Microsoft's Chris Satchell
On security, XNA on future Xbox platforms and serving the community.
Earlier this year, Microsoft announced plans to allow small independent developers - even individuals - to put homemade games on Xbox 360 using a new version of XNA Game Studio and the subscription-based XNA Creator's Club. The idea is simple: make a game with XNA, submit it to peer-review, release it on Xbox Live. At the time we were told that a beta test would go on behind the scenes in spring, with a full launch later in 2008.
That beta is now on the verge of beginning, as we found out when we caught up with XNA group general manager Chris Satchell this week. "We always said spring, and we think May is a good time to make sure we've got all the pieces in place for us to record what people do," he told us, with a full launch "by the end of the year". We also spoke about those XNA community games we all got to play in February, XNA on future Xbox platforms and how security sometimes gets in the way of best intentions.
Eurogamer: What specifically will be part of the beta?
Chris Satchell: Well, the beta will be closed - it's for people in the Creator's Club, so it won't be open to everyone on Xbox Live. It will be open to anybody that joins [the Creator's Club], but what we're really trying to test is the full end-to-end process. Can somebody create a game, can they upload it, rate their content, can the community review it. We're going to go through all those stages of build-submit-review-play and make sure that whole pipeline works smoothly, and then also find out how people actually use it.
As a normal consumer, this will go on under the covers, because you'd need to be in the Creator's Club to be able to use it, but if you're in the Creator's Club you'll be able to go to the websites and see what new games there are, get involved in the rankings, and rate the game against the content, and then also when you're on Xbox Live you'll be able to go to a page and see all the games that are coming through and play them all, and really experience what the community's doing.

The XNA community games Xbox Live showcase during GDC probably won't be repeated, but it's the shape of fun to come.
Eurogamer: At GDC you uploaded a few games so that Xbox Live users could check them out. Are you thinking of doing any more of those bundles to keep interest up?
Chris Satchell: Probably not. It would be great to do, but that was a real kind of one-off special technical case, and we're so focused on making the real pipeline work that we don't really have the resources to go in and do that special case again. And also, I think one of the things we found is that - you probably found this from using it - it was a little contrived to have to go in and do everything.
Eurogamer: Yeah, it felt like a bit of a hack.
Chris Satchell: [Laughs] Funny that! We had to do a bunch of special cases to make that happen, and I think it's well worth it because it's great to get the games out and show people what we're doing, but I don't want that to be the consumer experience and that's not the consumer experience we're planning. We're planning something much smoother and better, so I prefer to put all our efforts into making that great rather than doing another special case that doesn't feel quite right.
Eurogamer: We've heard things about the next generation of Xbox Live - shadowy whispers, etc. Will whatever happens next in terms of the platform be built to incorporate this XNA community stuff from the ground up?
Chris Satchell: Well, there's kind of two parts to it. One, there's the tools - and that's always a core part of our platform, it's something we pride ourselves on. We fully believe - whether it's professional or non-professional - that if you give people the best tools it lets their talent shine. I think that's why you see the best games on our platform. When you look over the portfolio, they tend to be better because we fully believe you enable those people.
Now, in terms of making this community pipeline part of our future, I absolutely think that's the case. I think on an ongoing basis you'll see this idea of democratisation of distribution and a great consumer experience be part of our platform going forward. It's sort of like what I said earlier, where you tried that trial and experienced it and it wasn't quite what you wanted - our future plans are to be streamlined and just make it part of your overall experience, so I think as we move forward with our platforms you'll see XNA - both the toolset and the community distribution, etc - be a core part of that.
Eurogamer: Is there a way to bring independent developers who already have their own methods - making Flash games, making games using X, Y or Z - together with this process to democratise distribution for them as well?

Satchell tells us his Gamerscore is rubbish. Then again he's a busy man.
Chris Satchell: It's a little difficult. On the console, understand that one of our key concerns is always security, and that's both security for our publishing partners - we don't want their work being pirated or hacked in any way - and security first and foremost for the gamers - we don't want anything bad to happen to their system.
