J-Snake
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« on: April 13, 2013, 02:53:39 PM » |
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What is your impression on the general mood on xblig now. Do you feel it will close down anytime soon or remain until the next generation of consoles makes some ground. When you have a xna game done, do you feel it is worth the work registering and dealing with xblig in addition to the revenue you might get from various services for the pc.
The questions might seem more or less general but they might help.
Also I don't see dream build play for this year, missed additional motivation.
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Udderdude
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« Reply #1 on: April 13, 2013, 03:13:19 PM » |
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Microsoft already canned support for XNA. The writing is on the wall, it's basically doomed.
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J-Snake
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« Reply #2 on: April 13, 2013, 03:37:21 PM » |
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XNA still works as it is though.
My main concern is that I don't know how many bad games there are on xblig and how many player visit this service on average. If it is already polluted with 2000+ bad games and the players turned off by that it will be hard to get noticed, I guess.
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« Last Edit: April 13, 2013, 03:46:52 PM by J-Snake »
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Udderdude
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« Reply #3 on: April 13, 2013, 03:57:30 PM » |
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As a way to get exposure to a larger player base, it's not bad. As a way to make money, it's not even close to a good option.
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J-Snake
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« Reply #4 on: April 13, 2013, 04:04:35 PM » |
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Don't see the logic since a larger player base would imply more money. I am not giving it out for free on there.
There are 20+ millions of user on xbox live. But my concern is that the xblig is buried and harder to find so I wonder how many of them visit it.
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« Last Edit: April 13, 2013, 04:26:18 PM by J-Snake »
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moi
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« Reply #5 on: April 13, 2013, 05:20:04 PM » |
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If you can release a game fast then go for it, most indie hipsters like to deride xblig, but it's one of the best ways to monetize a indie game, not on the same level as steam of course, but a lot easier to get on board, and if your game doesn't suck, you're practically guaranteed a few hundred dollars, if the game is really good a lot more than that. Definitely much better than releasing a flash game. If you need more than 6 months to develop the game, then I wouldn't do it , since the nex xbox is on the way (although, the service will probably remain profitable for a couple years)
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subsystems subsystems subsystems
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J-Snake
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« Reply #6 on: April 13, 2013, 08:32:12 PM » |
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It is only for TrapThem. There are only few games I want to accomplish in my life. I am not a spammer.
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moi
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« Reply #7 on: April 14, 2013, 03:05:54 AM » |
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subsystems subsystems subsystems
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feminazi
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« Reply #8 on: April 14, 2013, 03:35:41 AM » |
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all you have to do is render your pacman game with minecraft looking blocks and it'll do fine
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J-Snake
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« Reply #9 on: April 14, 2013, 05:53:04 AM » |
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Looking how a service-test called "Procrastinating Squirrel" sold over 200 copies in its first weekend I think I have nothing to lose at least.
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moi
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« Reply #10 on: April 14, 2013, 05:57:54 AM » |
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Don't assume anything about what people will buy. XBLIG is really trial by fire
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J-Snake
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« Reply #11 on: April 14, 2013, 09:22:37 AM » |
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Gateways looks interesting, I wonder how puzzle games are doing on average there.
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moi
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« Reply #12 on: April 14, 2013, 09:56:08 AM » |
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not good
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J-Snake
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« Reply #13 on: April 15, 2013, 06:47:02 AM » |
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Looking up their forum, it looks like a dire place to develop games for. Several people have payout problems and ms seems to abandon replying/fixing their problems(wonder if it is a tiny minority though), also many links don't work anymore.
Looks like ms still needs to keep the store for some reason, may be just for preventing an outrage from devs already registered on there.
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Gregg Williams
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« Reply #14 on: April 15, 2013, 06:54:50 AM » |
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Payout issues, report delays/no reports, frozen dashboard lists are all common. I'm still refusing to develop another XBLIG after our last game there got picked up by Kotaku, and should of been featured in the dashboard under a special category for a week or two, but instead the list never got updated, until the next round of selections.
Of course if you want to make a game that uses avatars.. or is a minecraft clone.. there might be some decent money there.
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J-Snake
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« Reply #15 on: April 15, 2013, 07:11:33 AM » |
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If my game makes like 100 Euro per month for some months to come it was already worth it.
I might try to set it up in a weekend. I also guess it works similar to the app-market. 80 mspoints is likely to bring more income than a bigger price-tag.
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J-Snake
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« Reply #16 on: April 17, 2013, 03:25:10 AM » |
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It would be of help if someone knows xblig received some new members without issues recently. On their page there seems to be some newcomers having trouble to get the payment deal after registration (which already costs you the annual fee, I guess). They just get no response from MS.
I wonder if it is just a minority. So if you know of a/some recent members having no problems let me know.
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« Last Edit: April 17, 2013, 03:30:17 AM by J-Snake »
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J-Snake
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« Reply #17 on: April 17, 2013, 03:47:33 AM » |
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I am not asking about this. I am asking about the complete registration with the payment deal afterwards. So that you are allowed to deploy to the xbox and get paid according to sales.
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J-Snake
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« Reply #18 on: April 17, 2013, 12:27:21 PM » |
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Currently Playstation Mobile Program looks more attractive to me. I fear Microsofts incompetence (the main thing for them is my credit card works).
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Richard Kain
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« Reply #19 on: April 17, 2013, 04:03:43 PM » |
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XBLIG has been a growing dissapointment over the years, and with the drop of support for XNA, things just don't look good.
It really is a shame. It was a fine idea, and the early implementation seemed like it was heading in a positive direction. But Microsoft just wasn't willing to promote or support it properly. They buried it, almost as if they were embarrassed of the community they had helped to create.
In terms of profit or exposure, just about any other platform is better. You'll have better luck on PC, OSX, Linux, Android, iOS, PSN, or even the upcoming OUYA. XBox just isn't the place for indie development anymore.
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