xbox 360
Gamefest 2008: Microsoft's Satchell Talks Xbox 360 Homebrew Scene
Posted by Leigh Alexander at 10:20 AM on July 23, 2008

Now, just about anyone can be a game developer — and get paid for it, too. At its Gamefest 2008 event today, Microsoft announced that community games made using its XNA tools will be downloadable via either PC or Xbox 360, and that the creators will get 70 percent of the revenues, as we reported earlier today.
We spoke to game developers' group general manager Chris Satchell about the new community initiative. "We realised there was so much creativity out there in the community", he said. "So many people had great ideas, so we needed to give them a toolset to express themselves... and then we had to give them that worldwide stage where they could show it. And then the final step is, why not let them benefit from it?"
Microsoft saw, Satchell said, that incredible innovation came from viral communities of indie game designers across the web, and hoped to capture some of that community for its users. Satchell hopes that community games will become viral in the same way:
"You'll be able to take the url from the Community Games page and forward to a friend... for the same viral effect you get on the internet and in general, as with movies and music, but with gaming through the service", he said.
So, like YouTube, only where people can be paid for the creations they upload? "Well, I think YouTube... and other film services are all very viral, and sometimes you do searches, but often it's your friend just sends you a link. Also, what we realise is a lot of people just want to sit down at their computer, and browse and see what's cool and new".
You'll be able to browse community games by genre, and creators can price their work at 200, 400 or 800 Microsoft Points. Additionally, there'll be a front-of-store section that will feature popular or promoted titles, though being front and centre comes at a cost — Microsoft will take a marketing fee of anywhere from 10-30 percent for the duration that a title is so visible, but the creator's take goes back up to 70 percent once it's out of the highlight section.
Community games will have a separate storefront from Xbox Live Arcade, but will still be available to the audience of 12 million Xbox Live users. "That's tens of thousands creating games for millions to download", Satchell said. "In some ways, a good way to think about it is using a baseball analogy. Think about the community games... it's really like the minor leagues. Cool new talent, new ideas... and Xbox Live Arcade is the major leagues".
In baseball, often a star minor leaguer catches the eye of a big-league team, and gets plucked out of the minors to bat for the majors. Does Satchell see the potential for standout innovation in community games to catch the eye of big publishers?
"I think that will absolutely happen", he said. "We sort of do that with Dream-Build-Play... but I think that other publishers will obviously be looking. Games that come up will be brilliant... but maybe not fully fleshed out yet, needing more hours of content and more features, but [publishers will say], 'why don't we go and work with this person or indie studio and help blow it out to a major release,' and so I absolutely think that will happen".
The community games storefront will launch this holiday season, Satchell says, though an official date has yet to be announced. A thriving homebrew scene on a thriving console can only be a good thing for the industry, as high risk and rising budgets limit innovation somewhat among the major publishers, and we look to talented indies for brand-new aesthetics and game mechanics. Bored with this year's E3 slate? Go make your own.
Microsoft Transforms Community Game Developers Into Entrepreneurs
Xbox 360 creates marketplace for user-generated content with Xbox LIVE Community Games.
SEATTLE -- July 22, 2008 -- During the keynote address today at the Gamefest 2008 Microsoft Game Technology Conference, Microsoft Corp. revealed that it will allow anyone to turn the hobby of game-making into a full-fledged career. Through what is now officially called "Xbox LIVE Community Games," Microsoft makes its marketplace of millions available to members of the XNA Creators Club to create, sell and share in the profits generated by their unique creations.
Microsoft has already opened up game development to the masses by offering the easy-to-use, affordable XNA Game Studio toolset. With this newly announced business model, Microsoft will have truly democratized game distribution by enabling XNA Creators Club members to participate in the multibillion-dollar-a-year console gaming industry.
Newly appointed to his role as Chief Technology Officer of Microsoft's Interactive Entertainment Business Group Chris Satchell said the business model was designed to create the best possible experience for both consumers and developers. Community games that have been submitted by XNA Creators Club Premium members and have successfully passed a rigorous peer-review system will be added to the Xbox LIVE Marketplace cataloguefor sale to consumers. Creators will be able to choose from three suggested preset retail price points varying from 200 to 800 Microsoft Points to sell their creations and will receive up to 70 percent of the total revenue generated by their game.
"Not only are we democratizing game development with Xbox LIVE Community Games later this year, but we're creating an opportunity for aspiring developers to start their careers on the world stage," Satchell said. "It is really a win for both developers and consumers because this will no doubt act as an incentive for game creators to continue to develop the best, most innovative games for Xbox 360."