The core of XNA is, when the games run they run in a sandbox we created, and what we can do then is make it very secure, and we built security from the ground up to make sure there was nothing an XNA Game Studio game could do to the console. So we've got that layer of protection in there and we've put a lot of effort in to try and make that secure and that there are no unintended consequences from running a game.
So that allows us to do the distribution of this community content. The trouble is that if people have built in another system - well, if you take something like Flash, Flash has a Runtime, and if we were to go and take the Runtime and somehow port it to our system, the difference is we architected for our security methods right from the ground up, and other people won't have done that. That's no comment on them - there's no reason why they should have done - but it makes it hard for us to trust any other kind of development system or Runtime because it wasn't designed to be secure in the way ours is.
Eurogamer: After GDC people wanted to know: are there any plans for people to be able to use Achievements for their games?
Chris Satchell: That's a really good question - it's something that, at the moment we're saying no, community games won't have Achievements. We really need to think carefully about, you know, really seeing it work at a grand scale and would it make sense now or not, so there's no plans at the moment. That's not to say it's closed forever, but we really need to see how the community works.
If you think about it, Achievements are a currency, and you need to be very careful when you manage a currency that you don't devalue it in some way, and that's not a comment on the quality of the community games - I think they will be excellent - but I'd hate to have games that pop up that are like, 'click here for 50 Achievement points'. That kind of ruins it for everyone.
Eurogamer: You mentioned the challenges of building up distribution. What challenges are you facing at the moment?
Chris Satchell: Well it's just that there's a lot of infrastructure to build. If you think about it, we've got this complex web front-end to build - complex from our perspective, although hopefully we've made it easy for developers to move through it, but there's a lot there to submit a game, maybe a screenshot, text, I need to be able to go and do the ratings on that, check its progress, people need to give me feedback - and then we've got this whole backend pipeline that can manage this whole process and all the reviews that come in from the other community members, can track it, make sure it's ready for distribution, then can package it all up and put it into our backend catalogues and things that we use to populate content on Xbox Live.
Then we have to work out a way for consumers to get to it easily. We're going to have a consumer-facing site on Windows as well, so you can go to the web and track all the content there and send people links to games you like, and so really it's just a lot of infrastructure we have to build and then link to a lot of other complex processes to make all this work. It's a big cross-group architecture effort to put all this together. And remember at the same time we're working on Game Studio 3.0, which will allow you to develop for Zune as well. We showed that at GDC, and we're still working on improving the tools side at the same time we're doing the pipeline.
Eurogamer: The peer-review system seems like it has the potential to be used outside XNA. One of the things that's in the headlines a lot is Epic's problem of wanting to do modifications for Unreal Tournament 3. Is the peer-review system something that could be reused to allow modified content of that nature?

Satchell was nice enough to explain how programming environments work, and now we try and use "Runtime" in as many sentences as possible.
Chris Satchell: There's two parts to that question. Let me address the first one. I think, assuming we're successful, I think the pipeline really is an incredible piece of innovation that will definitely enable other scenarios, and what's important about it is it's really addressing some of the problems with user-generated content.
I think we're seeing from some of the lawsuits out there - outside of our industry - that just saying you have reactive takedown isn't enough. You need to be more proactive about protecting people's IP and having content that's acceptable. So I think that's a major innovation. I absolutely believe that our pipeline, if successful, can help inform the design of those or even be used directly for other parts of our business.
Now the modding's a little different. Yes it could help rate mods, but the core issue of modding is what we talked about earlier - if you're not running in that sandbox, how do you guarantee security?
That's really where we've got stuck - making sure that nothing will hurt the user's system, and I'm a little disturbed when I think about other systems and people using what we call native code - code that goes right down to the metal - and then allowing people to run script mods on top of that without the right security measures. It could be really dangerous.
We've drawn a hard line because we very much care about security, and it seems like some other platforms don't seem to care quite as much. That kind of worries me for consumers. But all I can control is what we do on our platform, so that's where I'm going to focus - we're going to keep you safe because that's really important to us.
Eurogamer: So not even needing to read between the lines, you're saying that there's a potential risk to consumers of PS3?
