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Posted: Mar 30th 2009 12:33PM Spunky Monkey 190906 said

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I have to admit, I rarely ever use anything on XNA, and I never have I bought anything
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Posted: Mar 30th 2009 12:34PM Spunky Monkey 190906 said

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The community games I'm talking about, that sounded general >.
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Posted: Mar 30th 2009 1:11PM Duke said

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I think that's pretty common. I blame two factors here 1) No achievements. 2) No user reviews. The bigger issue I am betting is achievements though. Many people expect to get those points when they play a game and don't pay for titles without them. I bet if they allowed even 50 points in one of these games the sales would jump.
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Posted: Mar 30th 2009 1:43PM Erluti said

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They can't put Gamerscore on XNA games because people like me would get rich of off a black screen that said "Press A!" and then you'd get that little bloop.

Don't get me wrong - I *love* achievements. But I really don't weigh how easy/hard the achievements are (or if they exist) into my purchase. Do people really do that?

It's just now that I've graduated college and living in "real" life, I don't have time to try out dozens of demos. And since there isn't a way to review XNA titles, I do want to bother sifting through the crap to find the gems. And since my friends don't either, I don't expect they'll ever tell me if they find a real winner.
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Posted: Mar 30th 2009 1:43PM Spunky Monkey 190906 said

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I agree, I believe thats part and parcel of the reason I don't buy, with the added fact that you never know what is good and what is meh until you try, and you won't try all, they should have a star rating
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Posted: Mar 30th 2009 1:44PM Vidikron said

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@Duke

I think you nailed the issue completely. There really does need to be a user rating system. Some of the XNA games are really pretty bad, but there are some good games in there. The problem is that there aren't many, if any, reviews to be found. People don't review games like they review official releases. So without reviews many people simply aren't going to waste their time trying to figure out which ones are good.

And, yes, I agree that having even a small amount of achievements would result in a sales boost. People are more willing to try out games they are unfamiliar with if they can at least get a few point added to their gamescore.
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Posted: Mar 30th 2009 2:00PM (Unverified) said

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Erluti, what about a single 10GS acheivement per community game? It'd be better than nothing but it wouldn't break the system.
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Posted: Mar 30th 2009 4:08PM Bentzero said

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Check out Groov. You won't be disappointed.
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Posted: Mar 31st 2009 2:56AM Tiptup300 said

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I just want a ratings system.
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Posted: Mar 30th 2009 12:35PM SoulBlade said

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Indie XNA devs should switch over to developing for the iPhone. It's more lucrative for them.
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Posted: Mar 30th 2009 12:39PM samfish said

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I doubt it. The App Store is a massive clusterfuck of crap at this point. At least there isn't much competition in the community games thing.
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Posted: Mar 30th 2009 12:48PM (Unverified) said

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More lucrative? Maybe

But then again, there is the 90 days refund problem...

http://www.pocketgamer.co.uk/r/iPhone/iPhone+news/news.asp?c=12333

No one is safe...
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Posted: Mar 30th 2009 1:34PM (Unverified) said

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Because 1 developer?

http://www.techcrunch.com/2009/03/25/apples-iphone-app-refund-policies-could-bankrupt-developers/

They have the full contract, and many other sources have confirmed it as well, the fact that it didn't happen to this 1 developer doesn't mean that it won't happen, and the fact that developers have already signed this is the scary part
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Posted: Mar 30th 2009 1:36PM JCarpio said

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So instead of competing against hundreds of titles, you go against thousands? How does that translate into more success? Plus you have to develop your iPhone apps on Macs. And do iPhone apps get peer tested and reviewed? or just thrown onto the system?

The iPhone has alot of influencers out there.

The Community games section just needs more publicity from Microsoft on the dashboard. There are alot of gems there. And good alternatives to XBLA titles. Namely Death Tank (1200pts) vs Battle Havok (400pts)
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Posted: Mar 30th 2009 2:18PM SoulBlade said

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I'd say it's more lucrative because the install base is so much bigger - mobile apps are where people really can just impulse buy. iPhone users tend to get bored, want a quick fix, and don't mind paying 1-5 bucks for a game. They know what kind of quality they'll get with 1 dollar.

XNA downloaders are at least experienced gamers - I'd argue that they demand more quality compared to those looking for a fix on iPhone. Basically, you can make some money selling crappier games on an iPhone - if you're an indie developer, you may not have the time and money to spend on making a quality app - you might be able to polish it enough for release, but that might not be enough to satiate a 360 gamer.
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Posted: Mar 30th 2009 2:22PM butaneko said

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The App store might be loaded with a lot of crapware at this point but it's hard to argue with the $ potential on iPhone if your game gets a bit of buzz around it. Make a good game on the iPhone and you will be successful. I hear a positive review of a game on iPhone that is in the $1-$3 range and I'll buy it without much hesitation. A large part of that is the ease of purchase and instant gratification factor. I need to hear a lot of buzz about an XNA title to get me to check it out.
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Posted: Mar 30th 2009 2:50PM John Z said

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HAHAHAHAHANO.

