Microsoft has revealed the marketing and pricing plans for its Xbox Live Community Games program, which is expected to launch in some public form this holiday season in North America and select European markets.
Microsoft has set three tiers of pricing for XNA developed titles, games may cost 200MS points ($2.50) for titles 50MB or less and 400 ($5) or 800MS points ($10) for titles that weigh in at a maximum of 150MB.
Microsoft is set to share up to 70% of profits from any XNA developed title. Microsoft has also revealed plans to help promote the more successful titles on the service. "If we help you sell an absolute ton of these, it's going to be up towards 30% [more of your total revenue]," Microsoft chief technology officer Chris Satchell told MTV Multiplayer. "If it's not doing so well, down towards 10%."
As Shacknews described, developers who choose to distribute titles via the Xbox Live Marketplace will not be able to opt out of royalty-cutting promotions. Creators must first agree to a common set of terms when adding a game to the service and, According to Microsoft, "the majority of sales and revenue a creator earns will be generated by our promotions."
Unfortunately, XNA Community Games will not include achievements and the service is structured so no game may be released for free, but we assume we'll see demos for each title.
Reader Comments (24)
Posted: Jul 22nd 2008 4:11PM thebetamax said
No achievements? No sale. I'll stick with the free demos...
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Posted: Jul 23rd 2008 8:06AM thebetamax said
I've purchased retail games that I know I'll like or decided to purchase after the free demo. If I REALLY dig the demo I may buy it but for Arcade titles, the achievements come into play. Usually its only a few hours of gaming anyway so I don't feel like I'm missing anything...
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Posted: Jul 22nd 2008 4:13PM (Unverified) said
Let me be the first to say that it is L-A-M-E that developers will not have the choice to make there games free...
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Posted: Jul 22nd 2008 4:13PM YankeeBravo said
If I'm reading this correctly, it looks like Xav got the "Microsoft to share up to 70%" a little backwards.
From the information provided by Microsoft, it sounds like they're saying that developers will keep 80 to 90 percent of sales unless Microsoft's promotion helps sell above a certain threshold. In that event, Microsoft takes a 30% cut of the pie.
In other words, it would be more accurate to say that Microsoft will share up to 90% of sales profit.
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From the information provided by Microsoft, it sounds like they're saying that developers will keep 80 to 90 percent of sales unless Microsoft's promotion helps sell above a certain threshold. In that event, Microsoft takes a 30% cut of the pie.
In other words, it would be more accurate to say that Microsoft will share up to 90% of sales profit.
Posted: Jul 22nd 2008 4:24PM Xav de Matos said
According to the verbiage used to announce this plan Microsoft will hold onto a guaranteed 30% of all profits and has committed to share up to 70% of profits with developers of a game.
The reference in the story is based on the following statements made on promotion which would reduce the shares received from profits.
So, we're reading the same book we're just on different pages.
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The reference in the story is based on the following statements made on promotion which would reduce the shares received from profits.
So, we're reading the same book we're just on different pages.
Posted: Jul 22nd 2008 4:54PM Omega Aero said
They are probably doing that so they don't run the risk of people making games with easy achievements in order to sell loads.
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Posted: Jul 22nd 2008 4:19PM (Unverified) said
This is a step in the right direction. Now, if only it were a set 70-percent of profits to developers.
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Posted: Jul 22nd 2008 4:39PM Xav de Matos said
I think he might mean Xbox Live Arcade developers, which had their royalties cut from 70ish % to much, much less.
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Posted: Jul 22nd 2008 4:39PM MrMuggs said
It seems odd that MS would structure their pricing based on the size of the game. Is there a correlation between the quality of the game and the size of it? Does a bigger game mean a better game? I'm sure that there are tons of shitty larger games and vice versa. Maybe the pricing has more to do with the cost to MS for hosting/bandwidth. The larger games cost MS more to host and allow for download therefore they charge the developer more. Will this pricing model cause developers to add more (sometimes crappy) content just to increase the size of the game and the price? Will a game that should be $2.50 be packed with a developer diary of photos and junk? It seems to me that the pricing should be based on the quality of the game and not the size.
As a side note, I don't understand why people are so hung up on achievements. Seriously, who cares? It's interested to see that you've reached certain milestones in a game but what's it really worth other than "bragging rights" and showing others how big your "E-Penis" is because you have no life and spend days getting achievements that hold no real world value. Actually, I would say that achievements are almost a direct correlation to your life. How many guys with a girlfriend/wife/job/life are racking up tons of achievement points. It's obviously important to some people though so whatever.
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As a side note, I don't understand why people are so hung up on achievements. Seriously, who cares? It's interested to see that you've reached certain milestones in a game but what's it really worth other than "bragging rights" and showing others how big your "E-Penis" is because you have no life and spend days getting achievements that hold no real world value. Actually, I would say that achievements are almost a direct correlation to your life. How many guys with a girlfriend/wife/job/life are racking up tons of achievement points. It's obviously important to some people though so whatever.
Posted: Jul 22nd 2008 8:13PM (Unverified) said
Well said my man! At last someone who can decipher the jargon for us minnions to understand. Great comment mate, top drawer.
Do you worrk for these guys? Just enquiring LOL
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Do you worrk for these guys? Just enquiring LOL
Posted: Jul 23rd 2008 9:14AM (Unverified) said
Size of the game is a good factor. The larger the game, the more space it takes on MS's servers, the more it costs them in bandwidth, etc.
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Posted: Jul 22nd 2008 6:28PM (Unverified) said
Meh, wont bother. Nothing major will come out of it. The Live arcade is mostly full of shit, XNA isn't going to be any better.
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Posted: Jul 22nd 2008 7:39PM Stabby McStabs said
I am very excited for XNA, I'm looking forward to some more unusual and experimental games. The PSN seems to have it right with their mix of quirky small titles, and I'm hoping the community can deliver some nice alternatives to traditional games.
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Posted: Jul 22nd 2008 11:47PM (Unverified) said
I believe this will produce excellent games. When people get paid to do something they do it good.
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Posted: Jul 23rd 2008 6:19AM (Unverified) said
@MrMuggs: I would have thought the opposite would be true, regarding developers 'bloating' their games to reach the higher price point.
Surely they'd rather sell 1million copies @ 200msp than 500k at 400msp or whatever. A developer, especially a new one, would much rather their game gets maximum exposure than maximum profits? That can come later, when you've got a couple of XNA hits under your belt ;o)
Or maybe I'm just living in an utopian fantasy world where money doesn't ALWAYS talk!
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Surely they'd rather sell 1million copies @ 200msp than 500k at 400msp or whatever. A developer, especially a new one, would much rather their game gets maximum exposure than maximum profits? That can come later, when you've got a couple of XNA hits under your belt ;o)
Or maybe I'm just living in an utopian fantasy world where money doesn't ALWAYS talk!
Posted: Aug 30th 2008 1:18PM (Unverified) said
NEW GAME IS DEVELOPED AT MAKERERE UNIVERSITY UGANDA
TO BE PRESENTED IN NIROBI KENYA
ON 11-09-2008 FOR THE INTER-UNIVERSITY SOFTWARE COMPITION
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TO BE PRESENTED IN NIROBI KENYA
ON 11-09-2008 FOR THE INTER-UNIVERSITY SOFTWARE COMPITION
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