Contents
Sponsored Feature: Democratizing Game Distribution: The Next Step
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Sponsored Feature: Democratizing Game Distribution: The Next Step
by Dax Hawkins
7 comments
Share RSS
 
 
February 22, 2008 Article Start Previous Page 3 of 7 Next
 

Submitting a Release

Once you create a project, click the Add Release button. This takes you to the main submission page where we ask for information about the game, your classification of the game, your screen shots, a link to a video, and finally your .ccgame package.

Advertisement

Next, you’ll need to classify your game in terms of its content. Classification has to do with the violent, sexual, or mature content contained in your game. While classification ratings are subjective, we try to provide clear guidelines for each area with specific examples for each numeric level.

The classification is designed to help like-minded people to do like-minded things. A game with 3’s across the board will still be allowed on Xbox LIVE Marketplace. However, we want people browsing Xbox LIVE Marketplace to understand what type of content they can expect by downloading and playing your game. Of course, there are also specific guidelines about prohibited content. We’ll talk about these more in the peer-review section. For now, bear in mind it is important to classify your game accurately.

Once you’re satisfied with the accuracy of your classification, you may provide up to three screen shots and a link to a video if you care to post one on http://msn.video.com.

The screen shots may be either in .png or .jpg format. The maximum allowed resolution of these images is 1280 × 720 with a 2 MB limit per screenshot.

You are almost done! The final step is to upload your .ccgame package.

Be sure to click the Save Draft button. Depending upon your network connection and the size of your upload, your upload time could be … a while. Now would be a great time to crack open a cold one and revel in the fact that you are about to share your game with the world!

 
Article Start Previous Page 3 of 7 Next
 
Comments

John Smith
profile image
As soon as I can persuade my university to buy an Xbox360 for this, I'm gonna start porting some SDL games over to XNA. I really like the peer review system.. Everybody that really wants to can go through the process, but it will filter out most of the.. well, crap. Also great that MS' released VS 2008 and XNA Creators Club for free to all students of the world. I got it immediately. Thumbs up. /reallyjoel

Phillip Ronaldson
profile image
I applaud the start that xna is making in breaking down the barriers of development, it certainly is a positive step. I just hope it does not just stand to reinforce some of the discrimination's of gaming at the moment. Something user content is particularly strong at fostering a broadening and personalising of themes addressed in the content.

The feedback seems particularly geared towards addressing the obvious issues, for example it is assumed that primary content will be violence.

I find it unfortunate that strong sexual content or nudity should be excluded without question or only addressed in the simple form of "sexual overtones" and "nudity". Why is it that violence is broken down into motivation, including cruelty, but sexual content is only displayed by it's inclusion? I quickly googled to try and find out a bit more clarification about the sliders so there may be more finesse in the definitions but it certainly can't be as extensive as for the other aspects.

There are perfectly legitimate contexts in which nudity or sexual content could feature. The reason fiasco over Mass effect demonstrates the deliberate ignorance in certain parts of the community but that is not a problem solved by sanitising content.
It is understandable that the overtly pornographic games may not be consistent with objectives of the xna project but surely games should press on for equivalence with other forms of media.

Would it not be more appropriate to have gratuitous or inappropriately sexual content flag? Or sexism?

How could it categorise political content?

Alternatively is it not possible to have an over 18 rating? and ability for the user to create there own classifications? similar to sites such as youtube. There peer review seems to work fairly well.

Mike Reddy
profile image
ARgh! USA only in the beta. I have students biting my leg off to get involved. The University of Wales, Newport awaits a more open beta with bated breath.

andrew clear
profile image
I wish it wasn't restricted to 150 MB. A good quality game can easily exceed that, defiently with 3D graphics, and XACT created audio.

Jason Harwood
profile image
I understand that whilst this is currently under beta in the U.S. as a member of the xna Creators Club, any idea when this submission process will be available in Australia? or indeed the rest of the world?

Not that I have a game ready for submission as yet, just curious as I am studying a Bachelor of Games & Interactive Entertainment and xna is just such a great and affordable way to reach a global audience. Thanks

jamie h
profile image
Can we get a story or update on the zune features & the distribution model that might take?

Brad Swearingen
profile image
Is the development of a user interface without writing code in the works for XNA? An interface would put the game creation back into the hands of the designers/artists.


none
 
Comment:
 


Submit Comment