I would much rather release a Community Games title that gets almost no sales than deal with the abject cluster%$#$ that is Objective-C (the programming language you HAVE to use on the iPhone/Mac OS X). XNA is a much nicer API, and it's much easier to develop for than the iPhone-- in my experience. Other folks may be able to wrap their heads around Obj-C easier than I; more power to them.
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Posted: Mar 30th 2009 3:39PM SoulBlade said

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@John Z

I never said anything about which was easier ;) I prefer C# to Objective C anyday.
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Posted: Mar 30th 2009 5:40PM hey buddy said

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Samfish, your argument makes little sense.

FUD, actually.

A typical Gamestop is still full of crap, used games, discounted HALO 2 action figures from McFarlaine, sales bins, but yet I still manage to go in and get the game I want.

The good apps on the AppStore are reviewed as such, there are several sites that cover iPhone apps, and friends tell each other about good finds - including the instant over-the-air purchase that helps push impulse buys by interested consumers, versus the 'write this down and check it out later on your 360 when you get home' thing the XNA system is hindered by because it's for the home.

You're suggesting that the nearly totally-ignored XNA system is better to stay with because it's less crowded, but by lacking any review system, and inherently not being able to benefit from a 'hear about it, open the app store on your phone and buy it' ecosystem, it's even WORSE for devs I would say, as they're likely even MORE doomed to stay in obscurity on the XNA Community - simply put, almost no one cares about that thing. I'd put better odds on quality being recognized in the crowded AppStore, because more people access it. Not to mention the XNA games are pretty expensive in comparison!

I would suggest a better gameplan might be to switch over to the iPhone, a platform that's just devouring quality games when they arrive right now, get some traction, and then develop the game to be sold like 'Geometry Wars' or 'Everyday Shooter' for the 360/PS3 if the game shows crossover potential.

Go where the interested consumers are, devs.
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Posted: Mar 30th 2009 12:38PM samfish said

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This doesn't surprise me, considering that Community Games are sort of viewed as...'lesser games', I think. When you have people going in thinking "These are the cheap, ghetto games", you'd have to really blow their xocks off with your game's quality, since I imagine a lot of those folks have basically already made up their mind or have a stigma against those kind of smaller, indie games.

In other words, from what I can tell, people think of the service as the Flash games of XBL.
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Posted: Mar 30th 2009 12:46PM MarkezJM said

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Pretty much, for me at least. Especially because there are so many of them. And especially since I came across one that simply let you control the rumble in the controller. Wheee

"Of the 7595 downloads his game DUOtrix had received, only 157 were converted into full purchases" I don't really have a good frame of reference to make a comparison, but I'm sure the conversion rate on every XBLA & XNA game is pretty abysmal. I'd venture that most people, upwards of 90% I'd guess, downloading demos never have any sort of intention on making a purchase.
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Posted: Mar 30th 2009 12:58PM Dopple Boppler said

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"I'd venture that most people, upwards of 90% I'd guess, downloading demos never have any sort of intention on making a purchase."

Haha, that's definitely true for all my 360 owning friends. One of them filled up the majority of his 20 gigabyte hard drive with demos, but the only full game he had was Geometry Wars, and that's because I bought it. Freaking cheapskate.
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Posted: Mar 30th 2009 1:02PM Roto13 said

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The only game I've ever bought based on the demo was World of Goo. There are other games I've rented, but none I've bought. (Well, except for games I was planning to buy anyway before playing the demo, but those don't count.)
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Posted: Mar 30th 2009 12:40PM OS Perry said

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I've bought Carnivale, Miner Dig Deep and downloaded a bunch of other community titles.

I think the developers should price them 200-400. I think that is the sweet spot. Why Carnivale was a community game and not a regular XBLA release is beyond me... it is superb.

Lots of good titles on there to try out though.
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Posted: Mar 30th 2009 12:47PM Cap Morgan said

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I've done some XNA programming but haven't published anything yet. I view it as a hobby for me, and nothing more.

I want to help support these guys, I just don't have the time to d/l many games. The games I have played have been excellent.

