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		<title>The Broken Top Downloads List Problem</title>
		<link>http://indienerds.com/wordpress/?p=1301</link>
		<comments>http://indienerds.com/wordpress/?p=1301#comments</comments>
		<pubDate>Mon, 04 Oct 2010 20:07:48 +0000</pubDate>
		<dc:creator>Gerald Terveen</dc:creator>
				<category><![CDATA[DevTalk]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[broken top downloads list]]></category>
		<category><![CDATA[Explosionade]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[indiegame]]></category>
		<category><![CDATA[Mommy´s Best Games]]></category>
		<category><![CDATA[Nathan Fouts]]></category>
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		<guid isPermaLink="false">http://indienerds.com/wordpress/?p=1301</guid>
		<description><![CDATA[When you are a small Indie developer creating only a few games per year for the Xbox Live Indie Games channel the number of sales you get from one game can have quite an impact on the future of your company. So if the platform you release your game to adds obstacles to the already [...]]]></description>
				<content:encoded><![CDATA[<p>When you are a small Indie developer creating only a few games per year for the Xbox Live Indie Games channel the number of sales you get from one game can have quite an impact on the future of your company. So if the platform you release your game to adds obstacles to the already tough job of selling your game it´s really a problem. Nathan Fouts from Mommy´s Best Games is the head behind some of the coolest indie games available on the XBLIG channel and today his new game &#8220;Explosionade&#8221; was supposed to be released into the peer review, the final stage of any indie game to be published to the marketplace.</p>
<p>The game is ready and still he decided to wait &#8211; he allowed us to bring the reasons for his decision to indienerds and it´s a very interesting read for those curious to learn a bit of the struggles of an indie dev on the Xbox. To read Nathan´s insightful article on the broken top downloads list hit the MORE button.</p>
<p><span id="more-1301"></span></p>
<p><strong>Great news &#8212; <em><a href="http://www.mommysbestgames.com/explosionade.html" target="_blank">Explosionade</a> </em>is finished and ready for you to play! The bad news &#8212; I&#8217;m not going to release it till the Xbox Marketplace is less broken.</strong> Sorry, but I want the best launch possible, and when the Top Downloads  list isn&#8217;t up to date, it&#8217;s a crappy time to release a game to Xbox Live  Indie Games. <em>(Gamers, jump to the end for when it will release; Developers&#8211;read on)</em></p>
<h3><em> </em>What&#8217;s Top Downloads?</h3>
<p>On  the Xbox 360&#8242;s Dashboard, there are many digital marketplaces from  which you can download games. If you go to the Indie Games section  you&#8217;ll see several game lists including <strong>New Arrivals</strong> and <strong>Top Downloads</strong>.  New Arrivals shows the most recent 20 Xbox Live Indie Games uploaded to  the service. As the name implies, Top Downloads shows the 20 games that  are currently downloaded most. Think of Top Downloads as <strong>&#8220;Most Popular&#8221;</strong>.</p>
<p>The <strong>Top Downloads</strong> list is powered by the sales and trial data compiled by Microsoft from  the day prior. So for instance, if today is October 3rd, typically sales  data would be available for October 2nd some time in the afternoon. Top  Downloads always should reflect gamers choices the day before. That  way, if a new game enters the New Arrivals list, then by the next day,  if it has lots of gamers checking it out, it will also be in the Top  Downloads list.</p>
<p>There are currently over 1,300 games available on the XBL Indie Games  channel. Several games are released each day. Often times a game will  only spend a few days in the New Arrivals list. If it hasn&#8217;t garnered  enough attention, it will slip off that visual list, and buried in the  &#8220;Browse All&#8221; list where only the most determined gamers will seek it  out.</p>
<p><img class="aligncenter size-full wp-image-1302" title="new_arrivals_explainer" src="http://indienerds.com/wordpress/wp-content/uploads/2010/10/new_arrivals_explainer.jpg" alt="" width="500" height="726" /></p>
<h3>Why Aren&#8217;t You Releasing <em>Explosionade </em>Yet?</h3>
<p>If we released <em>Explosionade </em>today,  but the Top Downloads list is not updating properly we will miss a huge  chance for more sales.We love making games as a full time business. If  we have a bad launch for <em>Explosionade</em>, it will greatly hurt our potential to carry on.<br />
