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How much of a
concern is it that you might flood the market in that way, even if
you are just doing, say, two games a week for a couple of weeks in a
row? Because surely that’s something that’s going to affect the
amount of people buying the product that you’re putting out there?
It is a concern
that, as more product comes into the service, there’ll be less
purchases on average per game, but we’re not really seeing that.
We’re hearing just the opposite of that from our player base –
they want more, and a greater variety of titles. I don’t think
you’ll ever see, say, ten titles on one day or something like that.
I just don’t see the value in putting out that many titles through
our service.
But certainly, a couple of
titles a week is doable and stomachable from the perspective of the
player community. Then again, that’s why there’s the genre
difference, I guess. If you happen to be a guy who loves puzzles –
or a girl who loves puzzle games – then you don’t want all of
your puzzle games to come out on the same day because then you might
buy one and not get around to trying the other one. But if every week
you get an action game and a puzzle game, you know which one you’re
going to buy.
What kind of feedback
have you had from gamers about the service?
I think overall it’s
been extremely positive. People love the ability to get in and play a
game – a quick, easy to pick up game. Whether it be a trial of one
of those games, or to actually have on they can play in between the
retail games.
We got a lot of feedback
early on about what games to bring to the service – I think there
was even an article on Gamasutra at some point. We continue to make
our way down those lists and it’s actually kind of heartening for
us when we see those lists and we look at our content pipeline;
there’s a pretty good lineup overall. We know that we’re bringing
what people want.
We’ve also done
the submissions from the independent community – we try to make
sure there’s independent slots available for people to come and
develop. I think people have responded to that very well. It’s been
good in terms of helping with the development, but also in terms of
the tools have made overall – with XNA Studio Express people can
actually make an arcade game for publication.
I think we’ve listened
to player, we’ve listened to publishers, we’ve listened to the
development community. One great example of us listening to
developers is regarding the lifting of the 50mb file size limit on
Arcade games.
We put it there originally to give everyone the same
size canvas knowing that as games moved from floppy discs to CD to
DVDs, you just end up with more and more content. We tend to find
from the production costs of games that people strive to fill
whatever medium they have. That was one of our attempts at saying,
‘Well, we want these games to be small, we want them to be
accessible, and we want them to download quickly and we want them to
be able to be played and enjoyed quickly’.
If you talk to most
developers, or even gamers who have played for a long time, they will
go back and talk about some of the early game play mechanics that
were so good – because you really had to focus on gameplay, not
art, or something like that. That was our real focus. So from talking
to developers, we found that they were spending a little too much
time – in our opinions – trying to optimize for 50mb, rather than
making a great game. After hearing that, we had a look at what might
work, and that’s when we moved the file size to 150mb.
Even with that, there’s
not a whole lot of room for “excess”, really.
No, I don’t think so
either. Again, that comes back to what the nature of Xbox Live Arcade
is. It’s never going to be a service where you can download a full
retail game, nor do we expect it to be or anything like that. we see
it as a playground where you can get these games that you are able to
get quickly, get into quickly, play and have a great time. And you
can play them a bunch! It’s that easy-to-learn-difficult-to-master
type of concept.
What kind of
connectivity do you see happening between XNA and Xbox Live Arcade in
the future?
It’s certainly a great
trial ground, as we’ve seen from a couple of the concepts that have
gone on or are going on. Right now, you can create a game and you can
share it amongst the creator community, and you can see that game
come to your own Xbox. It’s not a worldwide distribution service,
but for those people that make games or are willing to experiment
with Game Studio Express, it’s great to be able to do that.
I think what we’ll see
is that we will have more people using Game Studio Express as a
mechanism for developing their game. As the Live service – and, as
you know, we’ve just launched on the PC now – as it continues,
it’ll make it that much easier to develop a title across a couple
of platforms. That’s one of the key advantages to using managed
code – you can, with a very minimal amount of additional work, have
that same game running on the PC.
How closely are you
keeping an eye on what’s happening in the XNA developer community?
I hope we’re keeping a
pretty close eye. [Laughs]
That’s what the
competitions are for.
Yes, exactly. [Laughs] But
that’s our lifeblood really. I could make the best service in the
world, but if the content sucks, no one is going to come. It’s the
developers who create the content, and we would not exist without
them. So, going back to your first question about the state of Xbox
Live Arcade? I’d say it’s extremely healthy if the interest
coming from developers is any measure.
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