Considering certain independent iPhone App developers have been making towering mountains of cash, you'd think that the financial status of the XNA Community Games market would be just as favorable. However, according to a recent report from GamerBytes, who dug up the sales figures of a number of XNA titles, this couldn't be further from the truth -- the combined sales total of the 24 titles they tracked was a mere 23,907 purchases, with an underwhelming conversion rate (ratio of people who purchase a game to total demo downloads) of just 7.1 percent.
Of course, with no impetus on the developers to reveal their financial data, the report is far from conclusive. When queried about their sales statistics, many of the developers gave rough estimates (or no answer at all), and a few of the service's "high-profile" titles, such as Colosseum and CarneyVale: Showtime, are completely unaccounted for. Take GamerBytes' conclusions with a few grains of salt, but based on their research, it certainly seems XNA Community Games have gotten off to a molasses-slow start.
Reader Comments (64)
Posted: Mar 30th 2009 6:43PM (Unverified) said
Incorrect. Microsoft only takes 30-35% of XBLCG profits; the rest go directly to the developer.
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Posted: Mar 30th 2009 6:25PM (Unverified) said
I think adding achievement points would throw a bunch of junk in there. "watch fireplace for 5 hours straight" and junk like that. Need to make them 0 points so they are viewable but do nothing to the actual point value.
Posted: Mar 30th 2009 6:40PM Starcade said
All XNA releases should be free in my opinion. If the game itself is good enough, then additional levels or content for that release should be available then for purchase.
For example, I remember seeing the fireplace around Christmas and thinking to myself, that might be fun, however, I'm not going to pay for such an item, when I can find a similiar option on my computer for free or even on TV during the holiday, also for free.
For example, I remember seeing the fireplace around Christmas and thinking to myself, that might be fun, however, I'm not going to pay for such an item, when I can find a similiar option on my computer for free or even on TV during the holiday, also for free.
Posted: Mar 30th 2009 7:23PM (Unverified) said
Hm. I think the marketplace is fairly just when it comes to who gets compensated for their work. If your work sucks, you make little to no money. If it's great, you'll make more. If there's no incentive to put the effort into creating something good, then why would people bother? All they'd have to look forward to is the chance that someone in a position to hire them would see their work and offer them a job. That's good and certainly a worthwhile endeavor, but it's not a guarantee. Making money off the sales of your game, however, is a guarantee. You may not make much if the game doesn't sell well, but you'll still see your cut for every sale.
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Posted: Mar 30th 2009 6:50PM (Unverified) said
I think the problem is in the games themselves. The are for the most part extremely basic games that you would find in chapters 3 & 4 of XNA for Newbies. No disrespect to the creators, but I am just saying that in comparison to other games available on XBLM they just can't compare. I'd rather spend 800 points on a game that I can enjoy for 3-4 hours than 200 points on a game that looks like a shoddy Atari remake.
I know part of it is the limitations and platform, but this is a blade on my Xbox I almost completely ignore these days.
I know part of it is the limitations and platform, but this is a blade on my Xbox I almost completely ignore these days.
Posted: Mar 30th 2009 9:17PM nikescar said
Believe me, there are very few limitations between a CG and a full Arcade game. If you see a game that looks or plays like shit its the fault of the developer.
Saying that everything on there is crap, looks like crap or whatever is false. Although I can't really blame you for thinking that since there is no good way to find the quality content on the service.
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Saying that everything on there is crap, looks like crap or whatever is false. Although I can't really blame you for thinking that since there is no good way to find the quality content on the service.
Posted: Mar 30th 2009 7:11PM Axcalibur said
I have a few suggestions, and as I've seen in the comments, some share the same sentiments.
1) add achievements for those of us (like me) who are achievement whores :)
2) make sure the games work! - I've had more then a few trials crap out on me with bizarre error messages. There's no way to report the errors from the 360. So, why would I risk purchasing a game that might crap out on me? Especially
3) With so many community games, how do I know what's even worth playing? They should offer a rating system that allows gamers to rate the games. Of course, only people with purchased titles could rate. Then the gamers who take the risk with the games can let the rest of us who are a little more "frugal" with our money know what's worth paying for.
