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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 5 of 6 Next
 

Play!

The most exciting part has arrived! Community Games are fully integrated into the New Xbox Experience. Gone are the days of getting a creator code, downloading a title player, and hitting an X to get into the special section of Marketplace. Xbox LIVE Community Games are open to everyone on Xbox LIVE now.

Download and play

To get and play a community game, sign into your Xbox 360 console. Community games are in the Game Marketplace.

Advertisement

After selecting Game Marketplace, select the Community Games store front. Although it is not shown in the following screenshot, you'll be able to browse the community games by Most Popular, Most Recent, Title, and other filters.

As you can see, your box art is prominently displayed. Also note that we have added a Community Games banner to your box art. You do not have to create this. You can drill into the details of a game by selecting it.

Here you'll see that all community games have a trial version that is free. This enables the players to try before they buy. Do you remember the game information you submitted? Your screen shots, game capabilities, and description also show up in this area.

After you download the game, you can either Play Now directly or play it from the Game Library. Just as in Marketplace, Community Games have their own area within the Game Library.

Trial version

Every community game will have both a timed trial and full version of the game. A splash screen tells you the trial is over. The screen gives you the option to unlock the full game.

Game invites and rich presence

Of course, integration wouldn't be integration without cross-game invites and rich presence information.

Cross-game invites enable you to join other players in their community game even if you are not currently playing the game. Below, RumbleMasterII has invited me to join his game!

If you do not have the game, you are invited to download the game from LIVE Marketplace.

In addition, XNA Game Studio 3.0 enables rich presence strings in your game. Not only can you now see which community game your friends are playing...

...but also, what they are doing!

Last, but not least, once your games are on Xbox LIVE Marketplace, you can buy them from Xbox.com, and even put them on your Xbox 360 download queue from the Web!

As you can see, 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.

 
Article Start Previous Page 5 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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