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Features
  Sponsored Feature: Xbox Live Community Games
by Dax Hawkins
12 comments
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November 5, 2008 Article Start Previous Page 3 of 6 Next
 

Game binary upload

After you've filled in the game information, you are ready to upload your game binary (.ccgame) to the Creators Club Web site. Click on the upload new game binary link to submit the package.

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You'll notice that you can select the languages your game supports. It is important that you fill in this language information so that peer reviewers can accurately assess your game content.

Important: The language into which you localize your game does not need to match the country into which you distribute your game. For example, if your game only supports English, you may still distribute that game into the six countries Xbox LIVE Community Games supports in version 1.

However, the peer reviewer must understand at least one of the languages exposed in the game to accurately review your submission.

The comments text box is for you to enter any information you want to track for yourself. This might be the version of your binary or another note to yourself. These comments are viewable only by you.

Validation

As in the beta, we have a validation service that ensures you upload a valid XNA Game Studio 3.0 game, and that all your files are in order. If the validation service finds an issue with your game, we will place comments in the Game Binary section on the details game page.

These comments give you further information regarding the validation failure. In the example below, the validation service flagged my binary as invalid because it was built with XNA Game Studio v2.0.

If a game fails validation, it cannot be made available to other creators for Playtest or Review. You can upload new game binary once you solve the issue, and then resubmit it.

Price, countries, and comments

After you have uploaded your binary, you can fill in your suggested sell price (in points) of your game, the countries into which you want to distribute your game, and any comments you want your fellow creators to see.

You may choose a price point of 200, 400, or 800 points. These correspond to a USD price of $2.50, $5.00, and $10.00, respectively. Note that after your game is placed on Xbox LIVE Marketplace, you cannot change the price point or reduce the countries in which your game is deployed.

You may, however, choose to expand the list of countries into which you want your game to be distributed (subject to another peer review). Price point changes may be allowed in a subsequent update of Xbox LIVE Community Games.

Also note the forums comments section. When you submit a game for Playtest or for a release, a new post containing this text appears in the forums. If it is the first time you submit a game, the system creates an entirely new thread.

We have two new forums: peer review feedback and Playtest feedback. Both are under Community Games Distribution. Each game has a dedicated thread in each of these forums. This enables you to get feedback on your game.

Playtest and Release

Playtest is a new, optional phase that we added to our submission workflow. Use Playtest to let other creators download and play your game, and give you feedback before you submit the game for review.

Playtest is the time to get feedback on multiplayer capability, playability, support for peripherals, or even support for various HDTV modes. As a creator, you can cancel a Playtest for your game at any time.

When you are ready to "ship" or release your game, select the Release option. This moves your game into peer review. If it is approved by the community, it is published on Xbox LIVE Marketplace.

Note that you can only have one game submission in Playtest or release at a time per project. Once you do click Release -- congratulations! You successfully submitted your game for peer review.

 
Article Start Previous Page 3 of 6 Next
 
Comments

Mike Lopez
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"Community Games are treated as first class citizens in the console and on Xbox.com. A few exceptions do exist, however. Notably, community games do not support achievements or leader boards."

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.

David Hof
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If I recall correctly, the reason Achievements would not be supported is that it would be too easy to abuse for gamerpoints farming.

Luke Rymarz
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They could, at the very least, give out a few points for just playing a community game for, say, 5 or 10 minutes. That way, point farming would be a nearly eliminated, and you'd be giving people a reason to go in and check it out.

Evan Combs
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You could technically still have achievements, it just wouldn't show up on your gamerscore.

Hélder Gomes Filho
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Just the fact that you must use XNA suck...

Bob McIntyre
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Having to use C# isn't great. It's really limiting, and I heard from some companies where I interviewed, companies that were publishing XBLA titles, that XNA's use of C# makes it slightly less than suitable for development. If you just want to make a Pac-Man clone or Asteroids or whatever, the 360 is powerful enough to handle it in a managed environment. But it's just a pain in the butt, especially for any real game programmer who is used to C/C++ code.

Vicente Cartas
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Anamy, the XBox and XNA are more than capable of moving very complex worlds and, so please stop the myths about managed code not been able to perform well.

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.

Mike Lopez
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I'm not buying the no Achievements argument due to potential for farming. If there is not an issue with XBLA games there should not be an issue for community games. I suspect the true reason is Micro$oft wants to steer independent developers with more than minimal funding away from the cheap solution.

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.

Robert Schmidt
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For those of you complaining about the "limited" extent of Microsoft's XLCC (language, achievements, etc) one question; you are aware that this is for the most part free aren't you? C# Express is free, Xna is free, Creator's club is inexpensive, what more do you want? Next you'll be complaining that Microsoft makes you design the game, write the code and make your own coffee. Maybe you can work out a better deal for the PS3 or Wii. I can understand offering suggestions for more features, personally I'd like to see support for network games for the PC (apparently in the works), but this negativity is really boring, regardless of how fashionable it may be to hate Microsoft.

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.

Shawn Lehner
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The XNA/C# development environment is more than powerful enough to create amazing next generation games as long as you understand the best practices for achieving optimum performance from the managed runtime. Also, the benefits you gain from development speed far outweigh any performance hits you may suffer in my opinion. Many bad impressions given to people about C# and managed code are spread by C/C++ veterans who have never even used C# or have never given it a fair shake to explore just how capable of platform it really is.

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.

Tomas Galler
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kate Green
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