From my point of view they should be looking for the exposure and experience. This is a good way to help you get a job, but to make it big just by making an indie game? Doubt it.
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Posted: Mar 30th 2009 12:52PM Serious Table said

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I think tenor nailed it right on the head. I've looked at XNA and have been debating putting in some hours to do a little toying around on the 360 Console, but it'd be for little more than 1) experience with coding on a console, and 2) something to put into my portfolio of things I've done. You're really not gonna make it big doing XNA. You'd probably have a better chance getting noticed doing modifications for big games with big modding communities.
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Posted: Mar 30th 2009 2:02PM (Unverified) said

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Groov is pretty cool too.
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Posted: Mar 30th 2009 12:44PM (Unverified) said

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Yeah I dont think anybody gives a toss about XNA games aside from Microsoft and the developers and their families.

I couldn't agree more with SoulBlade, the iPhone is a hot bed of indie development, the agument about it being all crap is ignorant nonsense. Not only are their quality games but iPhone gaming is getting it's own dedicated media coverage.

http://www.AppGamer.net
http://www.SlideToPlay.net
http://www.TouchArcade.com
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Posted: Mar 30th 2009 1:23PM (Unverified) said

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"but iPhone gaming is getting it's own dedicated media coverage."

and?... the fact that it is getting dedicated media coverage means squat, hell, even the N-gage had dedicated media coverage...

And also this statement isn't true

"the iPhone is a hot bed of indie development"

Most of the best products on it are not from indie studios

"the agument about it being all crap is ignorant nonsense."

The argument isn't "everything is crap" but rather "most game available on the App store are crap"
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Posted: Mar 30th 2009 3:44PM mynk said

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i dont think you got his point.
personally, i hate almost every game on the platform
and have bought community games for my 360...

but, im not a retard or blind
anyone can tell that media coverage means a lot
maybe it doesnt make the app better, which it doesnt
but it gives it a bigger user base, higher profits
and thus motive to make better apps.

if Microsoft can market and implement community games well
it might just be the next big thing it promised to be
but right now, they still need to move up a few levels
much higher than iphone yes, but at upto that first.

a big thing for XNA games is that they are running against XBLA.
and even more, running agaisnt all those retail games.
with i phone, you read about a game you buy, you get bored
with XNA, you think, you check out, you download free..
you get bored, you never buy..

so i think a little better implementation with small changes
and XNA will be on it's way.
it may not be an iphone killer in popularity
but in quality, it is the iphone killer allready.
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Posted: Mar 30th 2009 12:43PM jagowar said

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I agree about the rating system.... live really needs to get a rating/review system going. and MS should have a weekly spotlight (like their insidexbox stuff) where they highlight 2 or 3 games a week that are new and good. the biggest problem with community games is finding the good ones and you cant even really tell that from the screenshots. Having some highlighted with video each week would help alot.
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Posted: Apr 2nd 2009 2:00PM c0bra95 said

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I've been around a long time. I tried my hand at creating small games and selling them through the APX. That's Atari Program Exchange, a project similar to XNA for the Atari 8-bit micros (400, 800). Atari's interest was in making more software available for their machines. Users wanted to sell their creations. What I'm reading here about XNA disappointment is deja vu (as is XNA itself). The quality of most software is too amateur, and there is no good way to know what, if anything, is worth paying for. It doesn't surprise me in the least. Maybe this time around the problem can be rectified soon enough to save the outlet. There's no danger of the games market crashing now like it did in '83. So at least that won't make it more difficult.
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Posted: Mar 30th 2009 12:44PM (Unverified) said

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I've never bought one and I don't intend to anytime soon. They just seem like cheap mostly crappy wastes of time. Besides, those points add up quick and I need better things on the store like Fallout DLC or even the ocassional xbla game.
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Posted: Mar 30th 2009 12:50PM SteveDaWonder said

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Add achievements and I think the sales would improve.
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Posted: Mar 30th 2009 12:56PM (Unverified) said

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250 Gamer score 400 ms points!
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Posted: Mar 30th 2009 12:47PM Jonman said

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Where to start? The entire Community Games thing is borked on so many levels.

First and foremost problem is quality. Most of the ones I've tried are worse than Flash games I can play for free on Kongregate or Newgrounds. You want me to pay money for that? Forget it. Half the time I feel cheated of the time I've spent playing the demo, let alone parting with cash.

Second is the 'sea of crap' phenomenom. Discovering the good games is nigh-on-impossible.

Third is the price. By and large, these need to be priced for impulse purchase, less than $5. Two hundred MS points is a perfect price point for an impulse purchase, to be played for a day, then discarded.
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Posted: Mar 30th 2009 12:50PM nikescar said

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I would say that the average Xbox 360 user doesn't even know about Community Games let alone what they are all about. This is something Microsoft has had problems with since the original Xbox. They throw a bunch of cool features at the console but Average Joe didn't even know there was a HDD in there.

