Indie developers cannot self-publish on Xbox One
polygon.com
polygon.com
http://www.wired.com/gamelife/2013/04/sony-indies/
So far everything I've seen makes PS4 a clear choice over Xbox One as a console, although I'm still curious what Valve has in mind, but it doesn't look like they are in a hurry to announce anything so could be another year or two of waiting.
The programmers are smart - I foresee a lot of good programmers going into either middleware or kickstarter.
The next gen consoles, with their power, are going to bring dynamic animation and procedural 3D environments and numerous innovative areas so that small teams can unshackle themselves from the legions of artists necessary today.
90% of paid salaries will be to people who contribute to sound, code, graphics and other things that is shipped.
Publishers have the know how and capital to devise and implement such a strategy. Don't make the mistake to assume that they are just there to take a cut of your profits without putting any value on the table.
I am not sure that developers without publisher pressure is ACTUALLY a good thing. Sometimes you need constraints to do good work.
m3mnoch.
Ah, the dream. I've heard the same thing for the last 15 years.
And AMD APUs are not very powerful beasts either, as far as I know. Not matter how tuned the whole architecture is...
If you look at how the extra power on PC is used you'll see it's the same type of games, prettier. Almost universally. I can't think of a PC game that uses performance to do something significantly new or interesting, or even do some gameplay better.
It's going to be the same this new generation too. What can we so with this extra raw power? Not much more except make the game games, prettier. Sony, Microsoft and Nintendo know this, which is why they're all pushing for second screen integration, social features, online connectivity and (especially in MS's case) motion input.
Compared to the consumer-facing mess that's XBLIG, it's hard to fault them.
Regardless, the Indie games tend to be the ones I gravitate to, for no good reason I can determine, so that's a pretty damning data point to me at least.
Personally, the locking down of the platform to destroy the used game market is a big loss, imo. Being anti-friendly to indie developers is just another data point for sure; it's still not engendering excitement about the future of the XBox.
The newer Kinect seems real neat, although I do fear what it could be used for, (emotion tracking during tv ads?)
I think it's too early to speculate on "destroying the used game market" as MS has been very vague on the exact details. Not an issue for Steam for what it's worth.
Skype integration does seem cool, after moving away from home, it's nice to Skype with the family back home, and doing it on a TV seems more personal to me than an iPad or laptop.
The instant switching feature seems cool too, will have to see how it actually performs. Right now on my tv there is 2-3 second delay while switching inputs. Quite a first world problem, but cool that they are addressing it.
To me it didn't seem like PS4 brought much new to the table, while XO seems a bit more of an evolution of the last console.
e.g. Want to put your app.net snap-in out there so people can communicate that way during broadcast events? Sorry, Twitter doesn't want it. Maybe Facebook has enough money to buy its way in, but you're SOL.
Want to do an Amazon-style "X-Ray" companion app for video content? Sorry, Microsoft is rolling their own.
xmpp chat? Nope. It's Skype-or-nothing.
etc.
The fact that these consoles have PC-like hardware make the market ripe for disruption: Now any company, like Valve and their potential steambox, can come and put a cheap AMD APU based box on the market and let publishers publish the very same games that they publish on the PS4 and Xbox One. Of course this means you will not get access to exclusive games from Sony or Microsoft, but that's been proven to be a very small amount of games every year (less than 5%).
It may be a new come-back for the PC in the living room.
Honestly, nothing much comes to mind, and most of the so-called exclusive titles like Alan Wake made it to the PC eventually.
(well, family-friendly indies at least. Don't expect to see Hotline Miami on WiiU any time soon)
Retaining developers, inspiring them, giving them proper tooling, reducing bureaucracy, and generally enabling their success -- that's a whole other ball game.
Nice thing is that Unity3d seems to have a usable port for WiiU, so it should (in theory) be much easier to developer for Nintendo. If you use Unity, you can at least reuse everything on a different platform if Nintendo launch fails.
They basically left that system to rot without supervision, and then it did. Where's the surprise in that? It's like they decided to greenlight it only so they could sabotage it and use it as proof that they don't have any reason to work with indies. It's incredibly stupid given that some of the best indie XBox Live Arcade exclusives (or former exclusives) were all built using XNA - Bastion, Fez, Dust - but they screwed those devs as hard as they could too, despite the fact that those games were partially funded by deals with Microsoft!
But yeah, it is an incredibly short-sighted decision for Microsoft to eliminate the Indie program. Some of the best new games/studios rose up through that--using C#, DirectX, and other parts of the MS toolchain--but it looks like the next generation of indies will be learning the PS4/OpenGL toolchain instead.
