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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 6 of 6
 

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.

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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!).

 
Article Start Previous Page 6 of 6
 
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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