Sponsored Feature: Democratizing Game Distribution: The Next Step
Excited about the revelation of XNA's new peer-reviewed community distribution service for Xbox Live? Following the GDC keynote, Microsoft's Dax Hawkins goes in-depth on exactly how game submission, review, and posting will work for the Spring beta of the service.
When we released XNA Game Studio Express 1.0 in December 2006, we had a feeling
it would be an important development. After all, we were solving a set of
common problems faced by all game developers. By offering a managed code
framework and by empowering community members to run code safely on their Xbox
360 consoles, we made it easier for creators to write games.
With the release
of XNA Game Studio 2.0, we added multiplayer support over Xbox LIVE and made several
other improvements. We enhanced our tools with a steady stream of samples,
articles, mini-games, and other types of content that are posted at http://creators.xna.com throughout the year.
As the community embraced XNA Game Studio, we saw that we were redefining who could be a game developer.
The response of the creator community to XNA Game Studio has
been overwhelmingly positive.At the
time of this writing, we have seen over 800,000 downloads of our tools. Over 400
academic institutions incorporated XNA Game Studio and C# into their computer
science curriculums.
Even more gratifying for us was to see the games created
by our community members. We were delighted by the 200-plus entries in our
“Dream. Build. Play.” contest.In fact,
the games were so good that five publishing contracts were awarded -- four of
them by Microsoft.
As many have foreseen–and passionately
anticipated–the next step for community game development is to let
creators share their games widely with others. We are pleased to announce that
in spring of this year we will enable community game distribution with a beta for
Xbox LIVE.
As a premium (paid) XNA Creators Club member, you’ll be able to
share your games with other creators via Xbox LIVE Marketplace. (For information
on becoming a premium member, see XNA
Creators Club Premium Membership.) After the beta, you’ll be able to share
your games with 10 million Xbox LIVE users.
This article provides general instructions on how to prepare
your game for submission. It goes over the guidelines for acceptable content,
describes the peer-review system, and shows you how to download and play a
community game. Some of the procedures for the beta differ from the general
procedures. This article will specify the beta differences.
This article assumes you already know how to use XNA Game
Studio, you have an XNA Creators Club premium membership, and are familiar with
the Xbox 360 console. However, if you are a new creator or want to be a
creator, don’t sweat it. We’ll point you to resources where you can learn more.
The Rules of the Beta
Before we start, let’s get the fine print out of the way.
The beta for community game sharing is just that, a beta. Please be patient
with us as we work out the kinks in the system. It is a great way for you to
get your games ready for prime time.
Please remember one thing: you must
resubmit your games at the end of the beta when we open up community games to
all Xbox LIVE users. The beta provides an opportunity for you to tell us what
worked, what didn’t work, and what needs improvement. Because this is a beta, there
will be a few limitations. Each limitation is called out explicitly with a betanote in this article. Here are some basic facts about the beta:
The beta is limited to XNA
Creators Club premium members. Only premium members can submit, peer
review, download, and play games.
Only distributing games
in the United States region will be supported.
Games submitted in the beta
will be taken down at the end of the beta. You will need to resubmit
and get your game reviewed again when we launch community games to the
public.
Have fun -- as a creator,
you’ll have a chance to influence the submission and review systems.
Give us your feedback. We will listen.
Be patient -- did I mention
that this is a beta?
Enough fine print... let's get started!
Building your game
The first step is to build your game. Make sure you create
an Xbox 360 project because you are submitting your game to run on an Xbox 360,
not Windows. The submission system accepts only files in the .ccgame format.
For that, you must use the XnaPack utility. You can find instructions on how to
package your game here:sharing your game
package. You need to provide a thumbnail for your game.This thumbnail shows up as the icon next to
your game both in the games catalog on XNA Creators Club Web site and in Xbox LIVE
Marketplace. Remember that this thumbnail should be acceptable for all ages and
be a 64×64 .png file. The size of your game package must not exceed 150 MB.
Submitting
your game
The entry point into the submission pipeline will be the XNA
Creators Club Web site:http://creators.xna.com. In addition to the
new look and feel of the site, you’ll notice an entirely new Games section.
This is where the magic will happen.
Create a Project
The first step in game submission is to create a project for
that game. Just as a solution in XNA Game Studio encompasses multiple releases
(for example, debug and retail), a project in our system may encompass releases
for multiple regions or multiple platforms.
