo 3 on the day the PS3 launched , just like last-gen Sony release MGS2 on the Xnox's launch day . Also , the 360 was made to compete with the PS2 , so victory I guess ,yay MS won , just STILL not in japan . (where the PS2 is outselling the 360 by 100k unit margins , and in the first 6 months in america the PS2 outsold the 36)
/Rant over
PS. Testicles . (Family guy FTW)
Tiptup300 @ Jul 23rd 2008 12:22AM
No, the ps3 has linux. Yeah.....that's what it has.
Hyams @ Jul 22nd 2008 6:57PM
This sounds great, and has loads of potential, especially for those looking to get into game development.
On the other hand, it could become choked with loads and loads of aweful games. =(
Marty @ Jul 22nd 2008 7:18PM
I don't think that, through all the unofficial and official certification processes, it would be possible for a bunch of terribly bad games to slip into the mix.
Harbl @ Jul 22nd 2008 7:20PM
In all honesty, how is that any different than the current retail channel for games? It really can't be any worse than say the average title currently available for the Wii.
Mr.ESC @ Jul 22nd 2008 7:10PM
Wow Indie developers bringing all their stuff to one place.This is almost like the internet...Um yeah.
Erwos @ Jul 22nd 2008 7:29PM
Nothing free? That's kinda idiotic. At least provide the option.
007craft @ Jul 22nd 2008 10:46PM
did I read that right, NO ACHIEVEMETNS??? How disapoointing.
SoCoolCurt (PSN: KillaKornbread) @ Jul 22nd 2008 11:40PM
Xbox 360 only? well what happened to the Zune XNA? i was really excited about that since i had just bought a Zune and all when they announced it.
i guess i misunderstood it when they announced it. i thought it would be like one store that 360, Windows, and Zune could all access. oh well, hopefully they add it soon (or im reading it wrong)
Tiptup300 @ Jul 23rd 2008 2:57AM
You're reading it wrong. XNA for the zune is more of a novelty. Don't read what I'm saying wrong, I love xna for the Zune. Down at the xna scene I'm a little bit away from the crowd since I do zune dev work.
OtakuCODE @ Jul 23rd 2008 6:54AM
GRRR, how can you guys skip the SINGLE MOST IMPORTANT QUESTION? What is the REVENUE SPLIT going to be? Is it going to be possible for a single person to create an awesome game that sells a couple hundred thousand copies and be able to quit their day job from the money they make? Or is MS going to keep them as indentured servants and only give them 10% or something ridiculously low like that?
I want to see a market where a single person, not a team, not a corporation, but ONE GUY, can make a game and if it gets popular, that guy can quit his day job and live off of the proceeds. I would desperately like to cut out corporate structure and middle managers and the like from the entire picture.
the Brayn @ Jul 23rd 2008 9:22AM
"Of course, there are business realities to partnering with a publisher (that 70% cut would be a little lower, for starters!)."
There was an entire other article on Joystiq that dealt with this question. The link to that article is provided in the answer to the last question in this one.