GDC08: Microsoft announces "community arcade" and XNA Zune games


Recommended Posts

Joystiq

GDC08: Microsoft announces "community arcade"

At Microsoft's GDC 2008 keynote address, the company announced a "community arcade" allowing user-created games to be distributed to Xbox 360 owners worldwide. "Now, 10 million people on Xbox Live get to play your game," said Microsoft Game Developer Group General Manager Chris Satchell. Free trials of these community created games should be available on Xbox Live "immediately" according to Satchell.

"For the first time, community games will be distributed through Xbox Live," Satchell said. "'Xbox Live Community Games will give creators a huge audience to share their creativity with. Game distribution will be democratized, allowing the community to control the content. Create, Submit, Peer Review, Play are the four key steps ... We want creativity to flow through this pipeline.

Users will be able to upload games using a Gamertag-like "creator identity" which will keep track of your game creation history. Creators can use descriptive sliders to describe a game's content, and peer reviewers can also evaluate the content for appropriateness.

At the keynote, Satchell showed off a short demo of user-created game Jellycar (pictured below), featuring an adorable bouncy, 2D car that drives along on a sketchpad, bouncing up and down on a cartoon road.

I guess it really was a "youtube for gamers" and not a shroud behind that curtain. :p

Sounds really cool. :D

And Also XNA gaming on the Zune

GDC08: XNA games coming to Zune

Microsoft's Chris Satchell just announced that XNA Game Studios games can also be made for Zune. He showed off a brief demo of Zauri ? a topdown shooter. XNA Zune games can also support custom soundtracks (this is an MP3 player after all). Satchell promises that you'll be able to take games from Windows, to Xbox, to Zune. No word on the availability of this functionality on Zunes; more as we know it.

Joystiq

And more info Here

Edited by Corris

Yes they are. Now, if i could stop being lazy and finally make my XNA games (2 in mind, no I'm not telling you what they are lol).

I thought the XNA stuff was for licensed developers only. Don't you have to pay to get this dev kit?

I think students at universities have one year access or something along that. A new initiative. Don't know where that link on neowin is.

The XNA tools are free to download. You can download them and start writing games that work on Windows today.

If you want to run your games on an Xbox 360, you need to pay the $99 / year fee for the Creator's Club. My understanding from the XNA FAQ is that you will need this subscription in order to submit games to the Community Games service for others to download. In all, I don't think $99 is too high of a barrier to entry for developers, and assuming they offer a service by which you can sell your games - I think that fee can be easily recouped. I also think it'll help weed out spammers and such, encouraging a higher quality bar as the developer will have to invest at least that much into the game before submitting it.

Users will not need to pay the Creator's Club fee in order to download / purchase games written by Creator's Club members via the service.

What I don't know is if there will be other distribution mechanisms for non-CC members. For example, whether I could e-mail you a copy of my game instead of having to upload it to the service, wait for peer review, etc. My guess is that initially the answer there will be no. But I could be mistaken, all I know is what they've posted in their FAQ and via their announcements.

how may good games will come from this? i cant imagine a lot.

I'm betting there will be a lot of cool things just like you see on the web - a la Line Rider and such. I'm also hoping that with the added benefits of being on a console (big market, game controls, Live networking, easy local multiplayer) that you'll see lots of great stuff coming out of it.

In fact, I bet you'll see a lot of indie studios doing things like you currently see on Live Arcade, but with an expedited release cycle and lower barrier to entry.

I think you may also Live Arcade games become more focused on bigger names / studios and such.

You forgot one of the best parts! With XNA 3.0, developers can target the Zune devices!

Xbox Live games coming to Zune

Someone posted it in back page news so I didn't really see the need, but since you asked I can add it onto the bottom of the post.

I am really happy about this, it's a PERFECT opportunity for budding developers such as myself to get noticed. I'm certainly going to be making a few games for this, although mine will most likely be remakes of old classics rather than something really original.

FYI A number of games are already available on XBL for download and play. You need to download the XNA game launcher and then go to My Games tab and from there you can access the games.

I have been playing JellyCar past half an hour and its kinda cool!

Heh. I'll definitely be trying this out tomorrow evening (I have two exams tomorrow...). But if this stuff takes off, I don't even know if Sony could come up with something to match it. They're development SDK's aren't exactly new-user friendly so far as I've heard :p

Xbox will be the franchise of choice for new developers :yes:

-Spenser

Heh. I'll definitely be trying this out tomorrow evening (I have two exams tomorrow...). But if this stuff takes off, I don't even know if Sony could come up with something to match it. They're development SDK's aren't exactly new-user friendly so far as I've heard :p

Xbox will be the franchise of choice for new developers :yes:

-Spenser

Yup and if MS can come up with a nice revenue sharing model, then Indie devs will show much more interest in the platform.

