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At GDC, one of the biggest announcements
was Microsoft's Xbox Live: Community Games, an extension of its indie-driven
XNA development platform that will allow regular Xbox Live users to
connect with independent, potentially non-commercial games on the service.
The major
details of the upcoming Community Games Beta can be found in a Gamasutra sponsored feature posted during GDC, but separately of this Microsoft-supplied factual information, we had
an opportunity to sit down with Chris Satchell, general manager of the
XNA group at Microsoft, and pick his brain on the burgeoning service.
From its compatibility with three platforms -- Xbox 360, PC and Zune
-- to its business model, to how the XNA development platform might
be most effectively used, there was no shortage of questions to ask.
So what's the shape of the announcements you've made about extending XNA's reach?
Chris Satchell: The main thing that
we did at the keynote -- and these are the bits that I get most excited
about -- is that we're going to allow community games to be distributed
on Xbox Live. If you think about that, there's 10 million active gamers
on Xbox Live, and it's growing quickly. We're going to connect those
10 million gamers with creators out there that I think have got amazing
ideas.
They just need an audience, so we're going to make that audience.
That was the big news. For the first time ever, we're going to connect
those two communities by allowing the independent community to distribute
new games onto Xbox Live using the XNA development environment. That
was one big piece of news.
The other big piece of news was that
this year, you'll be able to use XNA Game Studio to build games on Zune.
I don't know if you guys have seen that yet, but... that was another
big piece of news. Now you can use XNA Game Studio to build on Windows,
on Xbox, and later this year, on Zune. It's the same code that goes
between them, so it's very easy to move games between platforms.
Obviously the Xbox 360 and PC have
a lot of very high-end capabilities. What kind of capabilities, relatively,
does Zune have? And when making a game between them, what issues have
to be kept in mind?
CS: That's a really good question.
Obviously, there's no way you can do on this what you can do on that.
There's things like screen resolution that you have to keep in mind,
and the fact that this doesn't have a 3D accelerator, so you're going
to be software rasterizing everything. [Zune] has a pretty good processor,
but it's still not even one of the cores on the 360.
Having said all that, you actually
have quite a lot on Zune. Probably the best way to do it if you want
to build across all three is to target this one, and then you'll find
that you'll be able to go on Xbox and Windows without doing any code
at all. You just move it across.
That's what we showed on stage. We
had a game that we built with a team, just as a proof of concept. We
built it on Zune, and we just had it running on Xbox and Windows. We
had better graphics on Xbox and Windows. We put sidebars in to keep
the aspect ratio the same.
So you can do the code, and use
the same core code that's the part of the game that runs logic and stuff,
but the graphics can actually be improved?
CS: Yeah. That's exactly what we did.
We just had higher-res graphics for Windows and Xbox. It took no time.
I could see
Geometry Wars on the Zune without...
CS: Oh, definitely. Apart from... you
know that thing in the background? The grid in Geometry Wars
that floats? That is one of the most mathematically intense applications
on the Xbox 360. I know the guy who wrote it, and it was just fun how
we did it, so it was a great exercise on our machine. So you might want
to drop the background.
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I hope M$ is able to adequately enable the community game creation so it really takes off. If all their well-deserved success with Live is any indication then things are looking good.