MS marketing for XBLC games "woeful"
Clover/Tank Strike devs scream change.
Clover creator Daniel Jones and Tank Strike maker Daniel Steger reckon Microsoft has not done enough to nourish independent talent on the Xbox Live Community Games channel, and call promotion of the platform "woeful".
Speaking exclusively to Eurogamer, the pair say Microsoft's indie resurrection dream cowers next to the iPhone App Store, and is undesirable and unprofitable in its current state.
"Microsoft has gone quiet on the service, with nary an official public mention in recent months. Compared to the marketing Apple have invested in for the iPhone as a games platform, it's pretty woeful," Daniel Jones, boss of Clover developer Binary Tweed, told us.
"Even popular services like iPhone have a lot of people making games that just don't make money. Their service just suffers from different problems of games being lost in the crowd, rather than not having a crowd," Daniel Steger explains.
"There's an argument that maybe the games just aren't good enough," adds Jones, "and whilst there's some truth in that, the fact is we have 20 million Xbox Live users, of whom 4 million regularly purchase content. That the top-selling XBLCG titles only sell around 10,000 units shows there's something quite seriously wrong with the service's marketing - namely a lack thereof."
Clover and Tank Strike are among the better examples of games on XBLCG, as our May roundup points out. But Jones openly admits that Clover lost money, and the same under-exposure forced Steger to pander to an audience he literally cannot afford to miss. The outlook isn't rosy.
"Those that stay and download are often those who already have intent to purchase. This results in a high conversion rate but a less-than-stellar download rate. I have to hit a certain standard based on their past experiences with this genre before they will even look at the game, and at my foolishly low 200 [Microsoft] Point price I don't make enough per sale for it to be financially viable if I don't get a large group looking," says Steger.
"Clover cost around GBP 13,000 to make," Jones reveals, openly admitting the project lost money, "and that was almost entirely on living costs - central London isn't cheap! I know some developers who have sunk USD 30,000 into their XBLCG projects, and were still worryingly optimistic about making that back," Jones reveals. "I feel very sorry for them, but I hope that they can prove me wrong."
The winners of the Xbox Live Community Games channel are applications. RC-AirSim, a radio-controlled model aeroplane simulator, is the hottest title now and has been for some time.
Steger says this is because he and fellow indie game-makers have to compete with both retail games and Xbox Live Arcade titles. For every Clover there is a Sam & Max; for every Tank Strike there is a Worms or Death Tank. He cannot compete as things stand.
"I think that XBLCG can be a viable platform, but it's more about knowing what market you are trying to enter. Games like Clover and my own game Tank Strike didn't receive as many sales as we would need to be financially viable for the long-term, but what about the applications that do hold on to their positions in the top 10? I've seen myfishtank and RC-AirSim at the top for quite a while, and they have probably gotten a decent return on their investments," Steger explains.
"Applications are also easier to satiate their audiences with because there are no points of comparison. The top isn't filled with apps because the marketplace is filled with apps. The top is filled with apps because they offer something that Xbox Live users can't get anywhere else."
But change is on the way, as Microsoft plans to change the channel name to Xbox Live Indie Games and add reviews to sort through the bulk. It's a start, but Jones and Steger believe more needs to be done before XBLCG becomes a breeding ground for indie talent.
"For XBLCG to expand, quite a few things will need to happen," outlines Clover's Daniel Jones. "Research we've done has shown that there's a great deal of ignorance and confusion regarding the service, with some Live users thinking they need to subscribe to the [XNA] Creator's Club to play the games, and others just having no idea what XBLCG is.
"There's even been instances of developers recommending games to their friends who can't find them on the service. If people who know about the service, know about a game, and have already decided to purchase can't find the damned thing, then it's no wonder that sales are relatively low."
Steger agrees: "With that in mind I really wish that Microsoft would set up a better system for hot-linking to our own games marketplace, so that we could minimize the steps players have to go through to queue a game for download from their PCs."
"It's hard for games to stay at the top of the sales charts on XBLCG, and Microsoft's future changes for adding reviews and changing the name to Xbox Live Indie Games may pull in more people looking for 'games'," Steger adds, "but I wouldn't bank everything on that prospect, and no matter what, there's always going to be those who won't be able to make the service financially viable."