A host of new and creative ideas are already appearing on the Xbox LIVE Community Games beta. When the service launches for consumers this fall, community-created games on Xbox LIVE are expected to double the size of the Xbox 360 video game library, offering some of the most inventive, quirky and unexpected games ever seen on consoles. By the end of 2008, Xbox 360 owners are expected to have access to the largest, most creatively diverse game library across all next-generation platforms, with more than 1,000 titles spanning Community Games, Xbox LIVE Arcade and retail blockbuster titles.
When the bold new Xbox experience, a re-launch of the largest online social network on TV that is fun and approachable, is released late this fall, the Community Games storefront will be an easy-to-use addition to the existing marketplace on Xbox LIVE. The new Community Games channel is currently scheduled to launch in the United States, Canada and select European markets later this year. Other regions will be added over the course of 2009 and beyond. Consumers will also be able to view and rate community games on Xbox.com, watch trailers, and even play a trial of each game before buying it.
"Since first launching XNA Game Studio in 2006, we have been working hard on improving the toolset and building resources for the community, and the response has been amazing. To date, we've had more than 1 million downloads of XNA Game Studio and adoption in more than 700 universities," said Boyd Multerer, general manager of XNA. "For some perspective, the incredible creative community we've unleashed worldwide is more than 25 times the number of professional developers in the industry."
Microsoft also is giving aspiring developers a hand with the second annual Dream-Build-Play game development contest based on XNA Game Studio projects. The competition will yield prizes in excess of $US 70,000 and an opportunity for one of the winners to sign an Xbox LIVE Arcade publishing contract. Three of last year's top performers and winners, "The Dishwasher: Dead Samurai," "Blazing Birds" and "Yo Ho Kablammo!" from the United States, Canada, Sweden and United Kingdom, respectively, are all slated for release on Xbox LIVE Arcade in the near future. For more details and Dream-Build-Play Official Rules, see http://www.dreambuildplay.com/main/Rules.aspx. For more information on XNA Game Studio, head over to http://creators.xna.com.

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
DevonTheDude
Posted 2:44 PM 23/7/08
Well the XNA hasn't brought shit yet, so we will see. You should have a free trial MS to get people interested. It's a gamble to most people who are on the line of buying the membership.
DevonTheDude
UnnDunn
Posted 2:04 PM 23/7/08
@fuchikoma: In addition, before your game makes it onto the Community Games store, it has to be vetted and rated by other XNA Creators Club members. So hopefully they'll help weed out all the crap.
UnnDunn
UnnDunn
Posted 1:59 PM 23/7/08
@isobelle: It sounds like you have to apply to be placed on the front-page; it's not something Microsoft would just do without your consent.
UnnDunn
Poisonous Taoist
Posted 1:54 PM 23/7/08
Wait, Maddox works at Microsoft?
Poisonous Taoist
isobelle
Posted 1:49 PM 23/7/08
- Additionally, there'll be a front-of-store section that
- will feature popular or promoted titles, though being
- front and center comes at a cost - Microsoft will take a
- marketing fee of anywhere from 10-30 percent for the
- duration that a title is so visible, but the creator's
- take goes back up to 70 percent once it's out of the
- highlight section.
i wonder if there's a way to opt out of this crap? be like "fuck off, take me off the front page, i want my full cut, not you leeches sucking my dollars dry for putting me in a spotlight i have no interrest in being in"
isobelle
PresDNA
Posted 1:49 PM 23/7/08
Dude looks like NICO BELLic
PresDNA
Shin-san
Posted 1:23 PM 23/7/08
@Jebusman: You should see how much Flash CS3 costs. XNA isn't that bad of a deal
Shin-san
Rob Phelps
Posted 1:12 PM 23/7/08
-1 for improper use of 'homebrew'.
Rob Phelps
fuchikoma
Posted 12:57 PM 23/7/08
*jaw hits floor*
That sounds flawless... No idea what the kit is like, but after using Visual Studio .NET, I imagine it's more helpful and fun than critical and torturous.
I even agree with the $99 price to sell your games because if you work in technology you ought to be able to afford that, yet it will go miles as far as filtering out worthless crap. (There may be a predominance of it, but... imagine if anyone could post their "hello world" apps like Youtube.)
fuchikoma
Gunloc
Posted 12:35 PM 23/7/08
@Jebusman: I've known it's been $99 since they 1st offered it. Now with this news it's worth the price.
Gunloc
pyropetey
Posted 12:31 PM 23/7/08
@Jebusman: Albeit i support wiiware more ;D just cuz...
the fact is going to wiiware you have the cost of needing an office, plus their dev kit .... thats well over a 5k
99$ a year is nothing compared to that really...
pyropetey
ninjafetus
Posted 12:26 PM 23/7/08
I think this is a great setup. I'll gladly pay $2-10 for creative independent games over $50 for retail games bloated with advertising, packaging, and big name company costs.