Chris Satchell: I think there's a potential risk on any platform where you're allowing...where you're running in what we call native mode, where you're writing straight to the metal, not a sandbox layer like XNA, and then that runs a script engine and you let people do that in that script engine.
Really what works in this industry is the people who have access to that native metal of the console, that go through these processes, are financially invested in this industry; they wouldn't do anything bad. Developers want to do good things because they want this industry to work. There's a lot of people out there that just want to prove they can screw things up.
I think there's very mature, sensible hackers who just want to prove how good they are, and they don't cause harm, and there's malicious hackers, and any platform that let's you do that, and doesn't have the right security measures in place - whether it's Sony, whether it's Nintendo, whether it's Apple, whether it's anyone - you're inviting trouble, because sooner or later someone will want to prove they can do it.
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Comments (36) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Surely the person who wrote whatever program turns out to be a trojan would be traceable via ip an account and subscriptions therfore they shouldn't except anonymous programs but other than that don't presume all programmers are evil viri writers.
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Somebody obviously hasn't seen Avatar: The Burning Earth...
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Is that so? look at al the thousands of freeware gamnes and flash games on the PC how many of them are trojans that screw you PC up? Plus with the stricter submission and distribution controls of Xbox LIVE the chance of a trojan getting through would be virtually nil.
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Nobody owns the PC platform or the internet delivery system though. The odds of a trojan getting through the submission process might be "virtually nil", but as the blame falls squarely at Microsoft's door should an XNA program bricks thousands of consoles, it's in their interests to prevent that happening.
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Work harder to get rid of all the cheaters then. Only a few has been taking care of so far. I saw casinoguys gamescore finally got down to 0g today though. Still many more to deal with. Take care of | Toad | and HolyRabbit2 for gods sake.
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Prodigy_BE, that's plain wrong. Virus and secutity breaches increase at the same ratio as the use of such platforms also increase. Ffs you have virus for the iPhone nowdays. Linux has virus. And "ppl hate MS" is so passé.
"Plus with the stricter submission and distribution controls of Xbox LIVE the chance of a trojan getting through would be virtually nil. "
Bad comparision, imho. I pay for my Live subscription, I don't pay for the use of "regular" internet where I can't ask none to ensure such programs are safe. As far as I'm concern I feel myself much more secure to hear this dude saying this rather than trusting everyone as some of you imply.
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I know it's not exactly an apples to apples comparison, but it's an example of people trying to ruin the fun for others.
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Shame on you, MS!
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If you buy a console then you buy a closed system. You give up some of your freedom as a user and in return you have the games more thorougly tested before they hit the market, you have better protection from malware, a standardized hardware, some protection from online griefing and so on. Microsoft offering more ways to use their system without sacrificing anything else in return is a good thing - period.
If you prefer a truly open system then you buy a PC. But because you prefer to play on an open system doesn't mean that every system has to be this way.
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Sorry, guys, but I am beginning to realize why paying for Gold membership doesn't bother you.. you just don't know any better.
I've been on the Internet since 1994. During that time I've had my credit card overtaken exactly 0 times, I've played a billion (who knows?) games online without aimbots, gold farmers or whatever else you call it, and I've been doing it all for free. Imagine that.
The world outside Microsoft ISN'T as scary as Microsoft has you believe!
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/nitpicky mode off
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I've been playing online for a similar amount of time, and I've yet to see any other online service that provides the same amount of quality, universial play. I like being able to play with a group of friends I've met entirely online through Xbox Live, and have the ability to chat to them freely, despite what other game they might be playing at the time. If I have to pay £40 a year for that? I can live with that, considering the quality of Xbox Live compared to either the PSN or especially Nintendo (who are soon to introduce a similar yearly fee)
It's also quickly becoming apparant the the majority of PC games would like to charge me almost £10 a month just to continue playing. So I can only assume people like you have no idea what you're actually talking about, Xbox Live is far superior to any other online service I've ever used, and certainly worth the rather insignificant amount that it costs. If Sony can manage to introduce a similar system for free, then fantastic, but thus far they're a long ways off, and Nintendo's isn't even worth mentioning in the same sentence.