For the beta, we support only the United
States region and only the Xbox 360 platform. However, you could have a project
with multiple releases in the Holiday 2008 release. Think of the project as the
logical container for related releases.
You can add a project by clicking Add Project from the games catalog. When you create a project,
you’ll need to pick a title and genre, and add a description. You will also see
a rollup of all the releases you have in that project, with rollup values for
each project. We’ll talk about each of these states throughout this article
when we talk about releases.
Submitting a Release
Once you create a project, click the Add Release button. This takes you to the main submission page
where we ask for information about the game, your classification of the game, your
screen shots, a link to a video, and finally your .ccgame package.
Next, you’ll need to classify your game in terms of its
content. Classification has to do with the violent, sexual, or mature content
contained in your game. While classification ratings are subjective, we try to provide
clear guidelines for each area with specific examples for each numeric level.
The classification is designed to help like-minded people to
do like-minded things. A game with 3’s across the board will still be allowed
on Xbox LIVE Marketplace. However, we want people browsing Xbox LIVE
Marketplace to understand what type of content they can expect by downloading
and playing your game. Of course, there are also specific guidelines about
prohibited content. We’ll talk about these more in the peer-review section. For
now, bear in mind it is important to classify your game accurately.
Once you’re satisfied with the accuracy of your
classification, you may provide up to three screen shots and a link to a video
if you care to post one on http://msn.video.com.
The screen shots may be either in .png or .jpg format. The
maximum allowed resolution of these images is 1280×720 with a 2 MB limit
per screenshot.
You are almost done! The final step is to upload your
.ccgame package.
Be sure to click the Save
Draft button. Depending upon your network connection and the size of your
upload, your upload time could be … a while. Now would be a great time to crack
open a cold one and revel in the fact that you are about to share your game with
the world!
The Pending State
You might wonder what is saved when you click Save Draft. After you upload your game
and its game-related information, the game is in a pending state. The pending state
means that all the information you have uploaded, including the binary, may be
changed.
For example, you may wish to upload a more representative screenshot,
change your title, or fix a late-breaking bug and resubmit your .ccgame package.
Essentially you are working on a draft of your game and release. When you are
ready to submit your game to peer review, go to the project details page by
editing the project and clicking the Submit
For Review button.
Submitting a game for review is akin to shipping your game.
This is an important step in the process. Submitting your game enables other
creators to conduct a peer review. If your game passes peer review, it will be distributed
to the world. Note that peer review is a process that takes at least 48 hours.
It may run longer if folks are slow to review your game.
Because of this, we recommend
you submit only games that you think are ready for prime time. In other words,
get your user-testing and bug fixing done before
you submit for review. Don’t use the peer review system as a quality assurance
net to catch bugs. This frustrates the community, and it means you have to wait
longer to get your game placed on Xbox LIVE Marketplace. We will reject games that
are incomplete, don’t run properly, or have crippling bugs.
Only one release per platform and region is allowed “in the
pipeline.” For example, while a game is in the pending state, you cannot add
another release for the same region and platform to the same project. Furthermore,
if you have a game in the review state, you cannot add another one in the
pending state. Once a game passes peer review and gets moved into Xbox LIVE
Marketplace, it is out of the submission pipeline, allowing you to add another
release.
As with all Xbox 360 games, Xbox LIVE Marketplace stores only
the latest version of your game. If you wish to update your game with a newer
version, simply add a release to the same project.This newer game still needs to go through
peer review. Once it passes the review process, it replaces the game currently
on Xbox LIVE Marketplace.
For the beta, we will allow only two games
to be in the pipeline across all of your projects.
Peer
Review
Once you submit your game for review, the release moves to
the review state. You cannot change your game or any game-related information
while your game is in review. If you have a change of heart, you can remove the
game from the review process by clicking Cancel
on the game project details for that release. You must start the review process
over when you resubmit for review.
Multiple reviews are required for a game to pass peer
review. Once a game has a high enough “agree” score, it will pass peer review.
Conversely, if a game has a high enough “disagree” score, it will be rejected.
All reviewers are not created equal. Reviewers who review games accurately will
increase their review reputation.
A review by a creator with a higher review
reputation will hold more weight than a review by a less-experienced reviewer.
From the system’s perspective, it is an agree-or-disagree review score that
causes a game to get through the system, not a predefined number of reviews.
That said, there will always be a minimum number of reviewers required to
peer-review a game.
A Note on Our Philosophy
One of the most exciting aspects of community game
distribution is that we do not manage the game portfolio. This means that we
want consumers to decide which games to play, not Microsoft or the creator community.