Xbox Live Community Games was introduced as part of the New Xbox Experience last year. Along with the XNA Creators Club Online, which offers Xbox 360 development tools and advice - albeit for a small price - Microsoft hoped to spark a fire of indie innovation.
It's a lonely crusade that Microsoft has admirably persisted with. And Jones and Steger, despite their frustration, acknowledge and praise the Xbox-maker for it.
"The XNA framework has done a fantastic job of lowering the technical learning curve of developing console games, and XBLCG as a service has really enabled a much more accessible route to getting a game to market," says Jones. "It's a much better deal for aspiring developers than the traditional pitching-to-publishers model, and from what I've heard a much better platform than WiiWare. Has anyone except Frontier made money on that yet?
"People have asked, 'Is XBLCG a success?' To answer that, you've got to wonder what its goal was. To drive uptake of XNA? Yep, it's done that nicely. Make lots of money for developers and Microsoft? Absolutely not. Create a new route into the industry? Given the opportunities that have presented themselves to Binary Tweed since Clover's release, I'd say it's achieved this one quite nicely," he concludes.
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Comments (54) Latest comment 3 years ago
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Apple is not really doing a lot of promotions of any individual apps but they are successful at pushing that Apps is what making IPhone works and so much so that I had actually gone and purchased the new model this week!
Loving the apps and darn too many to choose from!
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And also, I don't want to be a pedant but...
""There's an argument that maybe the games just aren't good enough," adds Jones, "and whilst there's some truth in that, the fact is we have 20 million Xbox Live users, of whom 4 million regularly purchase content. That the top-selling XBLCG titles only sell around 10,000 units shows there's something quite seriously wrong with the service's marketing - namely a lack thereof.""
Those meagre 10k sales is no firm confirmation that the marketing is poor. It could also siomply be because the content isn't very good. The 4m users that regularly buy content could have just looked at the XBLC content and thought "no thanks". That is also a possibility.
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Wasn't the whole point of XBLC for hobbyists and not professionals, be they Indie or otherwise? Surely if you're making games for a living, you need to be on XBLA?
Or am I coming at this from the wrong direction?
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Move to a cheaper place then I'll feel a bit of pity!
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Binary Tweed should have noticed that and gone ahead with obtaining a XBLA license, if you are going to spend 13k on development you don't want to be spending it on a small untested and unadvertised platform. As for living in London, use your head and move somewhere reasonably priced, that would have knocked 5 grand off your development cost for a start.
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Seriously with all these games dev degrees popping up and some truly inovative small games coming out - , I thought there would have been some real gems on XBLC - instead it's full of massage-a-thons, top down shootem ups (Sorry been looking at these for 25 years + now) and other woeful content.
MS needs to have a big clearout, rethink their submission standards and relaunch the service - with a clear and well defined guide on which games are doing well and being looked at the most...
And what's this focus on money? Like Coughthulu said - my understanding was that XBLC was going to be a plaform for hobbyists and experimentors.
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+1
(I'm a stickler for tradition)
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Also The various popular Indie game communities don't often don't regard the XBLC channel as a proper platform for indie games and as such often don't report/talk about the interesting games that are on there. So you don't get the that leak over when a community finds a new and interesting game, or the attaction for people to make games for the channel.
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There's so much content on the marketplace I've not even had the chance to buy and play all the things I do want a look at, nevermind spending those points on an unknown quantity.
I don't think advertising will make much difference when these little games are competing against proper DLC and XBLA for your points.
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Anyway, re-writting:
What's "woeful" ?
And, I purchased about 10 games, because, I kinda liked them (a few a lot, some so-so), but also because I want to contribute in bringing and supporting these kinda activities. As I have my career elsewher, this is the only way to do it.
Though, the system has indeed some problems, and the worst, for me, is the amount of crap which gets published. I don't want an "internet" experience on Live. Some quality filter please, or at least, like many are asking for, a rating system.
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Damn, I knew having that moat installed would come back to bite me.
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Until Microsoft advertise their community games better and start to enforce some kind of polish on the titles, it's generally a waste of time releasing for the platform. The exception is if you want to put something out there that potential employers can look at as part of a portfolio.
Microsoft really need to advertise the good XBLC games up there alongside their arcade titles. They shouldn't make any destinction between the two as this is what has lead to consumer distrust. Maybe they should be forced to have a real look at the apple app store to see how things should be done.