4) Lower the prices - while they are generally cheap, they should be set a price that people would have no second thoughts about. 200 - 300 points max.
I hope Microsoft makes some changes/improvements to the Community Games program, i'd like to support more up and coming game developers, but it's just not gonna happen at this point with the way things are.
1) add achievements for those of us (like me) who are achievement whores :)
2) make sure the games work! - I've had more then a few trials crap out on me with bizarre error messages. There's no way to report the errors from the 360. So, why would I risk purchasing a game that might crap out on me? Especially
3) With so many community games, how do I know what's even worth playing? They should offer a rating system that allows gamers to rate the games. Of course, only people with purchased titles could rate. Then the gamers who take the risk with the games can let the rest of us who are a little more "frugal" with our money know what's worth paying for.
4) Lower the prices - while they are generally cheap, they should be set a price that people would have no second thoughts about. 200 - 300 points max.
I hope Microsoft makes some changes/improvements to the Community Games program, i'd like to support more up and coming game developers, but it's just not gonna happen at this point with the way things are.
Posted: Mar 30th 2009 9:36PM (Unverified) said
Looking for a good community game?
try Bricks4Ever, it costs only 200mp and worths every point.
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550195/
try Bricks4Ever, it costs only 200mp and worths every point.
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550195/
Posted: Mar 31st 2009 12:38AM ImSteevin said
I totally bought Remote Masseuse
Posted: Mar 31st 2009 3:27AM (Unverified) said
I developed XNA games for a little while. What really kills them, lack of achievements aside, is the dependencies. You need to install three packages, in a specific order, or the game will crash on startup with no helpful information as to why. It bloats the installer for the game hugely, and is just a pain in the ass for developers and potential buyers alike.
The fact that MS charges $99 (on top of a valid Xbox Live Gold account) to develop yearly for the Xbox puts the last nail in the coffin. I'm in college and going to be working an unpaid internship soon; I can't afford that.
The fact that MS charges $99 (on top of a valid Xbox Live Gold account) to develop yearly for the Xbox puts the last nail in the coffin. I'm in college and going to be working an unpaid internship soon; I can't afford that.
Posted: Mar 31st 2009 8:04AM (Unverified) said
This is really sad situation. Some of the XNA games are really amazing, but only few people will know that without MS's help.
Personally, i really enjoyed:
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585501d0/
and
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855014d/
These two could be a solid XBLA titles. Something like rating system would really help to find good games in the trash.
Personally, i really enjoyed:
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585501d0/
and
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855014d/
These two could be a solid XBLA titles. Something like rating system would really help to find good games in the trash.
Posted: Mar 31st 2009 9:27AM Tuxy79 said
Most of them are utter garbarge. Others are valiant efforts, but still garbage. Very very few are worth demoing let alone purchasing.
The only game I have purcashed are:
Word Soup
Buscuit Romp
Carinvale
Lines
The only game I have purcashed are:
Word Soup
Buscuit Romp
Carinvale
Lines
Posted: Mar 31st 2009 12:39PM (Unverified) said
Doesn't surprise me, people are incredibly cheap. A development house can provide a pretty good product, for a cheap price and still they wont spring the money for the game. Its actually mind boggling how cheap people are.
Posted: May 12th 2009 10:38PM (Unverified) said
I think developers can't just count on Microsoft to put the word out on their games; they should do the marketing work, too. I don't just mean sending it to a few people and writing a blog, but I REALLY mean advertise it. Even if it means buying some banner space or flyering parking lots. They gave you a platform to make a game, it should be up to you to sell it.
But I do think they should implement Achievements.
And the price for selling your game is decent compared to the royalty price you'd have to pay to sell a game on CD at EB-Games for any of the consoles.
Plus, now an XNA game can be played on a PC, so there's more ways you can market it.
But I do think they should implement Achievements.
And the price for selling your game is decent compared to the royalty price you'd have to pay to sell a game on CD at EB-Games for any of the consoles.
Plus, now an XNA game can be played on a PC, so there's more ways you can market it.