Basically the way the  NewArrivals/Top Downloads system works is more adventurous gamers sift  through all the releases that enter the New Arrivals list. Some of these  games get downloaded by more gamers than others. If a game gets  downloaded enough, it will show up in the Top Downloads list. From  having data from <em>Weapon of Choice</em>, <em>Shoot 1UP</em>, and from  talking to other XBLIG developers it&#8217;s apparent having a game in the Top  Downloads list can get you many more trials than slipping off all  easy-to-find lists.</p>
<p>When Top Downloads is stuck, it&#8217;s true some games are high in the  list and get more downloads then. But eventually gamers will recognize  the list is stuck (when sometimes data doesn&#8217;t update for over a week)  and gamers begin to ignore the channel more as it&#8217;s obvious something&#8217;s  broken. Even though some games initially benefit from the list being  stuck, eventually all games suffer from lower traffic.<br />
.</p>
<h3>How Do You Know the Top Downloads List Is Broken?</h3>
<p>One  way is to simply check the Top Downloads list itself on the Xbox each  day and see if the Top 20 are identical. That&#8217;s pretty tedious to do, so  if you are an XBLIG developer with a released game, you can simply  check your sales data for any of your games and see if it reports data  from the day prior. For instance, it&#8217;s 11pm EST on October 3rd, but  sales data for both <em>Weapon of Choice</em> and <em>Shoot 1UP</em> is only  up to date till October 1st. The sales data drives the Top Downloads  list. If sales data is late, the list is not updating. If you don&#8217;t have  any games released you can follow <a href="http://twitter.com/MommysBestGames" target="_blank">Mommy&#8217;s Best Games on twitter</a> or <a href="http://twitter.com/#search?q=%23xna" target="_blank">others</a>, or check the <a href="http://forums.xna.com/" target="_blank">XNA forums</a>.<br />
.<br />
Also, I <a href="http://mommysbest.blogspot.com/2010/04/shoot-1up-daily-sales.html" target="_blank">publicly share sales data for <em>Shoot 1UP</em></a> from which I hope other developers can glean some marketing strategies   and understand the XBLIG marketplace better. I also try to mark every   time sales data is late in the <em>Shoot 1UP</em> spreadsheet (over to the right of the date).</p>
<div id="attachment_1305" class="wp-caption aligncenter" style="width: 486px"><img class="size-full wp-image-1305" title="s1up_sales_data_late" src="http://indienerds.com/wordpress/wp-content/uploads/2010/10/s1up_sales_data_late.jpg" alt="" width="476" height="417" /><p class="wp-caption-text">To the right, you can see days data was late, or partial, which translates to a broken Top Downloads list.</p></div>
<p>What late data means in concrete terms is any games  released on October 2nd are getting less potential representation. The  following games were released on the 2nd:<br />
<a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067a/" target="_blank">Sniper Defense</a></p>
<p><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067a/"></a><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067b/" target="_blank">Superspace 2</a></p>
<p><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067b/"></a><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067c/" target="_blank">Excruciating Guitar Voyage</a></p>
<p>Any interest gamers showed for these game is lost until the list updates again.<br />
If we had released <em>Explosionade </em>yesterday, it would be missing potential time in the Top Downloads list and potential sales.<br />
.</p>
<h3>So When Are You Releasing <em>Explosionade</em>?</h3>
<p>Sales  data has been spotty since September 28th, which means the Top  Downloads list has been spotty in terms of reflecting gamers interests.  In months past, the Top Downloads list has stayed stuck for days,  sometimes over a week.<br />
I really want to release <em>Explosionade, </em>as  I publicly announced we could release by October 4th (Monday). It was  ready in time for review earlier this weekend, but I&#8217;ve been waiting  till Top Downloads is functioning properly.</p>
<div id="attachment_1306" class="wp-caption aligncenter" style="width: 410px"><img class="size-full wp-image-1306" title="Explosionade_screen1" src="http://indienerds.com/wordpress/wp-content/uploads/2010/10/Explosionade_screen1.png" alt="" width="400" height="225" /><p class="wp-caption-text">Explosionade in all it&#39;s alien-stomping glory.</p></div>
