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Features
  Sponsored Feature: Xbox Live Community Games
by Dax Hawkins
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November 5, 2008 Article Start Previous Page 4 of 6 Next
 

Review A Game

Peer review has been expanded from the beta to include additional metadata and language support. As in the beta, you can go to the Games Catalog and choose review game to see what games are in review

Games catalog

As in the beta, the games catalog is your view of the submitted games. We added the ability to filter for games in Playtest as well as the ability to filter games by country and language.

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When in doubt, you can always use the find a game control to override the default view settings. One minor point is that to find games in Playtest, you must use the find control in the catalog. There is no direct link to games in Playtest like there is for Approved or In Review. Of course, non-premium members cannot view any unapproved games in the catalog.

Review

You can filter on Game State (In Review) or go directly to reviewed games from the menu. Note that there is no "review game" for games in the Playtest state. They are not yet in peer review.

However, you can see which games are in Playtest, go to the game details page, download the game, and test it. You are encouraged to provide feedback to the creator on the forum thread created for the game as described above.

To review a game, click the cleverly named review this game link as shown below:

Peer reviewers are asked to look at three main areas when reviewing a game: game information, prohibited content, and classification.

First, does the game information accurately represent the submission? The game information will be shown in Xbox LIVE Marketplace on both the console and Xbox.com to anyone viewing the catalog. Therefore, it is important that this information is accurate and appropriate for all ages.

Is the box art and the thumbnail appropriate for all ages? Is the genre correct? Does the language supported by the binary match the creator's description?

Important: The purpose of the peer review process is to weed out inappropriate content and ensure that the creator's statements about the game (information and classification) are accurate. Judgments about a game's quality, price point, or fun factor should be left to the consumers of the game.

Game information also includes the description and game media as shown below:

Do the screenshots represent the gameplay? Is the description accurate? Does the game actually have the capabilities listed?

Note that you need to download the game and play it before you answer these questions. Be sure to acknowledge that you have done so before you start answering questions.

The next section of peer review deals with game defects and prohibited content.

Here is where you would flag a game for having inaccurate information or information that is not appropriate for Xbox LIVE Marketplace in terms of the game information itself.

Also, if the game is simply not playable (for example, it crashes or hangs), report such information here as well. You may have encountered an untested game play scenario or have a different configuration than expected.

The next section deals with prohibited content. This is the same list that applies to all countries. If the game contains any of the following, you need to flag it.

Because we have a "one-world" review system, you'll notice that the list has been expanded from the beta.

You'll notice at the bottom of the Web form there is a comment section. We encourage you to send notes back to the creator explaining why the game failed. These comments will be sent anonymously.

The last part of the review is to confirm the creator's classification of the game. Remember that the creator owns the classification.

The game will be rejected if enough reviewers disagree with the classification. The creator must change either the classification or the game so that they accurately reflect each other.

The final step is to ensure the review summary is correct and to choose the language in which you reviewed the game. A reviewer only needs to review a game in one language.

However, for a game to pass the peer review process, there must be a language-proficient reviewer for each language exposed.

If the summary is accurate, go ahead and submit your review.

Peer review fine print

In order to ensure that we continue to have a safe experience for creators and consumers across the countries we support, the peer review process needs to take into account the language exposed by the game and the language understood by the reviewer.

Language is exposed in two places: the game descriptions provided in the game information and the languages supported by the game binary. A game does not pass peer review until each language version of the game is reviewed by a reviewer who speaks that language.

Therefore, you should expect that the more languages you expose, the longer it takes the game to get through the peer review process. For example, if you assume it takes two reviews per language to get through peer review. The following table shows the number of reviewers required:

# of reviewers required

Game descriptions provided

Languages supported in game binary

2

English

English

Up to 4

English, French

English, French

Up to 8

English, Italian, French

Spanish

Why do I have "Up to" in the table above? A creator may speak more than one language, of course! However, you probably shouldn't bet on each reviewer speaking all the languages exposed by your game.

 
Article Start Previous Page 4 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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it is even more easy
http://www.casininio.com

kate Green
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