Of course, I'll gladly -not- buy most of the games, since the majority will probably not be worth it, but the ones that will be excite me. Heck, it's not like there's many big name 2d platformers, plane shooters, etc anymore. (other than the obvious exceptions)
ninjafetus
Aex
Posted 12:24 PM 23/7/08
@Krondonian: You can grab the tools for free I beleive. It is just a toolkit you download. I'm not quite sure of its utility, but the goal of it was to be able to make a game and have it compatible with the Xbox 360. The catch is if you want to play this game on the Xbox 360, you have to pay.
At least from what I recall. Things may have changed or I may have mis-remembered.
Aex
Aex
Posted 12:22 PM 23/7/08
I like the idea. Though, I'm not sure if I like MS's execution.
Aex
pissa
Posted 12:22 PM 23/7/08
let them port xbmc to the 360 :(
pissa
Krondonian
Posted 12:06 PM 23/7/08
@Jebusman: XNA is pretty powerful, I'm lead to believe. Therefore it wouldn't be in Microsoft's interest to go developing the tools and just giving them away, would it?
That's like saying Epic shouldn't make devs pay for the Unreal Engine license, because the resulting game may fail.
Besides this, MSoft does give the tools out for free to students, a demographic where typically a lot of fresh new ideas come from.
Krondonian
Jebusman
Posted 11:47 AM 23/7/08
I love how they don't point out that, according to the XBA Creators Club website, in order to be able to submit Xbox 360 games for review and sale, you need a Premium Membership, which costs $99 a year. So you could pay that money, develop a game, and it flops (i.e. doesn't make it onto the community games page), and leaves you $100 poorer.
Jebusman
Krondonian
Posted 11:04 AM 23/7/08
We've already seen indie devs get picked up to make full retail games (Alien Hominid), and this approach on XBLA (N+), so Microsoft's own developing tools being used should help even more.
I'm no tech-head, but as far as I understand with the right developer, XNA is an extremely powerful tool, and full on, 3D games can be made, and made to look very nice too.
@innociv: I recommend Kyntt Stories if you're looking for something longer. It's a 2D platformer, but only a few levels have been created by the developer. The strong community has made a huge amount (of often high quality) levels as it comes with a comprehensive, flexible level editor. I've spent hours upon hours with it, and it's free.
[nifflas.ni2.se]
Krondonian
Furysetzer
Posted 10:58 AM 23/7/08
Sounds very exciting. It'll be like the Newgrounds of games!
Wait, what the hell am I saying? ;P
Furysetzer
innociv
Posted 10:47 AM 23/7/08
A lot of these games will probably be the equivalent of flash games.. but cost at least $2.50 each?
Those games usually give me only an hour or two of enjoyment..
I'm not saying there won't be ones worth $10, though. But for $10 I want something like Undertow.
innociv
Miksho
Posted 10:36 AM 23/7/08
This is an excellent step, and one that will further define gaming from other entertainment mediums. Ask any struggling filmmaker you know; it's not just a matter of picking up your camera and Kevin-Smithing your way into Hollywood. I doubt that making a game for XBLA will be a simple affair either, but this is going a long way to making games both accessible and relatable.
However, I do hope we'll see some true innovation. From what I've seen, the amount of copyright-infringing Spore creatures far outnumbers original creations, and while I'd be willing to spend 200-800 points on a clever new puzzle game, why the hell would I shell out the money on a recreation of the first half of Mario Bros?
Miksho
thirstypilgrim97
Posted 10:36 AM 23/7/08
So, I'm wondering what will happen if the public starts choosing these over the million-dollar games, and lets face it, the gap between these indie devs and the big boys is going to continue to narrow. They'll probably take a bigger cut of the moolah. **
thirstypilgrim97
BigWeather
Posted 4:47 PM 23/7/08
@DevonTheDude:
You can download the tools, create a game, and "ship" that game for free on the PC. The only thing you have to pay for with the entire XNA initiative is $99/yr IF you want to deploy your game on the 360 (including uploading it for inclusion in XNA Community Games).
BigWeather
NateN
Posted 10:19 PM 23/7/08
Even assuming your title is on front page at the top rate and your only getting a 40% cut, that is actually pretty damn good. Compare this, for example, to the Kindle. Amazon takes 65%, no matter what. So even though Amazon isn't really doing ANYTHING at all in the sale except shipping out DRMed content, they still take the lion's share of the money. Microsoft is at least advertising your content in exchange for taking more of your money!
(Kindle: See Royalties)
[forums.digitaltextplatform.com]
NateN
Lukems
Posted 12:30 PM 23/7/08
Sounds like a great way to get talented, creative kids into the industry.
Lukems
Tails437
Posted 12:04 PM 23/7/08
^^^^^^^^^^^ Yeah, unlike mainstream business models where your business is guaranteed to be profitable within a month...
Tails437