<p><strong>I&#8217;m hoping the list will start updating again properly by Monday evening. If it is, I&#8217;ll put <em>Explosionade</em> into review, and if the game passes review, it will probably be available Thursday morning, October 7th. </strong><br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/VwFJrJfBsY8?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/VwFJrJfBsY8?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Above all, I really love the freedom the Xbox Live Indie Games channel  affords developers to make console games. It&#8217;s a fantastic marketplace  that has really come into it&#8217;s own with stand out titles like <em>I MAED A GAM3 W1TH Z0MB1ES!!!1</em>, <em>Miner Dig Deep</em>, <em>Breath of Death VII</em>, <em>Protect Me Knight</em>, <em>SoulCaster</em>, <em>Inferno</em>, <em>Decimation X</em>,  and many more. I love developing games for the XBLIG when the system  works and I want the service to continue. But if Top Downloads keeps  getting stuck it&#8217;s going to eventually impact developers and gamers and  the channel will suffer.</p>
<p><strong></strong><strong>UPDATE:</strong></p>
<p>The story was covered <a href="http://www.eurogamer.net/articles/2010-10-04-explosionade-dev-says-xblm-is-broken" target="_blank">here on eurogamer.net</a>. Here and around the web, some questions were presented I thought I&#8217;d explain with the original article.</p>
<p><em>&#8220;Why don&#8217;t you just release it after the dashboard is working?&#8221;</em><br />
Currently to submit a game to XBLIG it has to enter peer review. This  system has worked very well as over 1,300 games have been submitted with  a very low percentage of crashes. But to pass through the review it  takes several days. At any given point the dashboard could break&#8211;even  right when it&#8217;s out of your hands and shows up freshly on the list.  There&#8217;s no developer control here, it&#8217;s all up to Microsoft to fix the  the broken dashboard.</p>
<p>.<em>&#8220;Who&#8217;s to say you&#8217;ll be in the top list?&#8221; </em><br />
I&#8217;m not saying <em>Explosionade</em> will automatically be in the Top  Downloads, it&#8217;s more that the possibility of getting into that list is  basically removed completely for our game and anyone else releasing a  game when the dashboard is broken. The system breaks down for new  releases&#8217; potential when Top Downloads is stuck.</p>
<p><em>&#8220;But it only happens every month or two, what&#8217;s the big deal?&#8221;</em><br />
Any breaking is too often. A digital distribution system lives dies by  it&#8217;s useability and the reflection of current traffic. Look at any good  website or marketplace from CNN to YouTube to Gamespot. There is always a  section of &#8216;most popular&#8217; which needs real-time data to survive and  where most people go first. If this most popular section is broken,  sites and markets lose traffic. As I mentioned earlier, once the game is  released the developer has not control over it. If the list is broken,  they will lose traffic and possible sales.</p>
<p>Source (used with permission):<br />
<a href="http://mommysbest.blogspot.com/2010/10/top-downloads-is-broken-delaying.html" target="_blank">http://mommysbest.blogspot.com/2010/10/top-downloads-is-broken-delaying.html</a></p>
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		<slash:comments>7</slash:comments>
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		<title>&#8220;There Is No Honor Here&#8221; &#8211; James Silva</title>
		<link>http://indienerds.com/wordpress/?p=1105</link>
		<comments>http://indienerds.com/wordpress/?p=1105#comments</comments>
		<pubDate>Sat, 18 Sep 2010 02:28:27 +0000</pubDate>
		<dc:creator>Gerald Terveen</dc:creator>
				<category><![CDATA[DevTalk]]></category>
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		<category><![CDATA[I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1]]></category>
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		<guid isPermaLink="false">http://indienerds.com/wordpress/?p=1105</guid>
		<description><![CDATA[It happens quite often that developers get into a rage about games that don´t live up to the true indie spirit and instead just go for the fast buck. Using cheap methods to gain attention instead of creating games that are awesome enough to stick out with brillance. One developer that for sure is not [...]]]></description>
				<content:encoded><![CDATA[<p>It happens quite often that developers get into a rage about games that don´t live up to the true indie spirit and instead just go for the fast buck. Using cheap methods to gain attention instead of creating games that are awesome enough to stick out with brillance.</p>
<p>One developer that for sure is not the kind going for a fast buck is James Silva from <a href="http://www.ska-studios.com/" target="_blank">Ska Studios</a> &#8211; and with hit titles like <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585502a6/" target="_blank">I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1</a> or <span><a href="http://www.xbox.com/en-US/games/d/dishwasherdsxboxlivearcade/" target="_blank">The Dishwasher: Dead Samurai</a></span> under his belt his games certainly stick out through brillance. The fast buck is just the result &#8230; and he has earned it. Lately he wrote a nice article about the honor behind creating real indie games &#8211; or the lack thereof with so many titles that recently hit the Xbox Live Indie Games channel.</p>
