Xbox Live Indie Games

Source: Wikipedia, the free encyclopedia.

Xbox Live Indie Games (XBLIG; previously called Xbox Live Community Games, XBLCG) were video games created by individual developers or small teams of developers released on

New Xbox Experience, and as of November 2014, over 3,300[1] games had been released on the service, many receiving media attention. All Indie Games currently require the user to be logged into their Xbox Live account to initiate the start-up of each game. Indie Games were not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board
, and the prohibitive expenses involved. The Xbox Live Indie Games program did not continue with the release of the Xbox One, and the marketplace for these games was shuttered on October 7, 2017.

History

Initial tools for the development of games on the Xbox 360 platform were bundled in the XNA Game Studio Express 1.0, released in December 2006, as a means of introducing newer programmers to the steps in game programming.[2] Additional releases of the XNA Game Studio added further features with the core software libraries, but the created games were limited to the developer's own console unit and could not be shared with others. During the Game Developers Conference in February 2008, Microsoft announced that it would be bringing the Xbox Live Community Games service to Marketplace, allowing these games to be shared with others.[3] According to Microsoft's David Edery, portfolio planner for Xbox Live Arcade's, the company envisioned the Community Games as a way for programmers to bring niche experimental games to wider attention without justifying the cost of a full Arcade title with only a limited audience, while still potentially earning some money for the effort.[4] Edery also cited the Community Games as a potential differentiator from either of the PlayStation Store and WiiWare services.[4]

A closed beta of Community Games was introduced on May 21, 2008, limited to Premium members of the XNA Creators' Club.

New Xbox Experience on November 19, 2008.[6] Upon the release of XNA 3.1, Microsoft changed the games to "Xbox Live Indie Games" with hopes that it will help increase the "understanding and discoverability" of user-created games.[7] After the fourth quarter Dashboard update in 2010, the Indie Games tab on the Marketplace was moved to the "Specialty Shops" section of the dashboard, away from where regular Xbox Live Arcade titles would be shown. Independent developers that published through the Indie Game service were concerned that this move reduced the visibility of the games, leading to lower sales and fewer incentives to develop for the series.[8] Microsoft stated that the move was designed to benefit independent game developers, highlighting such games through the Specialty Shop tab.[9][10] However within a week, Microsoft quietly reverted this change, moving the Indie Games tab back to the main "Game Marketplace" section.[9] Currently, the most successful game on XBLIG is DigitalDNA Games' CastleMiner Z, which was the first title on the service to reach one million paid downloads.[11]

Game development

Xbox Live Indie Games were developed under certain distribution restrictions:

  • The binary distribution package must be no larger than 500 MB, upgraded from the original 150 MB, as of January 4, 2012.[12][13]
  • The games are priced at 80, 240, or 400 Microsoft Points (approximately US$1, $3, and $5, respectively). Games larger than 150 MB (previously larger than 50 MB) must be priced at least 240 Microsoft Points as of the January 4, 2012 update.[13] Prior to the August 2009 update, the pricing structure was set at 200, 400, or 800 Microsoft Points (approximately US$2.50, $5, and $10, respectively).[14]
  • An eight-minute trial period is enforced for Indie Games, after which, if the player has not yet purchased the game, the game will end and inform them they need to purchase the full version to keep playing. The developers have no control over this trial period.[14] This limit was initially four minutes but feedback from players and developers extended the trial period.[15]
  • XBLIG titles lack some of the features found in XBLA games. XBLIG games do not have
    Xbox Live Avatars.[17]
  • XBLIG developers were only allowed to publish up to eight titles, but as of January 4, 2012, the limit has been raised to twenty.[13]

Indie Games were created and added to the Xbox Live service by a four-step process:[2][16]

With an August 11, 2009, update to the Xbox Live system, Xbox Live Indie Games supported user ratings, a feature which was also applied to other content in the Xbox Live Marketplace.[17]

Most XBLIG games had been developed by students or hobbyist developers, who have invested a minimal amount of money, including the yearly fee for the App Hub membership, to develop their games.

Elite Gudz to relaunch the game with gameplay improvements and ports to mobile devices.[23]

While distributing for XBLIG was relatively easy, games on the platform often made very small earnings, compared to other platforms, prompting many indie developers to move on from the Xbox 360 platform.[24] Zeboyd Games, who developed Breath of Death VII and Cthulhu Saves the World for XBLIG, ported the games to Microsoft Windows about a year and a half later; within six days of their release on the Steam platform, the Windows-version sales, roughly $100,000, had surpassed the previous year-and-a-half sales from XBLIG.[25]

Promotions

Developers had come together to promote Xbox Live Indie Games with community driven promotions featuring select games, called the

Indie Games Uprising III" which took place during September 2012.[26] On September 28, 2015, the Uprising returned with a tribute page showcasing developers that got their start on XBLIG and are now working on projects for Xbox One, PlayStation 4 and Wii U thanks to the platform.[27]

