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[In this sponsored feature, part of Gamasutra's XNA microsite, Microsoft's Hawkins presents a comprehensive overview of Xbox Live Community Games, which uses XNA Creators Club and a peer-reviewed submission process to allow indies to put their games onto Xbox 360, starting on November 19th.]
We are excited to announce that we released XNA Game Studio
3.0 and Xbox LIVE Community Games 1.0 on October 30, 2008.
This joint release marks the culmination of a three year initiative to
democratize game development and distribution for academics, hobbyists, and
indie game developers.
XNA Game Studio
provides a managed platform upon which to write rich games that can target
Windows, Zune devices, and Xbox 360 consoles.
Xbox LIVE Community Games enables game creators to sell their Xbox 360
games to more than 10 million Xbox LIVE members.
How can you be part of this?
Read on. This article covers the
major improvements and changes we've made to the submission and review process,
how customers can acquire and play your game on their Xbox 360 consoles, and
how creators get paid for their games.
The Diff Notes (with apologies to Cliff)
Here is a quick rundown of the changes between beta and version
1. I'll go into more detail throughout
this article on the following points, so don't worry if you aren't familiar
with the beta:
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Consumers
can now play your games. As
promised, Community Games will be available to all of the 10+ million Xbox LIVE
users! You no longer have to be an XNA
Creators Club member to download and play community games. Of course, you still do have to be a Creators
Club member to submit and peer-review community games.
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Creators will
get paid. Version 1 will support payment
to creators residing in these countries:
United States,
Canada, France,
United Kingdom,
Italy, Spain,
Ireland, Sweden,
Denmark, Norway,
and the Netherlands.
-
Games
will be distributed in multiple regions.
Xbox LIVE Community games will be available in Xbox LIVE Marketplace in
the following countries: United
States, Canada,
France, United
Kingdom, Italy,
and Spain.
-
Community
Games are integrated into the New Xbox Experience. We have a great experience aimed at the
consumers of your game. We've
streamlined the download experience (no more separate download of the XNA
Creators Club launcher--the XNA Game Studio Connect), exposed a community games Marketplace
on the console and Xbox.com , and did a ton of other things to put the
community game experience on par with other gaming experiences on the console.
-
XNA Game
Studio 3.0 improves the game
creation process. New platform
features make it easier than ever to build your games to take advantage of Xbox
360 functionality.
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It is
easier for creators to share community games. We now enable a Playtest phase of your
community game so that you can get others to look at your game before placing
it in peer review. In addition, we
automatically create a new forum thread for each game you place in Playtest or
Review. This makes it easier to exchange ideas and feedback with other
creators.
I'll step you through the end-to-end process of submitting
your game to the Creators Club Web site, reviewing other's games, downloading
and playing your game on the Xbox console, and getting paid.
This article does not cover the art of game creation or
delve into XNA Game Studio 3.0. We
have lots of resources on http://creators.xna.com,
and a great creator community to give you a head start.
I will highlight some of the new features of XNA Game Studio 3.0, but I'll refer you to
Frank Savage's article also posted on the XNA microsite for a much more in depth
look at XNA Game Studio 3.0.
Important: The game catalog and Xbox LIVE Marketplace has
been cleared of all entries from the beta.
This means that you must resubmit your game built with XNA Game Studio
3.0.
Profile Enhancements
Before we get started, creators need to provide two more pieces
of information for their profile.
1. The
languages you speak. This information
allows us to show you only games for which you understand the language by
default. Your language options are
limited to the languages we support in version 1: English, French, Spanish, and Italian. This can be set in your profile under the manage my profile link.
2. Your
payout information. This information is required for you to get paid as a
creator. You'll need to provide a tax identification
number and the other information we need to make direct deposits to your bank
account. More details on this requirement
can be found here. You can access the payout information through
the my business option under the creators menu heading.
Note that you may submit a game before providing payout information,
but you won't get paid. It really is in
your best interest to fill this out and get the process started.
