XBLC games not "financially viable"
"Market is too small," says Clover dev.
Clover developer Binary Tweed believes the Xbox Live Community Games market is too small to be "financially viable", and that the service's only use is as an "arena for proving concepts".
"It's a shame to say that Clover has not sold as many copies as we'd hoped for. As it stands, through Community Games alone, we definitely won't recoup costs," Binary Tweed boss Daniel Jones told Digital Spy.
"Frustratingly enough, the critical reception to the game has been good," he added, as if reading Eurogamer's Clover review aloud. "The size of the XBLCG market is prohibitively small to be financially viable, so I can only see it being of use to Binary Tweed as an arena for proving concepts."
The Xbox Live Community Games channel arrived last November as part of the New Xbox Experience. The idea is to let XNA-tooled community developers create games, share them and vote the best examples to the top and to release. The goal was to democratise game development.
But Daniels argues that all this has produced is a glut of Xbox 360 applications, and that people don't head to the channel looking for games at all.
"The problem is that the Community Games market is just too small," said Daniels, "and the people buying titles via the service don't seem at all interested in games.
"In the first week of Clover's release, the top 10 CG titles were made [up] of eight applications, RC-Airsim (which seems to be having a self-fulfilling prophecy at the top) and one edutainment game," Daniels offered.
Clover costs 400 Microsoft Points (GBP 3.40 / EUR 4.80) and is available to download now. You can find out more about making a game for the Community Games Channel on the XNA Creators Club website.
Check out our Xbox Live Community Game roundup to see what the world has been making.
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Comments (47) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Hopefully the user ratings will help. At least people will have an idea of what's worth trying.
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Create an UK account, buy it. It will then be available to all accounts which logs on that 360.
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I'm guilty of that myself, I've hunted downand played the demos of plenty of weird games on there. An adventure game with no gameplay, a game with no graphics, only sound and a few music creators and screensavers.
It'll be hard for decent products to get recognition on there. The good games don't get enough exposure, they're hardly reviewed at all on most sites. Microsoft need to allow developers to 'gift' games to reviewers, at the moment if you want to review a game on there you have to buy it. They need a better system of community ratings too, plus maybe something like a ratio of people who played the demo to bought the full game.
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I personally feel that XBLA has only come "good" in the last six months or so, prior to that I was very unimpressed with the quality of most of the games I tried. There was the odd gem but the impact was diluted by the sheer amount of dross, mainly naff ancient arcade ports and an excessive of samey puzzle games. Now though I'm finding myself buying more and more games especially with the likes of Wallace & Gromit, Sam & Max, Banjo-Kazooie, Banjo-Tooie, OutRun Online Arcade, The Maw and so on. All of those meet the standards I expect from a boxed release so I'm more than happy to buy them. Can't wait to play the Secret of Monkey Island redux either. Good times.
Is there any quality control at all with XBLC games or does anything get published?
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I felt the same, but then I tried it and realised I preferred Utterly Butterly after all.
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Also it's sad to say it, but the lack of achievements is another thing that will put people off buying.
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Also, I reckon that the rating system will help a lot.
That said, we have set our target for xbla with xblcg as backup. Money is definitely an issue for us as we had to put our game in the fridge and start working on something smaller because of it. Still great fun but far from ideal.
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Still, I've bought several, good titles. Groov is realy relaxing (can't figure out if the guy's a good musician or programer).
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I thought the whole point of community games was that they were cheap and had no baring on development houses.
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Ratings should help Community Games though.
I also think that what MS charges for selling them for you can seem pretty silly.
I would love an XBL web interface on my computer though, being able to view XBLA and XBLCG in a proper store website, buying them and then have them available for download next time I sign in onto XBL on my X360.
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It's a different angle though: a Playstation devkit is quite cheap compared to an Xbox360 one (which is required for a full-blown XBLA game), and as far as I know Sony don't have you jumping through hoops with regard to what you NEED to do in your games to pass certification.
Back on topic: while XBLC games might not be "financially viable", they're probably still more financially viable than an equivalent XBLA game. And if your game is good enough, that XBLA contract may just come along anyway.
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Regarding Clover, well... it just wasn't very good. The main character was like something out of South Park and animated awkwardly, the backgrounds were nice but the menus, buttons, popups etc were very very rough. The gameplay and collision were just ropey.
When someone puts a very good game on the system and complains about lack of income then I sit up. But you have to wonder 'did it not sell because it just wasn't a good game?'
