Submit
your game
The entry point into the submission pipeline is, of course,
the XNA Creators Club Web site: http://creators.xna.com, under the games heading. Before you submit your game, make sure you
are a premium XNA Creators Club member.
This means that you have purchased a Creators Club subscription.
For more information about our memberships
and how to purchase them, please see http://creators.xna.com/en-us/membership.
You first must create a project. To do this, click the Add Project button.
Important: Select your game title wisely. Once your game passes peer review and has
been placed on Xbox LIVE Marketplace, you won't be able to change it. Also note that your game title is the same
across all the regions to which you publish your game.
Once you create your project, add a game to that project by
selecting Add Game.
Game information
The first thing to do is add general information about your
game. Game information includes genre,
game capabilities, and Xbox LIVE capabilities.
The capabilities, or "gamecaps" show up on the console so that users
know what to expect from your game.
The following table explains each capability. You have the
option of filling in these capabilities. However, if you don't fill them in,
these capabilities won't appear on the console.
|
Capability
|
Description
|
|
Players
|
Number of players this game supports.
Is it only a single player game or does it support competitive play?
|
|
System Link
|
Number of players your game supports when two or more Xbox consoles
are physically linked in the same location.
|
|
Cooperative Play
|
Number of players that can play together (as opposed to competitive
play).
|
|
Players (Xbox LIVE)
|
Number of players your game supports over Xbox LIVE
|
|
Cooperative Play (Xbox LIVE)
|
Number of players your game supports for cooperative play.
|
|
Maximum HDTV Mode
|
The highest mode your game will support. Your options are: None, 480i, 480p, 576i,
576p, 720p, 1080i, and 1080p.
|
|
Custom Soundtrack
|
Your game can access and play music stored locally on the Xbox.
|
The next step is to add descriptions for your game. These descriptions show up on the console in Marketplace
and also in the game library.
You may
provide descriptions in English, Spanish, French, or Italian. You must provide at least one
description. If you do not specify the language,
the description appears in the default language you selected.
Next, choose your classification. Your classification is vetted by the Creators
Club community during peer review. We
have a "one-world" classification system. This means the same classification is
used for all the regions in which you choose to publish.
Remember that other members of the Creators Club will review
these values. If enough people disagree
with your settings, your game will be rejected from peer review and you'll need
to either adjust your settings or change the content of your game to match the
settings.
After you select the classification, you can upload media to
support your game. We've expanded the
media we collect to make community games show up like other types of games on
the Xbox 360 console. Your screenshots
will be shown in the console.
In
addition to the thumbnail, you also need to upload "box art" for your
game. We'll add a Community Games banner
to this image, and this final image will be shown on the console and
Xbox.com.
Be sure to conform to the file size and format (JPEG) requirements
of these images shown in the following table.
|
Media
|
Size (pixels)
|
Max File size
|
Comments
|
|
Thumbnail
|
64x64
|
16 KB
|
Required. This thumbnail will overwrite the thumbnail in your
submitted .ccgame package.
|
|
Game Box Art
|
584x700
|
400 KB
|
Required
|
|
Screenshot
|
1000x562
|
150 KB
|
One screen shot is required.
Up to four screenshots may be provided.
|
If your images do not conform to the specified sizes, you won't
be able to submit your game.
|
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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