I whole-heartedly agree with the rating system. Just a 5 star system only available to people who bought the game would do wonders. They could at least put it on Xbox.com since that wouldn't take a NXE update.

I'll be happy with 200 sales if/when I finish my XNA game. Just seeing it up there will fill me with pride and that is reward in itself.
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Posted: Mar 30th 2009 12:50PM Rhamsey said

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psh, i have lots of downloads on mine, however, i do games for windows, which is free to make and share with people, unlike the xbox, which is probably why. if i do turn mine into a 360 game though, id make it 50 points, something people wouldnt mind spending. after all, more people will probably download it than a 200 and up point game.
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Posted: Mar 30th 2009 12:53PM Cube said

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How about something like "XBLA in Brief" for Community Games?
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Posted: Mar 30th 2009 12:56PM (Unverified) said

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I love my xbox but honestly I feel that the NXE is a complete and utter failure. Maybe I'm the clod, but I think that navigating NXE is clunky, slow, and counter-intuitive. I can't understand why simple things (like finding a game I'd like to play) seems to take forever. Why can't it cache some data? Why does every time I load my game list it takes nearly a minute to load the list?

The NXE has some great features, but ease of use isn't one of them. I understand sacrifices to usability have to be made since you're usually using the thing from a controller, but honestly the navigation on the original dashboard seemed easier to me.
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Posted: Mar 30th 2009 1:02PM MarkHawk said

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I wouldn't say XNE is a failure but I think we've reached the points where some of those issues should be addressed in a spring update.
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Posted: Mar 30th 2009 1:08PM MarkezJM said

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There are some things that run pretty slow. However, on the whole, I'm a pretty happy cat about how the NXE has turned out. Like it a lot. Old dash was pretty damn easy to cruise through and get what you wanted, though, can't argue that.
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Posted: Mar 30th 2009 1:10PM nefariousity said

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I completely agree. The XNA games take forever to get to. I don't think they're even advertised on the main pages.

NXE caching sounds like a good idea.
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Posted: Mar 30th 2009 1:36PM FredFredrickson said

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NXE is a "complete and utter failure?"

No. Not even close. I think it's far, far easier to navigate content in NXE than it was in the previous dashboard. The UI is much easier on the eyes with NXE, and though there are still a few moments where it pauses to do stuff, I think it's faster on the whole.

It's not perfect, but labeling it as a "complete and utter failure" is just stupid. There is a gray area between bad and good (or fail and win if you're an internet junkie), and that's where NXE falls.
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Posted: Mar 30th 2009 1:57PM (Unverified) said

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so maybe 'complete and utter failure' is a bit harsh but my point stands that the interface is difficult to navigate and honestly when you have to navigate several menus to get to the place to find new games, its cluttered, and not clean and like I say, irritating to have to wait on things to populate. It's a triple core 3ghz processor and it has a hard drive, it shouldn't be taking minutes to populate a dang list.
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Posted: Mar 30th 2009 1:58PM Vidikron said

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I wouldn't say it's a complete failure, but I agree that it's sort of clunky and slow. I find it easier to just hit the guide button and bring up the miniblades than to navigate the main dash. For example, the damned 3D friend list takes too long to appear. I can see right away that X number of friends are online, but my list will be empty for a few seconds. I actually end up scrolling down the list so their names pop-up before the graphics actually appear. IMO, NXE is all flash and no substance. Everything is the same or worse than before.

All that said, you do realize this article is about XNA games and not the NXE dash, right?
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Posted: Mar 30th 2009 2:03PM (Unverified) said

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Right, but I believe part of the problem with the XNA community games is that the NXE is difficult to navigate, was my point.
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Posted: Mar 30th 2009 3:00PM FredFredrickson said

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There is a lot more to lists and how fast they populate than processor speed.

But I disagree with you about NXE being hard to navigate. With the old dashboard, I spent a lot of time wondering where certain things would be located, and which direction to press to get to which area of content. There were a lot of text-based lists, and you had to navigate very deep into an item just to see what the heck it actually was.

With NXE, you can see everything from the start. Some of the online content is organized a bit oddly, but after one or two browsing sessions, it's easy to find stuff. And it's very easy to jump into content and see what related items are available, what actions can be performed on said content, etc.

The only thing I wish NXE had was a text search for online content.
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Posted: Mar 30th 2009 1:06PM nefariousity said

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More often than not, I find the quality of most community games lacking. But when I do find something that looks promising, I'm usually worried the length of the game will just be too short.

I love downloading the demos though
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