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.
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.
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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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