<p>Read his very interesting rant right after the &#8220;MORE&#8221; button (or you might miss his cute (or something) drawing!).</p>
<p><span id="more-1105"></span></p>
<h3 style="text-align: center;">There Is No Honor Here</h3>
<p>Lately I’ve gotten a bit obsessed with the concept of <em>honor</em> in indie game development.  Perhaps the term “honor” seems a bit  antiquated what with seppuku being out of fashion and honor killings  being outright worst-thing-ever-and-not-in-a-funny-way, but I think <em>honor</em>–or  the lack thereof–is precisely the concept that irks the heck out of  hardworking indie game developers who are, you know, doing things the  hard way.</p>
<p>There’s this spectrum in my head.  I tried to draw a nice looking  graph, but as it turns out I’m no good with graphs, so I compensated by  making it cute or something:</p>
<p><a rel="lightbox[2452]" href="http://www.ska-studios.com/wp-content/uploads/2010/09/spectrumsmall3.jpg"><img class="aligncenter size-full wp-image-1106" title="spectrum" src="http://indienerds.com/wordpress/wp-content/uploads/2010/09/spectrum.jpg" alt="" width="600" height="574" /></a>Dictionary.com did not agree with me, but I feel like a perfect antonym for opportunism is <em>idealism</em>.   Which is a perfect fit for this: idealistic game making is all about  following some artistic vision of yours to completion.  And it’s  painfully cliché to say this, but idealistic game making is about  staying true to yourself, which is honorable, while compromising your  dreams for quick cash is not.</p>
<p>The guy on the left is Archibald Wintersfield.  He sells children to  sweatshops, acts as middleman for blood diamond sales, and just put <a href="http://forums.xna.com/forums/p/58507/358658.aspx" target="_blank">Avatar Zombie Massage Online 2</a> into peer review.  He’s an <em>opportunist</em>.</p>
<p>The guy on the right is Kip Skyler.  He’s inventor who hopes that  technology will solve everything, ever, and makes up for his small  stature with ingenuity, even though his inventions typically lack mass  appeal.  He’s an <em>idealist</em>.</p>
<p>Idealistic game development is when you say to yourself “jeez, I’d <em>love</em> to play a game like this.”  And then you make it.  Opportunistic game  development is making games solely to make the most amount of money  possible.  A more common phrase for opportunist game development is  “cash grab.”</p>
<p>Since Xbox Live Indie Games has launched, there have been a few waves  of cash grabs.  Before the first massage game launched, XBLIG (then  XBLCG) seemed very innocent and promising!  It was a fresh platform with  plenty of promise; developers were pouring their blood, sweat and tears  into their awesome artistic visions.  Unfortunately, the first game to  attract a lot of attention for financial success was a massage game.</p>
<p>So the opportunism commenced.  When Avatars support launched, the  platform got hit by a rash of embarrassingly bad me-too Avatar games.   Word got out that zombie game sold well (<a href="http://www.ska-studios.com/2010/08/23/z0mb1es-infects-rbn/" target="_blank">cough</a>)  so now the embarrassingly bad me-too Avatar games actually got to look  pretty good next to the obscenely more embarrassingly bad zombie games  that were hitting the service, while a smattering of uninteresting games  with stock photos of hot girls (it’s like <a href="http://www.headsethotties.com/" target="_blank">headsethotties</a> on your Xbox360!) and uninteresting apps turned up.</p>
<p>No open[ish] platform is safe.  The iPhone app store is always  inundated with this stuff; the latest trend I’ve been seeing are those  locate-a-phone-number “prank” apps.  Facebook is so strangled with Mafia  Pirate Who Cares Wars apps created by a <a href="http://www.geekosystem.com/zynga-is-evil/" target="_blank">developer that epitomizes opportunism</a> that I may be tempted to forcibly confiscate the throat of the next person who invites me to grow radishes with them.</p>
<p><strong>Why do so many idealistic games fail?</strong></p>
<p>Idealistic games have far more complex visions than opportunistic  games.  Usually the visions are too complex, so fledgling developers  give up or turn to the dark side of dishonorable game development.  In  XBLIG playtest it’s very common to see ambitious, idealistic games where  some aspect of the execution is just not there.</p>
<p>Another common trap of idealistic game development is for developers  to lose track of the gamer experience.  The more deeply you get mired in  obsessing over in clean, scalable program organization (which is a good  thing) or optimizing performance (also a good thing) the farther you  get from focusing on the big-picture gamer experience.  Bugs aside,  what’s under the hood doesn’t matter a bit next to what the gamer gets  to play.</p>