You should never have to choose between wrecking yourself financially or reputationally like that.
I really hope the new XBox Bro tanks super hard because of nonsense like this.
Valve wasn't having any of that pay per update deal and that's why TF2 on the 360 hasn't had anywhere near the number of updates as on PC.
MS has done a lot to hurt not just indie developers, but first party (Bungie) developers as well. Remember that ordeal with MS forcing them to release Halo 3 before it was ready and then the whole team threatened to quit?
It's sad that they've taken a digital distribution system like Xbox Live and turned it into a cash cow on both ends. They're stifling not only innovation, but regular development processes, with their blind profiteering.
This makes no sense to me. Devs don't pay Apple or Google to update their Android or iOS apps.
What kind of unearthly nonsense is this?
1) Having to pay for patches gives publishers an incentive to release less-buggy games the first time. When consoles first started enabling developers to release patches, it was fashionable for gamers and reviewers to complain about patches. Many people subscribed to the idea that patching was lazy and games shouldn't have bugs at all. These days people are more likely accept patching as a good thing, so this patch cost is really more damaging than helpful.
2) Microsoft does extensive QA on your patch (just like they do initial releases) to make sure it doesn't do anything egregious, and this process costs money. Gamers don't always care who screwed up, they will blame the console-maker. So Microsoft benefits from ensuring patches don't brick your console, etc. However, it's not exactly clear how worthwhile this process is considering the buggy patches that have come out. Surely it doesn't cost them anywhere near 10 grand to pay for the testing process.
Although the top-end games are still getting more and more expensive to produce, the quality of game that the average developer is able to make on her own has risen dramatically. You no longer have to have very specialized skills to create a great game that will sell a million copies. Publishers and console-makers don't hold the power they used to. There are so many available open channels for developers to release their games to large audiences with no interference. MS is refocusing away from the gamers who rely on them less and less, to a more broad audience.
Other similar behaviors Microsoft gets/got away with: charging gamers for the ability to play online, charging a 'licensing fee' for any game released on the system (other console manufacturers do this as well), showing advertisements while navigating the console's menus.
They do supposedly do their own TRC/QA pass on all patches, but the system is highly flawed. As Exhibit A I present Call of Duty: Black Ops 2. Quite an enjoyable multiplayer game, IMO, but despite already having a handful of updates in the half-a-year or so since release, the online is still terribly buggy. I've never seen an Xbox game with such poor networking and matchmaking (unlike every other 360 game I've played with friends, the party is always being split into different lobbies, lobbies get into weird states where you're supposedly able to join them but you can't until the party leader leaves and recreates them, etc, etc, total amateur hour shit).
From a QA perspective that game is an absolute mess, so either Microsoft's QA is worthless shit or they are willing to look the other way for games with high enough profile.
Another thing - big titles break TRC routinely. Failing CoD for a TRC is like giving a speeding ticket to Obama's motorcade. That game sells 10M and brings ~100M in licensing fees every year.
Thank God! I really do not want to spend any time learning Microsoft specific frameworks/APIs. I'm already familiar OpenGL and I rather spend my time working on the game itself rather then having to learn new APIs.
http://www.joelonsoftware.com/articles/fog0000000339.html
Is a technique that Microsoft loves doing.
From the article:
>> The competition has no choice but to spend all their time porting and keeping up, time that they can't spend writing new features. Look closely at the software landscape. The companies that do well are the ones who rely least on big companies and don't have to spend all their cycles catching up and reimplementing and fixing bugs that crop up only on Windows XP. The companies who stumble are the ones who spend too much time reading tea leaves to figure out the future direction of Microsoft. People get worried about .NET and decide to rewrite their whole architecture for .NET because they think they have to. Microsoft is shooting at you, and it's just cover fire so that they can move forward and you can't, because this is how the game is played, Bubby. <<
I've done a lot of time with OpenGL, but I won't pretend for a second that there aren't better things out there.
That said most indies are moving to using Unity 3D, so as long as Unity support for PS4 is good and licensing costs aren't too high, the low level graphics API of PS4 won't matter.
Given that the games industry is very hostile to open source and very few geeks have access to console development kits, it is no wonder the myth persists.
From Eurogamer.net:
Low-level access and the "wrapper" graphics API
In terms of rendering, there was some interesting news.
