User-created Xbox Live games to cost as low as $2.50, devs get up to 70% revenue
Microsoft confirmed today that the final phase of its XNA initiative would commence later this year when the "Community Games" channel is added to the Xbox Live Marketplace in the US, Canada and select European markets (other regions will be included in 2009 and "beyond"). User-created games will be sold at three price levels: 200 Microsoft Points ($2.50), 400 Microsoft Points ($5) and 800 Microsoft Points ($10). Microsoft has committed to share up to 70% of revenue of an indie game with its developer. (In addition, we're presuming that some games will be offered for free. Actually, no games will be free -- read our full Q&A with XNA GM Boyd Multerer right here!)
Microsoft expects that user-created contributions will double the number of downloadable games available on Xbox Live when the Community Games beta launches in the fall as part of the "New Xbox Experience." A peer-review system -- already in operation -- will theoretically keep these titles from coming under the watchful eye of the delisting committee. Though, just in case a few stinkers slip through the cracks, let's keep our fingers crossed for the availability of demo versions.
[Note: Above image is not an accurate depiction of XNA development conditions.]
Microsoft expects that user-created contributions will double the number of downloadable games available on Xbox Live when the Community Games beta launches in the fall as part of the "New Xbox Experience." A peer-review system -- already in operation -- will theoretically keep these titles from coming under the watchful eye of the delisting committee. Though, just in case a few stinkers slip through the cracks, let's keep our fingers crossed for the availability of demo versions.
[Note: Above image is not an accurate depiction of XNA development conditions.]






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Reader Comments (Page 1 of 1)
McWeen @ Jul 22nd 2008 2:40PM
Here's hoping for some great, unrated smut to show up on Xbox live.
Marty @ Jul 22nd 2008 2:42PM
Wish I knew how to use XNA...
xFenixKnightx @ Jul 22nd 2008 3:10PM
I tried downloading all the tools and it just took forever. They make it sound so easy but to me it was a huge mindfuck. Sometimes I wish I was above the beta level of nerdiness that I'm at.
:(
Tiptup300 @ Jul 22nd 2008 3:13PM
Don't dive directly into XNA. Try your hand at simple CMD C# programs first. The main part is getting the language down. After all that, just check out the main places like
http://ziggyware.com/
As for the news story, I'm sad that free games aren't allowed, I guess i just have to make my games extra good.
Mr.ESC @ Jul 22nd 2008 4:28PM
Start with VB (Java if you have it but I recommend VB since the transition from VB to C++ is easier)
The final goal of anyone that is learning Vb is to pass to C++
Learn C++
????
Profit.
Or you could make games in Flash for new grounds. I have the tools and I was about to pay the subscription until I realized I didn’t have my VB installed here and that I probably need to buy a new one. Oh well I still need to learn how to use Active X controllers and some commands before advancing to C++ the only thing I have done so far in C++ are some mouse icons.
Marty @ Jul 22nd 2008 7:03PM
I already make games with a program called Game Maker (stupid name, I know) - it's just a matter of moving on up to another, more advanced language like C++.
http://reflectgames.com
Tiptup300 @ Jul 23rd 2008 12:19AM
Note: Don't start with VB. I'd rather recommend AIDS.
Ryan Henson Creighton @ Jul 23rd 2008 10:58AM
XNA uses a C# framework, not C++.
And i had a lot of trouble with C# as wel. If you REALLY want to roll in the dough, learn Flash or Flex and move to Canada or Australia. Here in Toronto, we are HARD UP for Flash coders.
Jakka (Not sure why he got banned) @ Jul 22nd 2008 2:44PM
When's the last time you've seen a free XBLA game that wasn't some kind of a marketing scam(Yaris)?
Those unfortunate enough to miss out on Carcassone and Undertow offers(even though they don't really count anyway.) are still stuck with stupid Aegis Wing.
Vidikron (FU) @ Jul 22nd 2008 3:06PM
Aegis Wing was pretty good, especially with 4 people.