<p><strong>Why do so many opportunistic games succeed?</strong></p>
<p>Opportunistic games are opportunistic because they are <em>easy to make</em>.   The whole concept of the cash grab is that a relatively untalented  person with relatively little effort can grab all of the cash.  There is  no honor there!</p>
<p>A little fact I haven’t put much emphasis on (partly because I mostly don’t know if this is <em>always </em>true  or have any data other than a bit of chatter to support this) is that  the me-too cash grabs stop working once the market gets saturated,  which, in a world of dishonorable devs, is pretty rapid.  So, if you  make yet another opportunistic abomination hoping for a piece of the  cash grab (like <a href="http://kotaku.com/5381571/the-xbox-massage+makers-money-sex-toys--indie-backlash" target="_blank">these guys</a>)  you’ll more likely than not find yourself in a state of abject dishonor  (the vernacular is “sold out”) with nothing to show for it.</p>
<p><strong>What if I’m a shameless opportunist at heart?  I stay true to myself while making opportunistic games!</strong></p>
<p>Then you probably have no soul and are just a bag of meat and neurons  (I have a theory about this, teleportation, and the end of the world).   Convince me you’re normal all you want, but I know you’re just going to  turn into the <a rel="lightbox[2452]" href="http://cache.gawker.com/assets/images/io9/2009/10/510beautiful1.jpg" target="_blank">bad guy from Event Horizon</a>.</p>
<p><strong>Z0MB1ES is a Crimsonland ripoff, and Dishwasher rips off SOMETHING I’m sure, aren’t you a dishonorable opportunist as well?</strong></p>
<p>That can be argued, but those games were hard to make, I made them  from one of those crazy idealistic visions I’ve been ranting so often  about, and if they were truly shameless, opportunistic ripoffs, gamers  would eschew them in favor of the originals.</p>
<p><strong>How do I make sure my idealistic, creative, and <em>honorable </em></strong><strong>game doesn’t fail?</strong></p>
<p>The most common pitfall that I see ambitious, idealistic games fall  into is scope trumping execution.  It’s fairly easy (trust me, I’ve had  my fair share of personal experiences with this) for a developer to get  married to the epic vision that’s impossible to fully realize, where a  scaled down (tightened!) game concept would let that dev put way more  effort into fine tuning and perfecting the gameplay.  Tighten up the  vision and spend some time on perfecting the overall experience; if the  result causes gamers to get excited about <em>your</em> <em>vision</em>, the satisfaction you’ll receive will be just… yeah.  <em>Amazazing</em>.</p>
<p>There’s honor out there.  It’s not easily achieved, but if you stick to the path, the rewards are <em>awesome</em>.</p>
<p><em>&lt;/pretentiousgururant&gt;</em></p>
<p><em><a href="http://indienerds.com/wordpress/wp-content/uploads/2010/09/james.jpg"><img class="size-thumbnail wp-image-1109 alignleft" title="james" src="http://indienerds.com/wordpress/wp-content/uploads/2010/09/james-150x150.jpg" alt="" width="150" height="150" /></a>James Silva from <a href="http://www.ska-studios.com/" target="_blank">Ska Studios</a></em></p>
<p><em>Twitter: <a href="http://twitter.com/skastudios" target="_blank">@skastudios</a></em></p>
<p><em>original source (used with permission): </em></p>
<p><em></em><a href="http://www.ska-studios.com/2010/09/17/there-is-no-honor-here/" target="_blank">http://www.ska-studios.com/2010/09/17/there-is-no-honor-here/</a></p>
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		<title>XBLIG vs. XBLA</title>
		<link>http://indienerds.com/wordpress/?p=816</link>
		<comments>http://indienerds.com/wordpress/?p=816#comments</comments>
		<pubDate>Sat, 04 Sep 2010 14:44:29 +0000</pubDate>
		<dc:creator>Gerald Terveen</dc:creator>
				<category><![CDATA[DevTalk]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[Binary Tweed]]></category>
		<category><![CDATA[Deejay]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[indiegame]]></category>
		<category><![CDATA[versus]]></category>
		<category><![CDATA[vs]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Xbox Live Arcade]]></category>
		<category><![CDATA[Xbox Live Indie Games]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://indienerds.com/wordpress/?p=816</guid>
		<description><![CDATA[When I roam the internet forums in my mission to give Xbox Live Indie Games (and indienerds.com) a bit more visibility, I often get asked why developers don´t just bring their titles as XBLA games. It´s a complex matter and there are a lot of aspects one has to cover in an answer. That´s why [...]]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-822" title="header" src="http://indienerds.com/wordpress/wp-content/uploads/2010/09/header1.png" alt="" width="640" height="117" /></p>