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I don't blame people for not being interested in games like Clover or Tank Strike when they go to the marketplace. Innovative applications on the XBox stay at the top of the sales charts because they get people interested. They offer experiences that players can't get anywhere else on the system and they have found a niche for themselves that works. Choosing to compete with Worms or in Clover's case Sam & Max games may be a risky decision. Microsoft's XBLA store is a very calculated portfolio of products, and having a variety of game types in that portfolio means that each game does better due to its uniqueness. The
applications are untapped genres on the platform. When we release games of the same genre, we're trying to compete with established titles, when a lot of those who come to XBLCG are looking for something new. Of course we don't keep interest, because we don't offer enough new, high quality content to merit the look past screenshots. Games from the start of the service like Biology Battle and Weapon of Choice have similar issues where they competed with Geometry Wars and Contra.
Personally I'm still working on XNA games, but am going after a different approach. I'm making a game to stand out from those on XBLA or disc-based games already on the market, as well as using my own site to sell my games (which is why I wish Microsoft would introduce a more streamlined process for queuing games for download to the XBox). I'm also considering releasing my next game for PC as well.
iPhone development interests me but they are really easy to get lost in the sea of apps/games. They get such a huge userbase because the app store is the only place to get games/apps. On the XBox distribution channels for games have been around long before XBLCG, so of course it's harder for XBLCG to get that following, even if there are a lot of XBox users their loyalties are with the arcade and disc-based games where there is a higher expectation of quality.
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Even if XBLC was a lot more visible, you still need to pique the interest of punters over games on XBLA, and to do that you really need to have a product that isn't available elsewhere. Maybe this is why the massage apps have sold so well?
I wish Deejay and Stegersaurus the best of luck, but I still think that trying to make a living out of XBLC which was meant to be a hobbyist channel is just going to be too much hard work.
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Or am I just blind and its in a really obvious place that I should have noticed ages ago.
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Also http://www.xnplay.co.uk/ is a pretty good site for reviews of community games, I especially like it when they lay into some of the awful pish some people release.
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XBLA isn't really much better IMO. Just not my taste in games. I'm a bit jealous of the games that PS3 gets for download. Wipeout HD, PixelJunk games, Flower.
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As to the "hobbyist and experimenter" angle, anyone with a good idea would be best advised to save it for situation where their ingenuity has a good chance of being rewarded. Because at this stage in the development of videogames as an art and media form, truly good ideas are an incredibly valuable commodity.
For example, people were frothing over some of the little presentation/storytelling innovations in SC: Conviction. The attention that brings is (potentially) worth millions of dollars in sales, and that success will reflect upon -admittedly in a limited way- the people responsible.
Do those people deserve to be rewarded for their creativity? I say, hell yes they do.
If you agree with that proposition then you should also agree that people who bring clever and exciting stuff to XBLC also deserve recompense for their work. Arguably more so as there is less bureaucracy and management for the rewards to be shared among.
What I'm saying is IF you care about creativity and originality, please spare a little bit of thought for the people making the games on offer. Making snarky comments about them living in expensive parts of the country is just out of order. People making games aren't beholden to you, its a job of work for which they deserve a chance to make a living from.
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Also I hear MS take a CRIMINALLY disproportionate lion's share of the profits.
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Why? You shouldn't just arbitrarily reward someone for being creative, they have to make something of it too. World of Goo was genuinely interesting and worthwhile, it got focus in the spotlight because it deserved to be played next to anything on the market. Now not every Indie game needs to be World of Goo, but if your target audience is people who don't know they can get Worms or Sam and Max on the same system you shouldn't be talking about marketing.
That said I don't really think I've seen anything on the community games page on the product spotlight, so maybe there are some hidden gems worthy of a little push.
As far as pricing goes I'd be surprised if there are a lot of people who have access to the 360 but have nothing to do, so lower price points might work for brief and experimental pieces, but not for dull or unimaginative games.
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At the moment they take 30%. Considering there's no publisher sitting in between to take any more away, you end up with a pretty decent percentage.
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Ah ... thanks. (Feels very stoopid).
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My point is just that why would you work for little money, if you could get paid better doing the same job somewhere else? It makes no sense.
