Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan [1]
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
 
Adhesive Games
General Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Summer Of Arcade Drove XBLA Revenues Up 200 Percent
by Leigh Alexander [PC, Console/PC]
3 comments
Share on Twitter
Share on Facebook RSS
 
 
September 22, 2009
 
Summer Of Arcade Drove XBLA Revenues Up 200 Percent

Xbox Live Arcade's "Summer of Arcade" lineup boosted revenues on the service 200 percent, Microsoft says -- and three of the titles on offer during the period were among the top five highest opening week sales ever on XBLA.

The service's annual promotion features high-profile titles released during thesummer months. This year, Shadow Complex, Trials HD and Marvel vs. Capcom 2 were the breakout sales superlatives, and Microsoft says those titles also broke previous records for most-downloaded single-player game in their respective opening weeks.

One of the top ten most-downloaded content items on Xbox Live was game show 1 vs. 100, which saw more than half a million unique contestants competing each week. At peak, the game saw 114,000 North Americans and 81,000 UK and Ireland players competing concurrently.

"It’s clear that we’ve had an incredibly successful summer, and the Xbox Live community loves the innovative gaming experiences we deliver," says Scott Austin, director of digitally distributed games on Xbox Live.
 
   
 
Comments

steve roger
profile image
I really like 1 vs. 100, I understand it is meant to be a prime time attraction, but I wish I could fire it on demand, but I know logistically that is going to work. In regards to the increased revenues, it is great news, one one hand, because it shows you how high quality titles can sell. But the difference was that three mentioned got a lot of press and if you think about it, they could have been successful if they were stand alone. Which makes this all the more complicated. This means that they aren't little, just Arcade titles. These are multi-million dollar, near AAA productions. Is this what MS had intended? Or was this supposed to be one of the places the smaller, not the smallest developer (ie community) could thrive?

Joshua Sterns
profile image
I'm fine with a continuation of current trends. Most arcades games I have played are not worth the cost--exceptions Geometry Wars, Castle Crashers, Braid, etc. Older games, however, are usually a safe purchase, and many gamers don't have the old hardware anymore.

Amir Sharar
profile image
More than half of those titles were $15 which is ultimately good news for developers. The market has demonstrated that it would pay a "premium" price for quality titles.

steve roger said: "Is this what MS had intended? Or was this supposed to be one of the places the smaller, not the smallest developer (ie community) could thrive?"

That's a good question. With the introduction of the Community/Indie Games service their intentions may have changed. There are a lot of lessons learned over the past 4 years and as a result they could be changing their strategy.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.