<p>When I roam the internet forums in my mission to give Xbox Live Indie Games (and indienerds.com) a bit more visibility, I often get asked why developers don´t just bring their titles as XBLA games. It´s a complex matter and there are a lot of aspects one has to cover in an answer. That´s why I think it´s best to have an XBLIG developer answer it.</p>
<p>Deejay from <a href="http://www.binarytweed.com/" target="_blank">Binary Tweed</a> is the head behind the very polished &#8220;<a href="http://www.binarytweed.com/p/clover-curious-tale.html" target="_blank">Clover: A Curious Tale</a>&#8221; adventure game available on the XBLIG channel for 5$ (400 MSP). A game that with nice graphics and a full voice-over would certainly still look good on the XBLA channel. He wrote an article about why developers walk the indie road instead of bringing their games to Xbox Live Arcade.</p>
<p>So hear comes what Deejay has to offer on the topic &#8211; right after the MORE button.</p>
<p><span id="more-816"></span>There&#8217;s a pervasive preconception that XBLA is the &#8216;place to be&#8217; for downloadable games of an indie nature. I think this has a lot to do with the aspirations of indie developers, and isn&#8217;t necessarily a point of view based in observable fact.</p>
<p>Let&#8217;s compare the two services.</p>
<p><strong>Setup Costs</strong><br />
To release a game on XBLA you&#8217;d need a development kit, which aren&#8217;t terribly cheap &#8211; last I heard they were many thousands of pounds. To develop an XBLIG title you need an Xbox 360, a PC, a live subscription, an XNA Creator&#8217;s Club subscription, and some bits of hardware for testing (memory cards and the like), totalling a few hundred quid.</p>
<p><strong>Testing</strong><br />
XBLA games need to pass Technical Certification Requirements, of which there are around 130, all of which are explicitly stated. If you can justify a good enough reason to break one, you may get away with it. XBLIG titles need to pass peer review that, whilst sometimes whimsical and overrun with pedants, has a core set of around 20 tests.</p>
<p>To illustrate how much overhead XBLA certification may add to a project, consider the number of DBP winners who have yet to see their game on XBLA, or have had their games released but took a great deal longer in doing so.</p>
<p><strong>Publishing<br />
</strong>XBLIG allows any developer with an XNA CC account and the skill to get a game through peer review to release a title. Some would argue this is the service&#8217;s biggest weakness from a consumer&#8217;s perspective, as it means there&#8217;s an unending torrent of dross and &#8216;Hello World&#8217; style games. XBLA games are published by publishers (duh!) with an established relationship with Microsoft. They get a certain number of slots to release things in the ever-more-crowded calendar, so need to be reasonably picky about what they release. Particularly outstanding games may be published by Microsoft directly.</p>
<p>The value of publishers can&#8217;t really be understated. Much like record labels in the music industry they work as quality filters, finding things that are likely to be well received and promoting them. Hence anything that a publisher (or indeed record label) promotes is likely to be received with less contempt by the press than a complete unknown.</p>
<p><strong>Royalties</strong><br />
With a publisher in the loop, revenues will be split between three parties. If an advance was paid, this will need to be recouped before royalties reach the developer. Without a publisher in the XBLIG model, revenue is split between Microsoft and developer in a respective 30/70 split.</p>
<p><strong>Penetration</strong><br />
XBLA games are available to buy in 26 countries; XBLIG in 10. There aren&#8217;t any hard figures on the matter, but small-scale research by the likes of myself and general common sense shows that there are a huge swathe of Xbox LIVE users who don&#8217;t touch the XBLIG service. Visibility of the service itself and finding games within it remain problems.</p>
<p><strong>Press</strong><br />
XBLA games get a lot of mainstream gaming media attention, and due to the fact all XBLA games are published they are likely to get a better reception from the press at initial outset. XBLIG titles are often featured in brief &#8216;ace/arse&#8217;-type articles separating wheat from chaff. The XBLIG ecosystem does benefit from a dedicated and enthusiastic fanzine-esque community.</p>
<p><strong>Sales</strong><br />