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And as for making games for a £1, that'd be okay if the effort needed to develop a game was about the same as putting together a ring tone. You have to ship a lot of volume to make it worthwhile at that price.
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Hopefully things will change once Microsoft create the new ratings system and make the channels more like an app store than a navigation nightmare.
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Also, OF COURSE it's not commercially viable! I thought the whole point was to give individuals a chance to publish their work, rather than businesses trying to make money!
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This is for people who want to make games themselves with the only cost being their time and hardwork.
I'm sorry, but as with the Weapons of Desctruction guy complaining about how much the wages cost for 2 years of development, if the game has required that much effort then it needs to go the XBLA route. Unless of course, it's not good enough.
It does need a ratings system certainly, and it would help if more websites reviewed the quality releases every month. Maybe then it would be more viable as a business for a team of programmers who are incurring costs.
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It's not available in every Live-enabled country. Can do the "work arround" I posted above, though.
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A problem, nice as it is to have for consumers, is that the games are cheap and expected to be cheap. Pick the best titles on the system and if they were developed for the PC, they'd be going for two to three times that price and folk wouldn't bat an eyelid. $19.99 a game is pretty much expected (and the developer will tend to get a larger cut if selling direct). If you could price a game at 2000 MSP on XBLC, you'd struggle for sales.
Slightly ironic, given that the big releases are traditionally cheaper on PC than console.
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I think it's mainly up to the community to change that, but it would also help if we had some kind of rating and filtering system.
But even so, I don't think these developers should be expecting their games to make any real money, or anything like that. I was always under the impression that the point of the community games was to get your name and your work out there. I mean, if you can show an employer that you already have an indy game up on Xbox Live, and it's at least made some amount of money or is kind of popular, then that's a huge advantage. But if these guys are only releasing their games on here to try and make money, I think they're being a little niave.
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Comments really is full of 'tards :/
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Number two - there's (still) no voting system on XBL.
Number three - there's no recommend a friend option on XBL
Number four - the apps and edutainment titles offer 'something new', as opposed to more of what we get in terms of games that can be found elsewhere on XBL. For example, most games on the service just can't compete with Outrun for 800pts, and Mega Drive games for 400.
Number five - there's little visibility of the XBLCG service from the 'top' of the NXE interface. you have to hunt for it.
Normal people aren't even aware that it exists, and I forget about it until I read an article like this. Even so, I've not yet purchased anything from the service, and I'm not spending my points on anything but the best stuff. The 360 simply has TONNES of quality games content, and I don't have time to play everything I've bought so far. This is probably why they should release it on PS3 - their fanboys will appreciate it more.
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That might be a way of stimulating some interest in a game you develop, then charge for a followup. Or make it free for a short time, bit like iPhone games.
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Renaming it Indie Games is a good move ("Community Games" sounds like something that takes place in a village hall), but I think the main problem is that a lot of people are really narrow-minded in their tastes and won't consider anything that isn't in 3d with lots of 'splosions.
I think someone said in the Community Games thread in the forum that it's a shame your friends can't see what you're playing when it's one of these games, which I have to agree with: I think that'd have a pretty big impact.
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They can see, though. Assuming the game's been released and is approved, I think the rich presence info is something like:
Community Game
Shawns Cat Simulator
Score: 23
Online - Joinable
[edit: the above taken direct from Shawn Hargreaves' blog]
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Yeah, sure.
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I've been away from this site for a while, but I'll definitely check out those reviews.
I think giving achievement points is another thing that would help.. but that would probably create the problem of "buy my game for an easy 200 points".
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I totally agree with you there. It all just sounds like sour grapes on their part. Perhaps next time they should try making a game people will want to buy.
There are some great little games on there and I've bought a few myself. All the game pages feature screen shots and you can trial them all, so it's fairly easy to seperate the wheat from the chaff.
Johnny Platforms Biscuit Romp is a firm favourite of mine, and Orbyx - Mystic Orbs of Chaos is a very good Peggle clone.
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It's a different angle though: a Playstation devkit is quite cheap compared to an Xbox360 one (which is required for a full-blown XBLA game), and as far as I know Sony don't have you jumping through hoops with regard to what you NEED to do in your games to pass certification.
I'd read (on the internet so add salt as required) that they were much the same, mind you that was about a year ago. What do they cost?
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No idea but Sony cut the price by half and I think the actual requirements to be able to buy one in the first place are far more relaxed. I know for Xbox360 development you NEED to be on the registered developer programme to even be allowed to buy the machine in the first place. I too got all my info from the 'net.
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