And what's with labeling others as fanboys, when you so clearly are one yourself?
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Surely the person who wrote whatever program turns out to be a trojan would be traceable via ip an account and subscriptions therfore they shouldn't except anonymous programs but other than that don't presume all programmers are evil viri writers.
Scant consolation to people with bricked systems, though, isn't it?
Plus with the stricter submission and distribution controls of Xbox LIVE the chance of a trojan getting through would be virtually nil.
Only if it's there - that's what he's on about with the writing mods directly on code rather than a sandbox; without a "test bed" for it to exist in before approval, it can just break what it touches.
It's also down to Microsoft controlling the profit streams, if they let people do what they want, then it's going ruin their nickel and dime strategy. Security and Profit.
What, they want to control things that will be free to profit? No. They want to prevent having to YET AGAIN change the warranty details to have life cover from 73h h4x.
Haha, it's hilarious reading what the Xbots think of a closed system like Microsoft's Xbox Live! "We don't have to put up with any crap, we ENJOY being handed nothing but what Microsoft wants us to see, and we ENJOY paying for it too!!". Yeah, I bet you would think the Internet would be MUCH better if Microsoft controlled it all, could charge whatever they wanted for it AND only let you surf to the places they deem worthy.
Sorry, guys, but I am beginning to realize why paying for Gold membership doesn't bother you.. you just don't know any better.
I've been on the Internet since 1994. During that time I've had my credit card overtaken exactly 0 times, I've played a billion (who knows?) games online without aimbots, gold farmers or whatever else you call it, and I've been doing it all for free. Imagine that.
The world outside Microsoft ISN'T as scary as Microsoft has you believe!
Funny, me too. Fact is, though, most games don't have the simple set of tools Live hands us: the ability to avoid or prefer players, to mute only a minority, to easily organise games with select players, to find all extra game content in one place... and I've seen plenty of gamehacks etc; they were pathetic Vista users on Shadowrun trying to screw over console gamers and boost their scores. Sad really. And, as someone else mentioned, I played these games for one fee, without ads. People playing several MMOs know how idyllic that sounds.
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Only a closed system needs to fear being broken into.
People playing several MMOs know how idyllic that sounds.
What the hell is that about playing several MMOs for a single fee? There's no WoW nor any EQ for consoles, is there? And if there were, then there would be additional fees - A.K.A. subscriptions - for sure. Stupid argument really. We don't pay any fees for *ordinary* online games on the PC at all.
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I've had an net connection since 94 as well but first accessed it in 92. What do I win?
"The world outside Microsoft ISN'T as scary as Microsoft has you believe! "
Ah yes, I'm a coder. I've worked with just about any language on any os (or near lack of os) on just about any type of hardware (that covers a lot more than it implies). But thanks for your assumption. tsk.
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No there are so many viruses because it's by such margin the most used OS.
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Oh, and anyone who uses the term "Xbots" is approx. 12 years old. Physically or mentally, you choose.
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There are plenty - dozens! - of UNO's for free in PC world, so why 1 million of guys/gals bought it? I know we're a bunch of illuminated guys who are above the mundane world, but... I mean..., 1 million. Live must offer something different, I guess.
I guess we all often forget, that there are ppl who don't know shit about computers, and don't want to know- simple as that. They have no pretensions to know about computers, they want to use a ludic equipment like a TV or DVD player. That's the UNO crowd.
And that is Live,, the system where my gf press a button and she's playing with her virtual friends, just like that a touch of a button and she's playing and talking with someone across the globe, without bothering me because Skype is making feedback, or the connection dropped, or "Miguel is it safe to buy with my credit card at site XXX? no? what about YYY?", the same place I do my "hardcore" shit, so it cost us two accounts, but we're fine with that, luckily we earn enough to warrants us these treats. And it's kinda different to have a true virtual identity with a background... forget it, you have your mind made about it and it's not because what it is or do. It could make coffee and it'd still be bad, and RRoD and stuff..
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Grow up you prick.
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Because it's about XNA?
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