Here we are with the real kicker. Official sales data for XBLA are not released, and XBLIG sales data are provided at the will of the developer, and can&#8217;t be externally verified. Hence we should take all figures and comparisons with a pinch of salt.</p>
<p>Digging through VGChartz&#8217; sparse data isn&#8217;t going to yield anything that enables me to make any confident and accurate statements, so I&#8217;m not going to get bogged down in the numbers. Suffice to say that the biggest sellers on XBLA have generated a lot of revenue &#8211; 7 (probably 8 figures by now) for games like Castle Crashers. The poor-performers have sold as badly as the best-sellers have done well, with some titles I&#8217;m aware of selling less than 5,000 copies over a lifetime, despite advertisting campaigns, 7-figure development budgets and positive reviews. These titles are typically 800MSP or more though.</p>
<p>XBLIG&#8217;s best candidate for top seller has sold about 200,000 copies at a price point of 80MSP with Avatar Drop coming in a probable second with 120,000 copies. Considering the budget for each, I expect these have made an utterly fantastic return on investment. One only has to read the Share Your Sales Data thread on the XNA CC forums though to see the overwhelming majority of cases where games are selling tens or hundreds of copies, if that.</p>
<p>The poor ability of XBLIG to make a return isn&#8217;t limited to amateur or low-skilled developers with a sub-standard product. I know of one developer in particular who has released a series of acclaimed and popular XBLIG titles, but is bearly breaking even due to a combination of their business decisions, the cost of creating a competitive title, and the low retail value of the average XBLIG game.</p>
<p><strong>Pricing</strong><br />
XBLA titles retail at 800, 1200, 1600 and 2000MSP, but how often do we see an 800 point title these days?</p>
<p>XBLIG titles can sell at 80, 240 or 400MSP if they&#8217;re 50Mb or less; 240 or 400MSP otherwise.</p>
<p>It&#8217;s telling that experienced marketers are driving up the price of XBLA titles making the 800MSP price point a rarity, whilst those in the most crowded marketplace are racing to the lowest possible retail value.</p>
<p>The cheapest XBLIG title would have to sell ten times more copies in order to generate the same amount of revenue as the cheapest XBLA title. So whilst XBLA games still have the ability to tank, a low (relative to the platform) number of sales still brings in lot more cash.</p>
<p><strong>Technical Constraints</strong><br />
If Microsoft like you enough, there&#8217;s pretty much no limit on file size these days for XBLA. Well, I tell a lie &#8211; apparently the infrastructure doesn&#8217;t like downloadables over 2Gb, but no doubt as soon as Bungie/Activision need to do something bigger than this, the constraint will be worked around. XBLA games can include up to 200 GamerScore points&#8217; worth of achievements, as well as leaderboards and downloadable add-ons.</p>
<p>XBLIG downloads are capped at 150Mb (with fairly good reason, given the volume of titles, and the number of intermediate steps that binaries have to take through Microsoft&#8217;s servers). No achievements (again with good reason), no leaderboards, no DLC and also no auto-updating.</p>
<p>I&#8217;d argue that it&#8217;s not a clear-cut case of which service is the best choice if you&#8217;re fortunate enough to be in a position to choose between the two. Once again I&#8217;ll refrain from naming names, but there&#8217;s more than one XBLA developer looking at testing the XBLIG market.</p>
<p><strong>A bit about Deejay:</strong></p>
<p><img class="size-full wp-image-824 alignleft" title="Deejay Thumbnail" src="http://indienerds.com/wordpress/wp-content/uploads/2010/09/Deejay-Thumbnail.jpg" alt="" width="100" />Managing Director of Binary Tweed Ltd; multi-award-winning, gold-medallist, black belt shorinji kan jiu-jitsu instructor; moustache wearer.</p>
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		<title>What´s up with Windows Phone 7?</title>
		<link>http://indienerds.com/wordpress/?p=599</link>
		<comments>http://indienerds.com/wordpress/?p=599#comments</comments>
		<pubDate>Wed, 25 Aug 2010 18:57:30 +0000</pubDate>
		<dc:creator>Gerald Terveen</dc:creator>
				<category><![CDATA[DevTalk]]></category>
		<category><![CDATA[WP7]]></category>
		<category><![CDATA[Hub]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Michael B. McLaughlin]]></category>
		<category><![CDATA[Windows Phone 7]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://indienerds.com/wordpress/?p=599</guid>
		<description><![CDATA[The last few weeks I heard more and more developers talking about WP7 &#8211; so I decided to ask someone I knew is kind of an expert on the topic to explain it. So here comes what Michael B. McLaughlin  has to tell us about Windows Phone 7: Windows Phone 7 has been making big [...]]]></description>