End of service

As Microsoft transitioned from the Xbox 360 to the Xbox One, the Xbox Live Indie Games program was not brought over to the new platform. The XNA software was discontinued in 2013, and in September 2015, Microsoft emailed developers outlining the end-of-life of the Xbox Live Indie Games program.[28] The Indie Games Marketplace was originally scheduled to be shuttered on September 29, 2017; users that had already purchased these games could continue to play and download the titles.[29] However, due to player demand, Microsoft extended the shutdown date until October 7.[30] Microsoft has stated they are interested in helping to bring more successful titles from the program into their Xbox Live Creators Program, part of their ID@Xbox indie game initiative, to help preserve these titles.[30]

Notable games

References

  1. ^ "Indie Games". Retrieved November 8, 2014.
  2. ^
    Gamasutra
    . Retrieved June 8, 2009.
  3. ^ Martin, Matt (May 20, 2008). "Microsoft: User created games will help us leapfrog WiiWare and PSN". Games Industry. Retrieved June 8, 2009.
  4. ^ a b Martin, Matt (May 20, 2008). "Xbox Live Arcade's David Edery". Games Industry. Retrieved June 8, 2009.
  5. ^ Martin, Matt (May 21, 2008). "Microsoft kicks off Xbox Live Community Games beta". Games Industry. Retrieved June 8, 2009.
  6. Gamasutra
    . Retrieved June 8, 2009.
  7. ^ "XNA Game Studio 3.1 is here!". Microsoft. June 11, 2009. Archived from the original on June 15, 2009. Retrieved June 11, 2009.
  8. ^ Valjalo, David (November 2, 2010). "Indie Game Devs Concerned By 360 Dashboard Changes". Edge. Retrieved December 20, 2010.
  9. ^
    Gamasutra
    . Retrieved December 20, 2010.
  10. ^ Dutton, Fred (November 2, 2010). "Microsoft: new 360 dash helps indies". Eurogamer. Retrieved December 20, 2010.
  11. ^ Hinkle, David (September 17, 2012). "CastleMiner Z cracks one million, still fastest-selling XBLIG". Joystiq. Retrieved September 17, 2012.
  12. ^ Dutton, Fred (January 4, 2012). "Microsoft increases XBLIG game size limit". Eurogamer. Archived from the original on February 7, 2020. Retrieved January 4, 2012.
  13. ^ a b c XNA Game Studio Developer Education. "Happy New Year, Xbox LIVE Indie Games!". Microsoft Developer Network Blogs. Archived from the original on January 8, 2012. Retrieved January 4, 2012.
  14. ^ a b c "XNA Creators Club Online FAQ". Microsoft. Archived from the original on April 28, 2009. Retrieved June 8, 2009.
  15. ^ "Trial Mode Increasing From Four Minutes to Eight Minutes". Microsoft. December 19, 2008. Archived from the original on April 29, 2009. Retrieved June 8, 2009.
  16. ^
    Gamasutra
    . Retrieved June 8, 2009.
  17. ^
    Gamasutra
    . Retrieved June 11, 2009.
  18. ^ Langley, Ryan (March 30, 2009). "XBLA: GamerBytes Analysis: XNA Community Games Sales Data Revealed". Gamer Bytes. Retrieved June 9, 2009.
  19. ^ Klepek, Patrick (July 22, 2008). "Microsoft Shows How To Make Money With 'Community Games'". MTV. Retrieved June 8, 2009.
  20. ^ Kee, Tameka (March 30, 2009). "paidContent.org – The Harsh Economics For Indie Game Developers". Washington Post. Retrieved June 8, 2009.
  21. ^ "Download History Now Available!". Microsoft. March 28, 2009. Archived from the original on March 31, 2009. Retrieved June 8, 2009.
  22. ^
    Gamasutra
    . Retrieved June 8, 2009.
  23. ^ Nelson, Jared. "Upcoming 'Techno Kitten Adventure' – File Under W for "WTF?!"".
  24. ^ "Xbox Live Indie Games: no way to make a living". Ars Technica. July 2011. Retrieved July 15, 2011. So, no, chances are you won't be able to quit your day job by releasing a game on XBLIG. And, yes, virtually all of the developers we spoke to are considering moving on from the platform.
  25. Gamasutra
    . Retrieved July 19, 2011.
  26. ^ "Summer Uprising". XBLIG: Summer Uprising.
  27. ^ "XBLIG Tribute". Indie Games Uprising.
  28. Gamasutra. UBM plc
    . Retrieved September 9, 2015.
  29. ^ Moyse, Chris (September 12, 2017). "Xbox Live Indie Games closes at the end of the month". Desctructoid. Retrieved September 28, 2017.
  30. ^ a b Hood, Vic (September 29, 2017). "Xbox Live Indie Games gets stay of execution". Eurogamer. Retrieved September 29, 2017.

External links