Norden pointed out one of the principal weaknesses of DirectX 11 and OpenGL - they need to service a vast array of different hardware. The advantage of PlayStation 4 is that it's a fixed hardware platform, meaning that the specifics of the tech can be addressed directly. (It's worth pointing out at this point that the next-gen Xbox has hardware-specific extensions on top of the standard DX11 API.)
"We can significantly enhance performance by bypassing a lot of the artificial DirectX limitations and bottlenecks that are imposed so DirectX can work across a wide range of hardware," he revealed.
The development environment is designed to be flexible enough to get code up and running quickly, but offering the option for the more adventurous developers to get more out of the platform. To that end, PlayStation 4 has two rendering APIs.
"One of them is the absolute low-level API, you're talking directly to the hardware. It's used to draw the static RAM buffers and feed them directly to the GPU," Norden shared. "It's much, much lower level than you're used to with DirectX or OpenGL but it's not quite at the driver level. It's very similar if you've programmed PS3 or PS Vita, very similar to those graphics libraries."
But on top of that Sony is also providing what it terms a "wrapper API" that more closely resembles the standard PC rendering APIs.
"The key is that it doesn't sacrifice the efficiency of the low-level API. It's actually a wrapper on top of the low-level API that does a lot of the mundane tasks that you don't want to have to do over and over."
The cool thing about the wrapper API is that while its task is to simplify development, Sony actually provides the source code for it so if there's anything that developers don't get on with, they can adapt it themselves to better suit their project.
http://www.eurogamer.net/articles/digitalfoundry-inside-play...
This is very true. However, I rather not spend anytime on this if I don't have to. What you are underestimating though are the quirkiness of the new API that could waste you hours and hours. i.e. Some graphics rendering may not look quite right because some unexpected limitations, etc. etc. Finding work-arounds for all those tiny quirks can be time consuming Time that you'd rather spend on the product itself.
So far I have only seen references to libGCM.
Some people spoke openly about the shitty treatment and Microsoft fucked them over as well.
In practice this meant if you had a game that ran great and worked well on PC, but had severe performance issues on the console, your only choice was to try and do very tedious printf debugging by deploying hundreds of modified executables to the console and trying them one-by-one. In comparison, native devs had access to PIX for XBox 360 which reportedly offered near-VTUNE levels of insight into CPU and GPU performance.
Constraints are fine, of course, but most of XNA's problems were not active constraints but instead negligence - promises were constantly made and then broken, whether it was promising to fix serious issues or promising to pay devs on time for game purchases.
A few things were probably going on:
1. Microsoft is all about control and process. A lot of this is justified with "security" (so devs don't add holes to the system) or "content control" (so Little Timmy isn't allowed to see giant pink ... stuff, in games) or "we've always done it this way" (which is /safe/).
2. Promotions at MS are gated by how much you're perceived to be involved in things, not necessarily by how much value you are adding. So going to lots of meetings and being visible (e.g., adding process, or being a gatekeeper) is rewarded much more than making something go smoothly. Being invisible at review time is Not A Good Thing. Therefore: lots of accretion.
3. Reviews again: "I made that thing we did last year continue to go well" is weaker than "I did whizzy features X, Y and Z". (Hell, I've done this myself). You can't appear to be sitting on your butt.
The end result is that MS becomes difficult to work with, appears to lose focus, and cycles new, somewhat flaky technology at developers at unsustainable rates. The "new shiny" of two years ago becomes a wasteland because nobody ever got a good review based on the efforts of 18 months ago.
And in exchange... a cable box? Will people even have cable in five years?
It's like they set out to design the next Xbox without acknowledging that anything other than hardware has changed since 2005.
https://twitter.com/XboxSupport3/status/336924786410278912
https://twitter.com/MrJonty/status/336924553848684544
Newer, Major Nelson has come and said that there is "no confirmation" on anything other than the ability to trade and resell games.
This move is more for quality control (plus data on the lackluster downloads of Xbox Indie games) rather than hatred for indies. Its still short sighted but it would also make Xbox One deal with less cruft of games, thereby avoiding the signal-to-noise being bad (remember all games are not silo'ed anymore.) making the game library browsing experience just generally more appealing to the mainstream customer. I doubt these demographic will miss Xbox indie-type games, heck I don't think they even visited that tab.
But I do like the intense focus on games by the PS4 camp more. Just happy that Xbox One and PS4 are now going in totally divergent paths.
I was honestly expecting both players to provide app stores where developers could submit applications, whether games or not, possibly giving them an advantage over the other platform by having more apps, better development tools, etc.