				<content:encoded><![CDATA[<p>The last few weeks I heard more and more developers talking about WP7 &#8211; so I decided to ask someone I knew is kind of an expert on the topic to explain it.<br />
So here comes what Michael B. McLaughlin  has to tell us about Windows Phone 7:</p>
<p>Windows Phone 7 has been making big waves in the developer community over the past few months. If you haven’t heard of it yet, don’t worry: Microsoft has been working overtime to make WP7 a phenomenal experience when it launches this holiday season and so far that’s meant focusing their attention on helping developers make some outstanding games and apps for the platform. But <a href="http://www.microsoft.com/presspass/press/2010/feb10/02-15MWC10PR.mspx" target="_blank">with all the major mobile providers and many of the best phone manufacturers already lined up</a> &#8211; WP7 promises to be an experience you won’t want to miss.</p>
<p>So what exactly is it?</p>
<p>Windows Phone 7 is centered around several hubs that integrate your digital life with your daily life. While you’ll certainly enjoy the Office hub, the Music + Videos hub, the Pictures hub, and the People hub (for all your social networking), you will absolutely love the Xbox LIVE-integrated gaming hub!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/-7tRSR8Cfhw?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/-7tRSR8Cfhw?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>keep on reading after the more button&#8230;</p>
<p><span id="more-599"></span>Now you can play games, earn achievements, and climb your way up the leaderboards of some of your favorite Xbox 360 games no matter where you are. Of course the gaming hub isn’t just Xbox LIVE: many of your favorite Indie titles are already well on their way to appearing on the Windows Phone 7 platform thanks to the power of the XNA framework that underlies both platforms. Thanks to the ease and simplicity of the XNA development tools, you can expect many wonderful games to be on the marketplace when WP7 launches in a few months with many more coming steadily in the months following its release as developers learn how to harness the power of the amazing hardware specs that all Windows Phones are required to meet. From the powerful 1GHz+ processor to an 800&#215;480, capacitive four-point multi-touch screen, to DirectX 9 hardware acceleration through the GPU, not to mention the (at a minimum) 5 megapixel camera, built-in accelerometer, and cellular and wi-fi connectivity, amongst other things (like a built-in FM radio), even the most basic of models will contain some serious hardware.</p>
<p>Microsoft has been involved in the pocket computer and smart phone industry for over a decade, starting with the Pocket PC platform in April of 2000. To date their mobile products have seen wide use in the enterprise market but consumer devices have been a different story. Enter Windows Phone 7, a complete redesign from the ground up.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="505" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/MdDAeyy1H0A?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="505" src="http://www.youtube.com/v/MdDAeyy1H0A?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>With its clean and vibrant Metro interface providing a beautiful, modern-looking interface, the Phone is a pleasure just to look at. But it goes well beyond a pleasant surface.</p>
<p>You’ll hear a lot more about Windows Phone 7 as the holiday season approaches. Personally, I’m already liking what I see.</p>
<p>Links</p>
<ul>
<li><a href="http://www.machackpc.com/headline/xbox-live-gaming-titles-for-windows-phone-7-unveiled-hands-on-videos/" target="_blank">http://www.machackpc.com/headline/xbox-live-gaming-titles-for-windows-phone-7-unveiled-hands-on-videos/</a></li>
<li><a href="http://www.engadget.com/2010/08/16/xbox-live-launch-titles-for-windows-phone-7-finally-revealed-we/" target="_blank">http://www.engadget.com/2010/08/16/xbox-live-launch-titles-for-windows-phone-7-finally-revealed-we/</a></li>
<li><a href="http://www.youtube.com/results?search_query=wp7dev" target="_blank">http://www.youtube.com/results?search_query=wp7dev</a></li>
</ul>
<p>&#8212;&#8212;&#8212;&#8211;</p>
<p>Michael B. McLaughlin retired from a career as a lawyer in 2009 in order to pursue his lifelong passion for programming. He is currently building a small studio dedicated to building Xbox LIVE Indie Games and Windows Phone 7 games and apps. He blogs primarily on programming-related topics at <a href="http://geekswithblogs.net/mikebmcl/Default.aspx" target="_blank">geekswithblogs.net/mikebmcl</a> and tweets regularly <a href="http://twitter.com/mikebmcl" target="_blank">@mikebmcl</a>.</p>
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