Xbox Live Indie Games
Encyclopedia
Xbox Live Indie Games are user created video games released on Microsoft
Microsoft
Microsoft Corporation is an American public multinational corporation headquartered in Redmond, Washington, USA that develops, manufactures, licenses, and supports a wide range of products and services predominantly related to computing through its various product divisions...

's Xbox Live Marketplace
Xbox Live Marketplace
The Xbox Live Marketplace is a virtual market designed for Microsoft's Xbox 360 console that allows Xbox Live members to download purchased or promotional content...

 for the Xbox 360
Xbox 360
The Xbox 360 is the second video game console produced by Microsoft and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles...

. The games are developed using Microsoft XNA
Microsoft XNA
Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system...

, and developed by one or more independent developers that are registered with App Hub. Unlike other Xbox Live Arcade titles, these are generally only tested within the local creator community, have much lower costs of production, and generally are less expensive to purchase than other Xbox Live Arcade titles. The service was released to widespread use alongside the New Xbox Experience, and , over 1,600 games have been released on the service, many receiving media attention. Indie Games are not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board
Australian Classification Board
The Australian Classification Board is a statutory classification body formed by the Australian Government which classifies films, video games and publications for exhibition, sale or hire in Australia since its establishment in 1970. The Australian Classification Board was originally incorporated...

, and the prohibitive expenses involved.

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. 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
Game Developers Conference
The Game Developers Conference is the largest annual gathering of professional video game developers, focusing on learning, inspiration, and networking...

 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. 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. Edery also cited the Community Games as a potential differentiator from either of the PlayStation Store
PlayStation Store
The PlayStation Store is an online virtual market available to users of Sony's PlayStation 3 and PlayStation Portable game consoles via the PlayStation Network. The Store offers a range of downloadable content both for purchase and available free of charge. Available content includes full games,...

 and WiiWare
WiiWare
WiiWare is a service that allows Wii users to download games and applications specifically designed and developed for the Wii video game console made by Nintendo. These games and applications can only be purchased and downloaded from the Wii Shop Channel under the WiiWare section...

 services.

A closed beta of Community Games was introduced on May 21, 2008, limited to Premium members of the XNA Creators' Club. Community Games were introduced with the New Xbox Experience on November 19, 2008. 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. 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. Microsoft stated that the move was to designed to benefit independent game developers, highlighting such games through the Specialty Shop tab. However within a week, Microsoft quietly reverted this change, moving the Indie Games tab back to the main "Game Marketplace" section.

Game development

Xbox Live Indie Games are developed under certain distribution restrictions:
  • The binary distribution package must be no larger than 150 MB.
  • The games are priced at 80, 240, or 400 Microsoft Points (approximately $1, 3, and 5, respectively). Games larger than 50 MB must be priced at least 240 Microsoft Points. Prior to the August 2009 update, the pricing structure was set at 200, 400, or 800 Microsoft Points.
  • 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. This limit was initially four minutes but feedback from players and developers extended the trial period.
  • XBLIG Games lack some of the features found in XBLA games. XBLIG games do not have achievements or leaderboards, nor are they listed on a player's "Gamer Card". However, such games can be integrated with other parts of the Xbox Live Experience, including using multiplayer support, game invitations, and game information on friend lists. XNA also includes support for Party Chat and Xbox Live Avatars.


Indie Games are created and added to the Xbox Live service by a four-step process:
  • Create - Games are written in C# or Visual Basic .NET
    Visual Basic .NET
    Visual Basic .NET , is an object-oriented computer programming language that can be viewed as an evolution of the classic Visual Basic , which is implemented on the .NET Framework...

     http://create.msdn.com/en-US/education/catalog/sample/game_state_management using the XNA Game Studio
    Microsoft XNA
    Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system...

     framework, allowing the developers to debug and test their game internally before release. The final code is compiled into a single binary package.
  • Submission - The developer uploads their binary to the App Hub website, during which they can specify metadata for the game such as the target region for release, the cost they wish to offer the game, media for the game that can be displayed in the Marketplace screens, and suggested content ratings for the game.
  • Playtest - Initially not part of the beta program for Indie Games, the playtest phase allows for developers to allow the game to be played by Premium members of the App Hub for a week, giving them feedback which they can use to revise their submissions prior to the peer review process.
  • Peer Review - Indie Games must undergo peer review before they are released to the service. These are performed by other developers on the Indie Games service, who review the game for unacceptable content, game instability, and other factors that would be detrimental for wide release on the service, though these reviewers do not attempt to qualify the quality of the game itself. Reviewers also provided suggested content ratings for the games, similar to the submission phase. Games require multiple trusted reviews before they are released. Rejected games can be resubmitted using feedback provided by the reviewers. When the program moved out of beta phase, which was limited to the United States, and into wide distribution, covering both North America and Western Europe, the peer review process was amended to include additional review for games that support multiple languages.
  • Release - Games that pass the Peer Review are released onto the service. Developers receive 70% of sales of the game, with Microsoft retaining the right to an additional 10-30% of the sales if they have decided to market the game further. However, until they have worked out how to factor in the benefits of the marketing efforts, Microsoft has promised to maintain the 70/30 split for all games.


With an Aug 11th 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.

Most XBLIG games have 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. However, at least one game has incurred much larger development costs: Biology Battle
Biology Battle
Biology Battle is a game for the Xbox 360 and PC written using C# and XNA.-Gameplay:The main gameplay mechanics of Biology Battle are similar to other Dual Stick Shooter games such as Robotron, Smash TV, and Geometry Wars.-Production:...

by Novaleaf, developed by Novaleaf Software, took eleven months to complete the game with development costs just under $100,000. The game was originally planned as a standard Xbox Live Arcade title, but was rejected by Microsoft about seven months into the project; Novaleaf decided to press forward and release the game as an Indie Game. Another game, Techno Kitten Adventure
Techno Kitten Adventure
Techno Kitten Adventure is a Side-scrolling video game developed by creative design studio Elite Gudz and 21st Street Games for the iOS App Store and Xbox Live indie games market. In the game, players control a flying kitten that must avoid obstacles and distractions timed to techno music...

, was developed by a smaller developer, XMONOX, who then partnered with design studio Elite Gudz
Elite Gudz
Elite Gudz is an independent game and creative studio based in New York, NY. They are best known for their top-downloaded iPhone app, Graffiti Spray Can, and the top rated & top download Xbox Indies title Techno Kitten Adventure...

 to relaunch the game with gameplay improvements and ports to mobile devices.

Recent reviews suggest that, while distributing for XBLIG is relatively easy, games on the platform often make very small earnings, compared to other platforms, prompting many indie developers to move on from the Xbox 360
Xbox 360
The Xbox 360 is the second video game console produced by Microsoft and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles...

 platform. Zeboyd Games
Zeboyd Games
Zeboyd Games is a developer of 8-bit and 16-bit-style 2D role-playing games that was created by Robert Boyd. It is most known for its two recent 2D role-playing games, Breath of Death VII and Cthulhu Saves the World.-Epiphany in Spaaace!:...

, 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.

Promotions

Developers have come together to promote Xbox Live Indie Games with community driven promotions featuring select games. To date there have been two "uprisings", the "XBLIG Winter Uprising", which took place during December 2010, and the "XBLIG Summer Uprising" which started on August 22, 2011.

External links

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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