But I agree - it seems to make sense to make it easier to develop games (aka simpler, cheaper, better-designed tooling that does more heavy lifting), and add an appstore.
This is Oya's approach, and the big problem with this approach is that it doesn't really invite developers with deep pockets : developers who can actually pay to 1)develop a quality product, 2) advertise their product across mainstream media - which will drive demand of your platform.
And the final problem is that it'll be way less profitable for Oya: console games are so overpriced that they subsidize the consoles themselves. But apps can't really subsidize the iPhone - they're a low-margin business.
I think the real solution is to give away both the consoles and the games, but charge a monthly subscription, and divvy it up based on engagement in games. It'll be the new cable tv: $25 for basic service (you only get access to 20% of hot games, but all regular games), and $45 for premium access to everything, with netflix and hulu plus thrown in for free.
Super Meat Boy, Braid and Fez are the canonical examples but there are no doubt many others.
OTOH if you let any old shit onto your store then you do get a lemon market effect which seems to have happened with mobile gaming.
First, don't they want indie game developers to jump to Windows phones and tablets? I'd presume Microsoft could (if not already) let developers to code once and publish everywhere that speaks Microsoft, no?
Second, Walking Dead game was crowned 2012 of the year by many publications, and my personal game of the year Journey, both are technically indie? Shouldn't that mattered?
Sigh, as usual, I'll just vote with my wallet.
Microsoft's old policies were workable but obnoxious. Instead of opening things up, they're making it worse. Nuts.
NB : they are both doing bad things.
(Source: http://www.engadget.com/2013/05/21/xbox-one-runs-three-opera...)
So if I want to make an app work across Windows RT, Windows 8, Windows Phone 8 and the XBox One, I have to submit three separate apps that are all coded the same way, to three different app stores.
Why couldn't Microsoft just bring the Windows 8 marketplace to XBox One and Windows Phone 8? That alone would fix the indie self-publishing problem and in turn make the XBox One more appealing.
Wouldn't submitting 4 separate apps require the same amount of attention (if not more)?
"[..] Microsoft has confirmed that it will release no new versions of its XNA game development toolset, which all Xbox Live Indie Games are developed in."
The system is not backwards compatible, because it apparently is a rebuild from the very core. The old code that drove previous games will not run on the new system, and anything being written for it must be written or ported to whatever the new languages and requirements are.
If they don't publish an update to the toolkit that lets indie developers write for the system, doesn't that essentially mean there can't be any indie development for the system? It looks like they're basically saying we'll keep things just as locked down as they used to be, oh and also we won't be providing the necessary tool to even begin working on our system. (Unless they intend to release a new dev-kit and just didn't see any reason to note that?)
As XNA is .NET based, they would only need to port the runtime libraries to the new native APIs.
They dropped support for the only SDK they offered that produced forward-compatible games.
Unless they announce a new form of XBLIG, the only way for indies to release games for the One will be via a publisher, and even with a distribution-only deal, it means MS is effectively enforcing a tax on indies that's paid out to AAAs.
It's a dev kit itself as well and its android and yeah, they'll publish all indie stuff. :)
But the article on shacknews uses an interview from 2011[2] that's talking about xbox live on the 360, not on the xbox one.
We can say that if microsoft didn't say anything about this policy, it will stay - but at the same time, we don't know because nothing up-to-date was said.
Also, the article from shacklenews uses an article from gamesutra[3] to say "Xbox Live Indie Games are exempt from that policy, but that marketplace isn't necessary seen as viable."
But from the same article "[..] at least for mid and high-level performers, XBLIG is becoming a viable platform for hobbyists and single-man shops to make some cash and get their game seen"
[1] http://www.shacknews.com/article/79309/xbox-one-wont-allow-i...
[2] http://www.psnstores.com/2011/10/interview-eufloria/
[3] http://www.gamasutra.com/view/news/26932/InDepth_Xbox_Live_I...
At the most basic level they will lose lots of hardware sales as the app/game development that surrounds mobile appstores sells lots and lots of hardware.
Ballmer's scream should be changed to (Approved) Developers, (Approved) Developers, (Approved) Developers since Microsoft knows better what is good and what isn't than an open gaming market. The top down ivory tower controlling nature of consoles still seems to exist in the Xbone.
Just because MS isn't publically saying anything doesn't justify jumping to this thread title's conclusion
On top of that Sony has also been actively courting indie developers with interesting games and doing things handing out 'loaner' devkits to make the development process less expensive.
I know several 1-5 man teams that are working on Sony titles and they are all very happy with their relationship with Sony.