Further Details
We've walked through creating, submitting, reviewing, and
playing your game. As you get to know
the system, there are a few points to keep in mind.
Countries and languages
As a creator, you'll notice that you have different options
when it comes to filling in information about country and language
support. We treat the countries from
which we accept game submissions different from the countries to which we make
payments.
We separate the two categories of countries. Community Games version
1 supports the following languages: English, French, Italian, and Spanish. You must use one or more of these languages
when you provide your description for Xbox LIVE Marketplace.
Also, you must provide
a game binary that supports one or more of these languages. Peer reviewers must review both your
description (which is part of the game information) and the language your game
exposes (which is part of your binary).
Important: If you provide a game binary that exposes any
other language than those explicitly supported, peer reviewers will reject the game.
The following table shows the countries from which you can
submit games and the countries to which you can distribute games. The first column means that a creator living
in that country can get paid.
The second
column means that the game will be available in Xbox LIVE Marketplace in that
country. You'll notice, for example,
that a Danish game creator can sell games in the United
States market. The game will not show up in Denmark,
however, and Danish is not supported as a language.
|
Country
|
Creator can submit From
|
Consumer can download from
|
|
Canada
|
Yes
|
Yes
|
|
France
|
Yes
|
Yes
|
|
United Kingdom
|
Yes
|
Yes
|
|
Italy
|
Yes
|
Yes
|
|
Spain
|
Yes
|
Yes
|
|
United
States
|
Yes
|
Yes
|
|
Ireland
|
Yes
|
No
|
|
Sweden
|
Yes
|
No
|
|
Denmark
|
Yes
|
No
|
|
Norway
|
Yes
|
No
|
|
Netherlands
|
Yes
|
No
|
Subsequent versions of Community Games will expand our
support for both languages and countries.
Getting paid
One of the most exciting features of Xbox LIVE Community
Games is that you, as a creator, can get paid for your games. In order to get paid, however, you need to
give us the appropriate account information.
This information specifies things like your bank routing number, your
tax identification number, and other essential information we need to make a
direct deposit to your account.
You can
fill in this information from the my
business pages as specified in the profile section in the beginning of this
article.
The rules for payout are as follows:
-
Creators will be paid once per quarter and only
after they have submitted their tax information.
-
The minimum payout amount is $150 USD.
-
All payments are made as direct deposits
-
The following countries are supported in version
1 for payout:
|
Country
|
Currency Code
|
|
United States
|
USD
|
|
United Kingdom
|
GBP
|
|
Canadian
|
CAD
|
|
France
|
EUR
|
|
Spain
|
EUR
|
|
Italy
|
EUR
|
|
Ireland
|
EUR
|
|
Sweden
|
SEK
|
|
Denmark
|
DKK
|
|
Norway
|
NOK
|
|
Netherlands
|
EUR
|
Creators receive up to 70 percent of the total revenue from
their game sales as a baseline.
Also, we will invest in and feature a handful of games at a
time by promoting them both on the console as well as on Xbox.com. During that
time, we may use some of the revenue to support our publicity efforts.
This portion ranges between 10 and 30 percent,
based on performance, in exchange for driving increased exposure and sales. The creator always benefits from the sales of his
or her games. We'll be working with our merchandising team to help boost the
game's revenue when we see potential for even greater success.
This business
model acts as an incentive for game creators to ensure that the best, most
innovative games continue to be made for Xbox 360.
The first payout occurs 45 days after the end of the first
quarter of 2009. This means that you
should not expect your first payment until May.
For more information about getting paid, please visit http://creators.xna.com. We have a FAQ under the resources menu that has an entire section dedicated to making money.
Game updates
Perhaps you'll find that there is a serious bug you want to
fix in your game after it has been
placed on Xbox LIVE Marketplace. Playtest should flush these issues out.
However, just in case something does slip through the cracks, you can address
this situation by updating your game.
Updating
a game incurs non-trivial overhead for the creator, the peer-reviewers, and
your customers. Your update, no matter
how small, must go through the entire peer-review cycle again. We also have no mechanism in version 1 to
notify customers who have already downloaded your community game that an update
is available (we're working on this).
Please use the update mechanism judiciously to only fix serious errors in your game. To us, this means crashes, unplayable levels,
and so on.
To update a game, go to submit
game, and view the game under your project. If you scroll down, you'll see that your game
is currently on Marketplace.
Note that you can still change your game information or
submit a new binary, or do both, even though you have a version already on Xbox
LIVE. The steps to follow are the same
as those you followed when submitting your game the first time.
You can even choose to go through another
iteration of Playtest. Once you put your
game in review and it is approved by creators, it replaces the version
currently on Xbox LIVE Marketplace.
Important: You do not have to remove your game from Marketplace
before putting a new binary into review or Playtest.
Removing your game
As a creator, you own the rights to your game. If for some reason you choose to remove your
game from Marketplace, it will not be available for download by new
customers. If someone has already
purchased your game, that person still needs to go to his or her download
history on the console to acquire the game.
Important: When you click remove from marketplace, you remove your game from all
countries. We do not allow creators to
selectively remove a game from one country, while remaining in others.
Note, however, that you can add countries in
an update. For example, if your game is
currently only in the U.S.
and you need to do an update, you can choose to opt in France
as well.
What's Next?
You are now prepared to take your masterpiece, share it with
the world, and reap the benefits of your hard work. Check out http://creators.xna.com,
learn about the cool new features in XNA Game Studio 3.0, join our Creators
Club, and continue to give us feedback on Community Games.
We are continually evolving game creation and
game distribution. You can expect updates from us throughout the year. Now that we are open for business, get your
game on.
Consumers will get their hands
on Xbox LIVE Community Games in the New Xbox Experience on November 19, 2008. Will your game be ready? We
can't wait to see what you have in store (literally!).
|
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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