In particular, if you are being paid out in a
country other than the United States,
you'll need to send in your tax forms manually or meet with a local ITIN tax
firm in your country.
You can find out
more details about an ITIN here. Creators who are paid out in the United
States can submit their tax information electronically.
Create
your game
Creation of your game has not changed significantly from the
beta. Make sure you create an Xbox 360
project because you are submitting your game to run on an Xbox 360, not
Windows.
Be sure to check out our best practices
guide for tips on making your game the best it can be.
Important: You must use XNA Game Studio 3.0 to build
your game. Games built with previous
versions of XNA Game Studio will be rejected from the system.
XNA Game Studio 3.0
Speaking of XNA Game Studio 3.0, check out some of the new
features. We highly encourage you to
take advantage of these features and incorporate them into your game.
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Rich presence information. One of the coolest additions in XNA Game
Studio 3.0 is the ability to change your presence information in your game by
choosing one of the preselected strings.
Presence information allows your friends to see what you are doing in
the game.
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Cross-game invites. This enables your friends to join your game
session in progress even if they are playing a different game.
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Compression.
Compress your content and save space.
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Screen captures.
Now you can take screenshots from your Xbox 360.
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Media support.
Enumerate and play media on your Windows computer or Xbox 360.
Please see Frank's article for specifics. Also be sure to check out http://creators.xna.com for other features
and expert advice in the forums.
Creation fine print
The submission system accepts only files in the .ccgame
format created by the XnaPack utility. You can find instructions on how to
package your game here: http://msdn.microsoft.com/en-us/library/bb464158.aspx. Unlike the beta, you are not required to
provide a thumbnail in this .ccgame package.
You provide the thumbnail at submission time.
The thumbnail you upload to the Creators Club
Web site overwrites the thumbnail in your .ccgame package. The size of the game package you are allowed
to submit will vary by the price point you choose.
If you choose to sell your game for 200
points, your game package must be less than or equal to 50 MB. If you choose to sell your game for 400 or
800 points, your game package must be less than or equal to 150 MB.
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There's always a catch. Without achievements and leader boards XNA content will continue to be treated as the tragically less loved step child to the can do no wrong favorite son that is XBLA.
And btw, any real programmer can get used to C# in a pretty short time (as he can be used to any language out there). There are plenty of game studios already using C# for their tools or even in their AAA games.
My real concern is more from the consumer standpoint. I believe consumers will be less likely to latch onto Community games if they perceive them to provide a reduced on-line experience from what they have grown accustomed to and frankly what the 360 does best with Xbox Live. Achievements and Gamer Score may seem like a small thing but consider that pretty much every gamer who has both a PS3 and 360 will always choose to buy a retail game for the 360 every time when it is available on both platforms unless there is some major 360-specific issue exposed in a review. The reason is clearly for the achievements and to invest further in their Gamer Score; the multiplayer game play they can get on either platform.
BTW Well said Vicente! The C++ snobs should get over themselves. Their complaints about managed code are the same complaints the C coders had about C++ (and I'm sure assembly coders had about C). There are always tradeoffs. To me, a nominal performance hit is a worthwhile tradeoff for getting my game to market quicker, and/or with fewer staff.
The limitations of XBLCG are so minimal when you consider this is a platform for the masses of hobbyists, enthusiasts, and up-and-coming game studios looking for that start-up opportunity to get into the game development business. XBLCG offers this opportunity with very little upfront investment beyond that required developing the game.
I did see a comparison in a previous comment between XBLCG (Xbox Live Community Games) and XBLA (Xbox Live Arcade) making the statement that because there were features available in XBLA there is no excuse why these features should not be available in XBLCG. One glaring difference between XBLA and XBLCG is that every single game that goes into XBLA passes an extensive Microsoft certification process which includes a direction relationship with a Microsoft account representative. XBLCG on the other hand requires very little if any Microsoft involvement when adding a new game.
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