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On December 11, Microsoft launched
both XNA Studio Express and the XNA Creators Club, allowing consumers
to create Xbox 360 games in a managed code environment and share them
with other Creators Club members. Following the announcement, Gamasutra
spoke with Dave Mitchell, Director of Marketing for Microsoft's Game
Developer Group, who gave us extensive details on the particulars of
this unique service.
Gamasutra: First of all, brief us on yesterday's announcement.
Dave
Mitchell: This really marks a very significant milestone for us. It's a
major milestone and delivery of a vision that we started articulating
back in August at our Gamefest conference, and one in which we're
really looking to empower consumers as creators. If you look to other
parallel industries, say music or movies, and take YouTube even,
although it's been in the news for quite some time now, you take a look
at the phenomenon as it has sort of unfolded there and you see the
power and capability of consumers once they get access and means to
create videos on their own, and have a place to really upload that to a
widespread audience and the type of mechanism that really starts to
unfold there. You get great content sort of bubbling to the top; the
top piece of video that's on the site has something like 34-35 million
views on it, and stuff that's really not that good tends to fall off by
the wayside. This is something that we're really looking to do through
XNA Game Studio Express and the Creators Club in particular, but that's
sort of longer term.
Actually that's the third
installment of the vision that we're looking to bring about. The first
one certainly is, in looking at YouTube, how was that really enabled?
The answer there lies in ease to use, and affordable and accessible
tools and technology. The measure of a lot of users creating content
today would have that capability if a camcorder or a webcam or even the
software to edit that were costing thousands of dollars as it was not
that too long ago. We are taking the technology in the same direction
for gaming, and the first pillar that we're focusing on in delivery
through XNA Game Studio and XNA Creators Club is focused on tools and
technology. Starting yesterday we shipped the full release of a product
that allows easy game development for both Windows and now for the
first time in the history of video game consoles; you get to do it on
the retail Xbox 360 console as well. We've been excited and the
community has been excited with the release, and it's just been fun
watching the community sort of take that and see all of the people
talking about their projects being moved over that were originally
built over on Windows using the beta, and now working on an Xbox 360.
And
the second part of the vision really is all about content. It's great
that we've got the tools, and we feel really good about what we're
providing here, but the next piece of it really is how do we arm and
equip all of the creators in order for them to really be successful
with content. This comes in the form of the value added to the rolling
momentum that we're going to be instilling in terms of value into the
XNA Creators Club, and will come in the form of an online community
with access for the members to thousands upon thousands of pieces of
content of Microsoft, as well as third party content partners that
we're establishing with; Turbosquid being one of the first ones that we
announced as part of the press release yesterday.
It's
also about the partnership enabling your success, so lots of tutorials,
lots of white papers, lots of videos and how-to's in terms of
techniques, samples, starter kits including source code as well as game
assets, as well as different ideas that are thought provoking as far as
ways to take a simple gameplay concept and take it into multiple
directions. These are the types of things that we really feel are a
necessary investment that we as a company need to make in the community
of creators before they are able to contribute the content so that the
broader consumer community are going to be able to enjoy and play some
really great content.
This brings me to the third
component of the vision, which is that end-user community. How do we
build out what we sort of referred to back at Gamefest as the “YouTube
for Games,” so that we can create this massive gathering place and
venue where game developers using XNA Game Studio Express can put their
game up, and millions upon millions of people can have an opportunity
to play that game, to rate that game, and be able to add it to their
favorites or bring it down onto their Xbox 360 or even play it on
Windows. It really doesn't matter, but having access to the games that
are created by the community...that's our long term vision, in a
nutshell, where starting off with tools and technology enabling and
empowering the consumers to become the creators, then partnering on the
content side in terms of enabling greater success by helping them,
educating them how to make the games, and then ultimately provide them
a mechanism where the broad sharing can really take place.
A
component of that last element of the strategy we would also want to
bake in a business model that allows the community of game developers
to realize some revenue. If your game is able to garner millions of
people downloading and playing it and enjoying the game, our
fundamental belief and design philosophy of “YouTube for Games” is
going to be building out a revenue share type of model where if
millions of people are playing, you should be able to drive into work
or school or wherever you might be going in a brand new shiny Ferrari,
or getting enough funds to invest in paying back college tuition, or
setting up college tuition for your children, if that's the case. But
we really want to build it in such a way where there is a revenue
payout scheme that's taken into consideration, and we make it more
inclusive of the creators who are adding value back into that
community.
This brings me to also a competition
that we announced yesterday. The official launch of it is in early
January. The contest is really about the notion of “Dream-Build-Play.”
There are a lot of dream games floating around in peoples' minds, and
we really want them to act on it using the XNA Game Studio Express. The
competition is really designed to bring that out. The winner of that is
going to have a remarkable chance to get their game published on Xbox
Live Arcade. And this is going to be a partnership that we are going to
enter into with them, where we will work with them to finish the game,
get it to the point where it's ready to get up on Xbox Live Arcade, and
then have the opportunity to share in the revenue that it's generated
from sales that result from there. So we're really excited about being
able to bring this full circle, being able to provide those tools like
I said, helping with the content, and helping to build the community
and the outlets so these great games can really be shared. As a result,
looking for great innovations, and sparks of creativity that we know
and have already seen examples of waiting to come out from the
community. So we're very excited about being able to make that happen,
and it's started as of yesterday.
The last thing
is, right now given the time zone difference in the UK, we actually
have a launch event taking place, and we've had a number of things
happening throughout this whole week to commemorate our launch. The UK
event is particularly interesting given that we have Peter Molyneux
delivering a keynote addressing the needs and the health of the talent
pipeline entering into the industry, as well as the type of creativity
and how do we get more creativity into the industry so we're not
dealing so much with 'sequelitis' or proven formulas and recipes for
success and instead try to break the mold and create new molds. So
he'll be addressing that, as well as Rare UK Studios is contributing a
number of workshops this week, inviting the community and walking them
through XNA Game Studio Express. They've created a bunch of samples,
and they're letting the people walk away with those samples as great
foundations and starting points for creating their own great games for
creating using XNA Game Studio Express and the XNA Creators Club.
That's
a really quick round trip of all of the things that we're doing, and it
brings you hopefully up to date, and hopefully you can see we've got a
lot of exciting things. We haven't been idle, and have been very busy,
and we feel that we're bringing just a tremendous revolutionary product
technology and capability that is absolutely going to result in a
change in the industry where we look to consumers more as partners
rather than just pure consumers.
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