Very strange that they're 'forcing' content producers to charge for their games.
One more look at the revenue payments. Looks like they're going to be taking out an additional 10-30% of the generated revenue for promotional fees. These fees are part of the agreement that all developers will have to sign that will allow Microsoft to advertise and promote their games on the dashboard and on Xbox.com. After it's all said and done with you could be only making 40% of the revenues. Not sure how that compares with Live Arcade or other services.
Tommy McClain
“If we help you sell an absolute ton of these, it’s going to be up towards 30% [more of your total revenue],” said Satchell. “If it’s not doing so well, down towards 10%. We think the value you get from being front-and-center in our experience is a great return for that marketing fee. And what that means for you is a ton of exposure.”
Sounds like they are looking at potentially free offerings but not now. Not sure I would either if I were them at this point. They are providing the hosting service, storage, security, bandwidth, etc. Until they can build up the ad market around community games, it would be a big money sink if most people published a bunch of free mostly junk games.
Yeah, but now they can have a bunch of not-free mostly junk games that no one will buy. Plus, most game portals already work with free games and already offer most of what you described.
Do you need to pay to access the store as well, either via Gold accounts or that XNA account thing?
Alternatively, how much money will MS make from millions of free downloads...?Agreed. Maybe they're doing this to weed out all the fluff? Who knows
Pricing structure is painfully weird - why is size the deciding factor? Fill your simple game with huge, uncompressed assets and get paid more for it. A tiny procedurally created infinite world will be worth less. Seems MS thinks people value quantity over quality.
Other than that, it's a great opportunity for homebrew.A group can get together and try their luck with a Live! title without needing a complex publisher relationship, yet with a more receptive market than an indie PC title.
Okay, that makes padding counterproductive.It doesn't work quite like that. If your game is <= 50MB, you can charge 200, 400, or 800 MS points. If it's > 50MB and <= 150MB, you can only charge 400 and 800 for it. So padded your game out would only serve to give you less pricing options
Hmm, yes, that has changed the landscape somewhat. Tools free for non-commercial use will not be usable, and the actual cost of development is likely pushed up somewhat. In a way, it's forcing a more professional take I think. You will have some outlay, and you will be asking for people's money. You will thus, presumably, want to provide a more commercial product to recover costs.I still wish there was an option to have games for free though...I'd been basing my current project on the assumption that we would be giving our game away for free, but not now that free isn't an option I've had to reconsider things. Simply giving away all the revenues to a charity seems like a good option for my case, although I'll have to see if Softimage will let us keep using ModTool for free.
In you're in the compfortable position of not needing the money at the moment, another option is to invest it in future products where you can be more adventurous. May be able to grow a good little business from here, then be your own boss!
Alternatively, how much money will MS make from millions of free downloads...?
As for the "no free games" issue, I guess you could always pack a load of content into the free trial. Seems like a reasonable enough loophole to me anyways..
I understand that allowing free games will require some kind of different revenue model like advertising, donation, whatever. If they're getting millions of downloads, then I'm sure some kind of advertising could be just as lucrative.
Tommy McClain
I also don't think that the interface will be free of ads for things that aren't XNA games.