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Access Future: Xbox One
by Robert Fearon on 03/19/14 12:28:00 am   Expert Blogs   Featured Blogs

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Do you want to write a videogame for a console? Don't know where to start? Don't worry, you're certainly not alone.

Whereas the last generation saw platform holders land a number of great indie successes in their laps, they also fumbled slightly with baby steps and missteps when it came to encouraging small (or no) team lower budget developers to share their works on their platforms. Wiiware, Playstation Minis and XBLIG offered a glimpse at potential futures but all fell short in different ways and were often too limiting or difficult to access for many developers.

We're at the beginning of what promises to be a substantial change in how people are able to develop for consoles. More accessible tools are becoming readily available but also who can access console development is shifting too with the requirements for entry becoming more acceptable to a wider glut of developers. Console development is no longer just in the hands of indies with capital and as we head further into this generation, platform holders are already making clear their intentions to be able to bring more people into the development fold. This generation of consoles will be marked by a vastly more accepting approach to small devs and their work.

At the time of writing, all 3 platform holders have indie friendly advocates in prominent positions within the respective companies. It's a great time to be writing videogames and a great time to be trying to take your work to different formats and I can't recall a time where console dev has ever been this accessible.

Yet for many, there's still very much the belief that maybe as much as they'd love to give console development a go at some point, maybe there just isn't a route for them to get their work on a console. It's easy for many of us to assume that because we know who to approach, because we have a vague idea of what we may need or are able to talk to other developers to find out the where, why and hows or because we're able to attend events and talks, it's easy to assume that everyone will have access to this sort of information. This just isn't the case.

With that in mind, I decided to try and help remedy this by approaching all 3 of the major console players with a series of small but important questions pitched from the perspective of someone who has absolutely no idea what they'd need to know in order to get their games onto a console. I'm not interested in the ins and outs of technical details (that's the sort of stuff you're not going to find out until after you've got an NDA in your lap anyway) but in how accessible console development is for indies with or without capital.

I'm going to present each of the responses in separate posts as and when the responses arrive in my lap to make the information easier to digest rather than throw them all down in one fell swoop.

First up, Chris Charla, director of id@xbox answers my questions on how to approach Microsoft.

Q:Which of your devices are currently accessible to indies to develop for? Of these, are any restricted to office development or can they be developed for from home?

A: Independent developers can develop on many Microsoft devices, and the ID@Xbox program is designed to ensure developers of all levels can bring their creations to life on Xbox One. We require developers to keep Microsoft hardware secure, of course, but there are Xbox One dev kits in garages and bedrooms; we understand the modern nature of game development!

Q: Assume I have a game and I think it'd be a wonderful fit for one of these devices. Could you describe your preferred route for me to contact you with regards to this?

A: Developers interested in ID@Xbox should go to to apply to the program and get answers to questions for Xbox One development.

Q: Is there anything I should consider before contacting you about my game?

A: Put simply, we’re looking for great games that the developers are passionate about. Of course we’re always excited to see games that take advantage of Xbox One features such as Kinect, Smartglass, 8-player local play, cloud compute services, etc. but we’re ultimately looking to ensure our players have access to the broadest and most diverse ranges of games anywhere. And that is driven by the passion and creativity of the creators! Also, when applying, we want to hear what excites you about your studio, whether it’s successful crowd funding efforts, contests entered or won, etc. Don’t be shy about touting your accomplishments!

Q: Is there any content approval or are there any other processes I should be aware of when contacting you?

A: Yes. Every game needs to go through concept approval. This isn’t a formal greenlight process, but something we have in place to make sure inappropriate or offensive content doesn’t ship on Xbox One. We’re not looking to be censors; if you look at the wide variety of games available on Xbox 360, you get an idea of the wide variety of content we expect to see on Xbox One. Also, every game needs to go through certification. Certification ensures the delivery of high-quality game experiences to Xbox players that won’t break or behave inappropriately. Our release managers will be able to help developers navigate the certification process. There’s no fee to submit a game for certification, or for updates.

Q: Are you open to pitches from people who've never made a console game prior?

A: With ID@Xbox, for initial phase of the program, priority will be given to independent game developers who have a proven track record of shipping games on console, PC, mobile or tablet. Longer term, our plan is to enable any Xbox One console to be used as a development kit for self-publishing purposes. This means that any hobbyist with a great game idea can make it come to life on Xbox One.

Q: Would you consider a pitch from a lone indie developer working from home? If yes and assuming you'd then want the game on your platform, is there anything you can publicly discuss about how you would be able to ease them into working on your platform, bearing in mind that many will feel that the more traditional routes may be out of financial reach?