Deezul @ Jul 22nd 2008 3:11PM
Aegis Wing is still free, it's "branded" as being created by MS interns.
Texas Hold 'em was free a few E3s ago.
And of course Carcasonne was free for the Live is Five celebration, and Undertow for the Live down time at Christmas.
McWeen @ Jul 22nd 2008 3:27PM
What is wrong with Aegis Wing? I is a pretty fun game they had some summer interns make. (I knew one of them)
Jakka (Not sure why he got banned?) @ Jul 22nd 2008 4:29PM
It's not a bad game, but it was more of a "here, have a budget game, now fuck off and stop bitching about lack of free content!" from MS than an actual customer care.
You would think that after paying $50 a year, we would get something better, instead of having to hunt for special give-aways, huh?
Vol @ Jul 22nd 2008 2:44PM
Wow.. if takes that many people to build the 360, then how many does it take to build the PS3?
/ sarcasm
Jakka (Not sure why he got banned) @ Jul 22nd 2008 2:50PM
As far as I know Chinese "sweatshops", both PS3 and 360 are probably running on the same parts manufactured in THIS factory.
FranK @ Jul 22nd 2008 2:58PM
Finally! If a Xbox shows a red eye of death... we all know it was built by pink and blue workers!
The truth finally shown!
007craft @ Jul 22nd 2008 2:58PM
well if people are ALLOWED to release free games for XNA, I assume we will be seeing ALOT more free games then those costing 200, 400 or 800 mspoints. Just like on the pc we have hundreds of thousands of freeware flash games and what have you (although only a handful are actually any good). I wonder in MS will force people to release games for at least 200 ms points, since they are taking in a 30% profit for basically doing nothing but hosting the game.
Its a shame that non of the current games on XBLA could be priced at 200 ms points. I know I would buy a good chunk (at least 15) that are on there right now if they were 200 instead of 800 points. Perhaps instead of delisting, they should try price droping.
totoro @ Jul 22nd 2008 3:00PM
Sounds like a good deal for both sides (similar to Apple's App Store).
Evan @ Jul 22nd 2008 3:55PM
The fundamental problem with amateur XNA development is, it attracts programmers but not artists, and good games require both.
Duke @ Jul 22nd 2008 4:01PM
Beat them until they build faster!!!!
Chase @ Jul 22nd 2008 4:17PM
This is a step in the right direction. Now, if only it were a set 70-percent of profits to developers.
iFester @ Jul 22nd 2008 4:51PM
I'm just waiting for the PS3 fanboys to shout the 360 is built by gay looking employees (see picture above).
As to the XNA games, as much as I admire the ability to do such games with a small crew, from what I've seen "approved" on the site, there's a lot of questionable work that will no doubt cause a lawsuit of some kind. There's one where the Rubick's people will surely sick the dogs on.
BIGFAT @ Jul 22nd 2008 4:54PM
Well since were asking questions about programing, does anyone know of a free program to create games that for a person that know nothing about creating games. like something that helps you learn programing languages.
Cabcru @ Jul 22nd 2008 6:38PM
"Up to", eh? 0% is somewhere in that magical "up to" range.
/e overdoses on cynicism.
/e dies.
Wiinterfang @ Jul 22nd 2008 6:39PM
I wish I could have the skill to do that, but I'm too dumb, god I'm so sad.
mikem @ Jul 22nd 2008 11:21PM
Is that image from Edward Burtynsky's China- if it is, hope you guys pay to use the image.
Kyle @ Jul 23rd 2008 12:24AM
Nope, it is from Jennifer Baichwal's Manufactured Landscapes
SoCoolCurt (PSN: KillaKornbread) @ Jul 22nd 2008 11:55PM
wow. up to 70% revenue for the devs? that is a very respectable move. that should certainly be enough incentive for indie devs to make games for XNA. MS has certainly done a good job in securing their XBLA "Farm League".