These devs are not having a go at the public for not buying their titles, they are just saying to MS that just dumping their titles on their service is not enough. XBLC is a business, and in their view MS are being unsupportive partners. Is that really such an unreasonable complaint?
And honestly, just because a team or individual's first title isn't something that floats your boat, it doesn't mean that their next project wont be more to your liking. The thing is though, if they lose their shirt on the first attempt its unlikely that there will be a second. Or at least not via that provider.
If small devs like these guys are unhappy and/or fail, everybody loses in the long-term. And by that I don't mean you should blindly buy their games to keep them afloat, as it doesn't address the problem they are trying to highlight. Just that a bit of moral support isn't a lot to ask, and certainly snarky comments about where they live (NOT you specifically) is totally uncalled-for.
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There's a more real problem that XBLCG lacks an identity. As a developer it's a way to release a game without some of the heavy expenses of full dev kits. But as a consumer? It's very difficult to say just what the point is, so it gets known as a place for games not good enough to be XBLA games. The highest praise I've seen for an XBLCG game is that it could be an XBLA game. If Daniel or someone else can make something to be an ambassador for XBLCG in the same way Geometry Wars and Braid were ambassadors for XBLA titles then perhaps some marketing will do some good. If not then the best that can be expected are some tweaks to how easy the service is to access, but I wouldn't expect any huge results from this.
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The problem with the service is the masses of very poor games. Since post-launch there hasn't been that many decent games released. How do you advertise a service where most of it is crap? "Come to XBLCG and the odds are you'll end up with something you'll delete in 5 seconds".
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Yes, developers are responsible for marketing their own game. Any developer is responsible for their own success, and that doesn't just mean marketing. Knowing what platform is financially viable is important, and knowing what ON that platform succeeds is important. Sure there are things that Microsoft could do that could make the service better for me personally, but that doesn't mean it's their fault if I don't succeed. I chose to make the game I made for the platform I went to. It didn't get much marketing beyond Gametrailers because frankly, the sites that cover independently developed games don't have any interest in yet another Scorched Earth game. My marketing banked on people knowing what kind of game it was at first glance, and their own memories of the genre. Things like box art, titles, and the game chosen to be made are marketing decisions. From that standpoint I did well. I didn't make enough for long term viability, but I did make a game with a good conversion rate that over 10000 people had tried in its first month on the market. It's nice to have that for my first indie retail title.
I can make just as little on the iPhone as my game would be buried under a mountain of other games. I was just at the wolffire site and saw that their game Black Shades iPhone just hit 1000 sales, after months of being on sale for a lower price than my game. I made more sales in less time for a higher price point than a more prominent company on a platform with a huge userbase. The iPhone is a VERY viable platform for some people and apple has done a great job marketing their service, but it's not viable for everyone, or even the majority of people. I think XBLCG is viable for some people as well, and developer's don't have to compete with as many people. We have a smaller development community but there are some titles that have done well and continue to sell. Most of these are "applications". Perhaps I made the wrong product for my audience. Perhaps my price points are too low. Maybe I didn't market well enough after my initial release. Either way, you can't really blame Microsoft's involvement on the success of your own individual titles. There will always be successes and failures, and trying to scapegoat your failure on your distribution channel won't help you make more successful games in the future, now will it?
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Also, I agree that the advertising is a lot to do with the developer. I'm already planning what methods I can actually use the promote it with minimal cost.
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Many people says there some gems under the general trash and it is true but if noone talks about gems gamers can't discover them.
I bought some good Community Games despite the low price and little exposure.
Here my own top 5 chart:
1) Bricks4ever - A bricks breaker game with 50 levels and many game modes; Bipolar mode is really innovative and funny [link url=http://www.bricks4ever.co m
]http://www.bricks4ever.co m
[/link]
2) Groove - A double stick shooter with a music twist I liked so much.
3) Biology Battle - A little but wel done double shooter that now has a reasonable price too.
4) Cocktail Paradise - I know it's a drinking app but who said all apps are evil? Ok I confess my alcohol addiction lol.. seriously I found a cool idea as a party tool and my friends have the same opinion.
5) Crystal Crush - A little match-three game probably noone knows, I tried, enjoied and it relaxed me.
I suppose a lot of gamers disagree with me. I just suggest to talk about good exemples of Community Games instead of crappy ones so to give a little more exposure on forums as this.