A: Yes. We need to make sure our dev kits are secure, but beyond that we’re not too worried about where the developers work. In terms of development support, every developer in ID@Xbox gets two dev kit at no charge, as well as access to all of the Xbox developer documentation. We also invite developers to our ID@Xbox developer summits to interact directly with the creators of Xbox One in technical presentations. Financially, one thing we’re really proud of is that we offer the Unity add-on at no charge for all Microsoft devices: Xbox One, Windows 8 and Windows Phone. For Xbox One, developers also get access to free Unity Pro seat licenses for Xbox One. We’re also happy to introduce developers looking for financing to Microsoft Studios.


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Wes Jurica
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All nice to hear, but still, there is nothing particularly indie-friendly about MS right now. On Windows 8 and Windows Phone 8, they do not allow indie developers access to XBL (imagine if Apple didn't allow GameCenter access, or if Google held back Google Play Game Services).

As far as ID@Xbox, it is anyone's guess as to when real indie support and self-publishing will happen. Considering the entire initiative was a knee-jerk response to bad PR between MS and fans, it's not too surprising that it is still in its infancy. As far as I can tell, there is nothing substantially different about how this program is being run now and how it was being run when Braid and Super Meat Boy came out.

That said, I would love to build games for all their platforms, if they would let me.

Curtis Turner - IceIYIaN
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Well, as a one person, no "Company LLC", what platforms can I land a product on?

It's 2014. Microsoft needs to drop platform payments and have a single Microsoft App Developer Payment.
$25 grants access to Windows 8, Windows Phone 7/8, X-BoX 360 Indie Games, and finally X-BoX OnE Indie Games...

It's 2014. How about I pay you once for an app on multiple platforms? $1 gets me that Windows 8, Windows Phone 7/8, X-BoX 360 Indie Game, and finally X-BoX OnE Indie Game...

It's 2014. Why is there still some n00b trying to tell me what games I can even play? Descriptions, screenshots, videos, trials / demos, YouTube/Twich...

It's 2014. As a decade long Moneyless Modder™, there's two things I learned about modding. 1. Don't be a modder. 2. Mods can make you millions. So, will X-BoX OnE have game mod options or is this still limited to the PC platform?

Jason Ryan
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I would loved to have asked a few more piercing questions in this particular conversation. I feel like the responses given were a little too short and sweet.
Probably, the one on many developers minds is: Will we ever see anything akin to XNA again? Will we be able to develop and test our games and ideas at home, in classrooms, on a friend's PC's without having to ask for permission first?
I feel like the responses above allude to a future where this *could* happen, but either way promising something like that for indie developers and delivering it a year and a half later is really, really bad practice when your console is already behind the leading PC's.

Robert Fearon
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Well, there's not really much point in me asking stuff like that for a couple of reasons. The big one being that I'm trying to give people a leg up so they know where the land lies *right now* not what might happen in the future.

I've got a few vague ideas of how stuff is going to play out and all the companies I've spoken to have ideas of where they want to go in the future (with id@xbox they've stated repeatedly that the intent is to have every retail kit as a dev box) but no-one can say for definite how that's going to happen or what that's going to entail because, well, because they can't say. Not just for PR reasons but this is a massive shift in how access to consoles works, the hows and the who and things are changing pretty fast so no-one is going to commit to something when what they commit to might be redundant in three months time.

So sorta the other big reason is that even if that's the sort of thing I was intending to investigate, I could ask but I'm not going to get a reply so might as well put my time into something more useful!

Jason Ryan
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Very true, and I am glad for the posting and interview. I just feel like Microsoft is only prompting us with knowledge we already knew at launch. Being a huge MS fan, I'm itching for some new info.

Ryan Christensen
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Seems to be a pretty tight funnel on XBone. The worry is content that isn't good or curated it seems.

Here's a case: TV/Cable vs Internet. Yes, most stuff on TV/Cable is much more editorial/approved/gated and 'quality' curated, but the internet beats it and is gaining more entertaining aspects to it. Even though 98% of the web is crap it still is more entertaining, appstores alike.

The good stuff makes its way to the top via the crowd eventually. This is why open markets will win, the 1-2% crowd-sourced winners are multiples better than the selected, hand picked, few, top down ivory tower approved / promoted products even though there are problems with discovery in a larger market. Unless console makers get this they will sell less hardware and lose out to open larger markets. The open market finds winners that might not appear like it to a select few. The same thing applies to making a game, you need customer feedback because assumptions are tested.

I get it if they are moving slow to get it right, but if they ultimately miss the point then others will pick up the slack (Sony, mobile, web, steam/steamos eventually etc). But ultimately Microsoft owns the platform, they can do what they want with it.