MS: XBLC games "poised to break out"

Into "proper money making territory".

Microsoft's Charlie Skilbeck believes Xbox Live Community Games are "poised to break out" and that we're turning the corner toward developers making real money on the channel.

"I'm fairly sure nobody has made a million bucks yet, but I'm fairly certain it's only a matter of time," Skilbeck, a developer account manager, told a Develop Conference audience during his Community Games for Fun and Profit talk today.

"We're getting to the point now where we can see a momentum behind the platform that we think is definitely going to catapult it into proper money-making territory. We know there are multiple games that have made a profit already."

One of those games that hasn't, however, is Clover, whose maker Daniel Jones is an outspoken critic on the "financial validity" and "woeful marketing" of the Community Games - now Indie Games - service.

"Those guys," Skilbeck added, addressing Tank Strike maker Daniel Steger as well, "I understand they're upset, they've made a lot of effort and it hasn't done what they expected. But I know it has exceeded expectations for others."

Skilbeck said he felt that, like the iPhone App Store, the Indie Games channel is getting over the initial wave of "junk" and apps that come with running an "unmanaged portfolio". Quality projects are close, he said, claiming that he knows "plenty" of multi-month, multi-man projects in development right now.

"We can expect the quality bar to start rising rapidly," boasted Skilbeck. "It's definitely poised to break out."

Apparently over one million people have downloaded the XNA Game Studio tools and the graph of submissions is "rising rapidly". "It's getting real traction now," said Skilbeck, who announced that 338 games are approved for download today. And that number, he added, is likely to grow "substantially".

Skilbeck wouldn't bet on a timeframe for us to see these "commercially viable" projects from more ambitious teams, however.

Another criticism levelled at the Indie Games channel has been exposure for the games. Skilbeck isn't aware of any changes being made to the dashboard to address this, but reckons the soon-to-be-implemented community ratings will help dramatically.

"What we're going to see is the community rating feature make a big difference. We expect that to change the game completely, in terms of being able to find the gooduns. That's the problem, right? With the community ranking feature I think we're just going to suddenly see the real gooduns become really visible."

Migrating to Xbox Live Arcade is another possibility, but to do this a game must have a publisher. Going it alone is "not happening any time soon", and there are added costs to doing so. But if that is the goal, then the Indie Games channel can be used as an effective prototyping tool.

"This is an extremely cheap way to prototype ideas," said Skilbeck, who reckoned a day or two was all one would need to produce a "simple", working project. And, he added, "A really good community game will trump any CV."

Skilbeck wasn't sure about developing and selling solely for PC using XNA, and suggested focusing on Xbox 360 as early as possible in the development cycle. You'll need a premium version of the XNA Game Studio to do so, however, plus a retail Xbox 360 to play your game on. Still, the combined cost of this shouldn't be more than 200 quid.

The Game Studio recently also updated to version 3.1, adding Avatar and Xbox Live Party support - an anticipated feature Skilbeck said will arrive on Xbox 360 with the next dash update, whenever that is.

Natal, too, will eventually be supported, although Skilbeck explained there is a "lag" between feature release and XNA support - Avatars being a case in point.

Comments (13) Latest comment 3 years ago

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  • kangarootoo #1 3 years ago

    "proper money-making territory"

    As opposed to "not actually making money"?


    This will always be a difficult balance. The more open a distribution system is, the more tat there will be on it and the harder it will be to find the good stuff. Does XBLC even have a rating system? MS need to start developing systems that will float the quality stuff to the top, then maybe it will become a viable starting point for a small developer to make money.
  • Concrete #2 3 years ago

    "A really good community game will trump any CV."

    Yes because working on your own to create a simple game is a great indicator of an individual's ability to work as part of, and contribute to the large teams required in modern game development . .
  • asphaltcowboy #3 3 years ago

    It's never going to work until MS put a decent system in place for ranking and sorting games, and marketing them properly (on the dashboard at the very least)!
  • kangarootoo #4 3 years ago

    "Yes because working on your own to create a simple game is a great indicator of an individual's ability to work as part of, and contribute to the large teams required in modern game development . ."

    Strawman. A good community game doesn't demonstrate the LACK of ability to work in a team, any more than doing bugger all does. But producing a community game demonstrates a certain amount of self motivation and self organisation, which an employer WILL be interested in.

    And contributing to a large team varies in importance depending what your job is. Some people can be very good at completing the tasks farmed out to them to a high standard, without ever really getting involved in team discussion and problem solving. It just depends what their job is.
  • LowEnergyCycle #5 3 years ago

    @Concrete

    So if - for example - you were interviewing two guys for a job in a development studio. And Guy A had a published game on XBLC that he made in his bedroom whilst working part-time in a factory. And Guy B had nothing but a glowing CV full of experience working in a team... You'd actually pick Guy B?

    Seriously?

    Having a game at all, even just a demo or proof of concept, is surely better than any written CV and would be an advantage over anybody that didn't have one. That it could be endorsed by MS is even better.
  • #6 3 years ago

    Into "proper money making territory".?
    They won't be making any money from me.
  • Psychotext #7 3 years ago

    There's a lot of good stuff on there... but that's not going to make the slightest difference if people are overwhelmed by all the shite on the service. Get the user ratings up... sooner rather than later.

    [Edit - Apparently I can't spell.]
    Edited by 1 at 14/07/09 @ 18:36
  • the_dudefather #8 3 years ago

    @LowEnergyCycle

    I would choose the guy with the best suit
  • MKorkia #9 3 years ago

    Is XBLC actually available somewhere? Anybody? UK, US only?

    Even Wikipedia page doesn't tell anything about it's availability.

    So, release it first, break out then...
  • MightyMouse #10 3 years ago

    I might be way off here, but it feels like there are maybe too many platforms for these kind of indie games and so they're getting spread too thinly? Like I say just a vague feeling.
  • KDR_11k #11 3 years ago

    So will we actually see them in Germany then?
  • TRUTH #12 3 years ago

    I never thought of buying download games but have ended up buying SF II HD, Ikugaura, Metal Slug, Rez HD, Braid and will be getting Marvrel Vs Capcom 2. Like the idea that old games have been getting the HD treatment, as you don't have to fork out quiet a bit for the originals that are spread over different formats. Hoping that SF III gets the HD treatment (SF IV seemed to cheesy!)
  • Concrete #13 3 years ago

    @ Lowenergycycle

    Well to be honest, the industry is so small that I will usually ask people who have worked with the glowing CV guy and if they rate him then we'll take him on. It's not that creating games isn't an achievement, but normally we are looking to recruit a specialist in a certain area with proven experience in that role. Obviously if looking to scale up a team with more generalists/lower level guys over a greater time frame then I'd consider an enthusiast for sure.
  • Stegersaurus #14 3 years ago

    How do I keep getting bundled up in the "anti XBLCG" crowd? I'm working on my second game for XBLCG. I feel like I need to keep reiterating this, but I don't think I'm in the same boat as Daniel Jones (the one who made Clover). I think that XBLCG can be a viable marketplace, you just need to know who your audience is, and be strategic in your development. *I* take responsibility for myself when I don't make a profit off my work. I'm not upset with how Microsoft has been running XBLCG, and clearly Microsoft is still working on XBLCG.

    I'm also interested that Natal will have eventual support. I know it's a while off but I'm curious on how they will handle the Natal interface.