I already know a couple of friends who want to do something new with XNA for their college projects!

FYI A number of games are already available on XBL for download and play. You need to download the XNA game launcher and then go to My Games tab and from there you can access the games.

I have been playing JellyCar past half an hour and its kinda cool!

Mine keeps saying I need to buy a subscription before I can get in :/

how may good games will come from this? i cant imagine a lot.

although i could well be pleasantly surprised...

Portal was made by a bunch of university students ;)

Well, I got it working in the end (insert something about Europe getting screwed). I've only downloaded 2 games so far and I love them both :D

JellyCar - A very interesting little game. Nice, cute art style. Easy to get to grips with. Pretty fun and a nice challenge :D I liked the option to change the art style a lot, I thought that was really good. I'm not too sure about it's long-term appeal, though. I think it needs a few more gameplay elements to make it something a bit meatier but still accessible and fun.

The Dishwasher - This I wasn't expecting. For some reason, when I think violence and gore I think ultra-realistic COD4-style. The Dishwasher is nothing like that. The art style reminded me of those Pon and Zi comics, but much darker, in a weird kinda way. The way the story is told thrugh comics helps enhance the visual style, whilst providing a smart way of avoiding ballooning the file size with cutscenes. Beautifully drawn, deliciously gory, satisfyingly horrible finishing moves. This just became my most wanted XBLA game (Y)

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Yes, it was amusing at the time because even then dbrand was well known for stealing the designs of products from other companies. That’s what they do.
    • Didn’t Dbrand once complain that Casetify was ripping off their designs a well? seems pretty bad of them to try and get around Valve’s copyright this way with that in mind.
    • Dbrand thought they could get away with this Steam Machine case, Valve disagreed by David Uzondu Image via Dbrand Dbrand has cancelled its highly anticipated Companion Cube enclosure for the Valve Steam Machine, which it teased back in November of last year with a concept render and sign-up page, because it did not ask Valve for permission first before manufacturing the case. According to Dbrand, it took the "backwards approach" of building the product first before asking for permission from the copyright holder. Seven months of work went into the project, requiring over a thousand engineering hours from the design team. Workers developed forty-four sets of injection molding tools, making a unique mold for each sub-component of the crate. When the Companion Cube went live on Monday last week, it, according to Dbrand, quickly became the second-fastest-selling product in the company's fifteen-year history, racking up orders for hundreds of thousands of units. Customers eagerly bought the $129.95 deluxe edition or the bare-bones $99.95 version, which the manufacturer cheekily branded as the "Poverty Cube". It was around this time that the legal eagles at Valve descended on the accessory maker with a formal demand. The developer pointed out that the iconic block design remains protected intellectual property from the game Portal, so unlicensed sales had to stop. Dbrand said that all its pleas to salvage the project with the Valve team, including proposals to run a properly licensed release under official terms "with their blessing", fell on deaf ears, so it had no choice but to obey and remove every trace of the product from the internet. If you bought the enclosure, the company said that banks will process your refund by the end of this week, but if it still hasn't arrived in your account by then, you should not hesitate to contact support. The Steam Machine itself is a high-performance console that Valve designed directly to bring PC gaming into the living room. It was announced on 12th November 2025 (the same day Dbrand announced the Cube) and runs on the Linux-based SteamOS, the same OS that powers the Steam Deck. As for the price, due to the shortage of memory and storage chips, the hardware cost landed much higher than people were expecting, starting at $1,049 for the 512 model (without a controller) or $1,128 with the new gamepad. The premium 2 TB model pushes those prices even higher, selling at $1,349 for the standalone console and hitting $1,428 if you want the bundle.
  • Recent Achievements

    • Rookie
      Almohandis went up a rank
      Rookie
    • Apprentice
      jahara21 went up a rank
      Apprentice
    • Reacting Well
      NovaEdgeX earned a badge
      Reacting Well
    • Week One Done
      NovaEdgeX earned a badge
      Week One Done
    • One Year In
      BA the Curmudgeon earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      534
    2. 2
      +Edouard
      266
    3. 3
      PsYcHoKiLLa
      148
    4. 4
      Steven P.
      97
    5. 5
      macoman
      57
  • Tell a friend

    Love Neowin? Tell a friend!