The game meets the bar for distribution if it has the appropriate content, runs
without any “crashing” bugs, and is classified correctly.
The primary purpose
of peer review is to ensure a safe experience for consumers who browse Xbox
LIVE Marketplace, and then download and play a community game. Peer review
determines whether the game has prohibited content. If the content is
acceptable, peer review then confirms the game creator’s classification. Peer
reviewers make no judgments whether the game is fun. A game’s entertainment
quality is decided by the game players on the console through an explicit
user-rating system and downloads.
Download
Download the game to begin your peer review. While the
author may not review his or her own game, the author is encouraged to review
the games of others. You can filter on a list of games to review in the games
catalog. As an example, the following screen shows you that both “Vector
Rumble” and “Culture” are in the review state.
Click Review this
game to begin the review. Make sure the game information that shows up on
Xbox LIVE Marketplace is accurate and appropriate for all ages. This includes
the thumbnail for the game, the title and genre, and its description.
Use this page to download the game to your PC. Once you
download the game, unpack it, and deploy it from your PC to your Xbox 360
console. Instructions for connecting your Xbox 360 console to your PC are
here:Connecting your
Xbox 360 console with XNA Game Studio 2.0. To deploy the game you want to
review to your console, see the section entitled “Sharing from Another User” in
Sharing your
Game Package.
Guess what? You just got a free game! In fact, you are one
of the few to see this game before it makes it big. Take notes. Does it have
bugs that make it unplayable? Does the content match the game author’s
classification? Is it asking you for your credit card information? Once you’ve
played the game, review it.
Game Info
Verify that the game information in the screen shots and
video accurately reflect the game you just played. Does the game play all the
way through without crashing? If it crashes, select the check box and write a
brief description. A crash automatically ends your peer review. We’ll take you
to the summary of your review.
If everything is acceptable, do not check either box. Just
click Next to continue.
Prohibited Content
By opening up Xbox LIVE Marketplace to user-generated games,
we are placing a high level of trust in our creator community. Reviewers must
verify that the content does not contain any of the following prohibited
content.
If a game containing prohibited content enters the system,
we will take it down from Xbox LIVE Marketplace, revoke it from the console,
and then follow up with the reviewers and creators who allowed it to pass the
peer review process.
We reserve the right to expel abusive members from the XNA
Creators Club, ban their accounts from Xbox LIVE, and change their review
reputation– depending on the severity of the violation. Sharing XNA
community games is a privilege. It takes only a few bad apples to ruin it for
everybody. We can’t emphasize enough how important your role is as a peer
reviewer and responsible creator. Use the beta to really set the tone for a
responsible community. Enough said.
Classification
If you decide the game is appropriate, you must classify it.
Game classification defines the content of the game, and higher content
descriptor values will not restrict the game’s distribution. We expect a
variety of games with classifications from 0 to 3 in all categories on Xbox
LIVE Marketplace. For the United States, we have descriptors that belong to three
categories: Violence, Sex, and Mature Content.
Move the sliders for each descriptor according to your
experience. Please give us your feedback on the classification categories and
descriptions. The exact values and descriptors may evolve to better reflect the
game or the consumer experience. Note that the game creator owns the
classification. If enough peer reviewers disagree with the author’s
classification, then the game is rejected and the author should adjust the
classification to better reflect the content.
Summary
You are almost done. Double-check your work on the summary
page, and then click Submit Review
from the summary page.
Rejected!
Games that do not pass peer review move to the rejected
state. Please provide for the game author a helpful explanation in the comments
section of the summary page. This enables the author to fix the game quickly
and put it back into peer review. A release in the rejected state can either be
deleted or revised. If a release is revised, it moves to the pending state so
that the author can correct the issue.
Play!
You’ll receive an e-mail after the peer review process. If
your game passed, congratulations! You just got your first game on Xbox LIVE
Marketplace! If your game was rejected, take a look at the comments from your
peers in the e-mail.You can always fix
the complaint and resubmit for peer review. If you think that you were unfairly
reviewed, let us know.
Acquire the XNA Game Launcher
In the beta, the first thing you need to do
is acquire the XNA Game Launcher from Xbox LIVE Marketplace. The launcher
allows you to run community games. You’ll need a code to acquire the launcher.
Premium members can find the code on http://creators.xna.com.
Note that this is a single-use code. Don’t give it to anyone else!
Download and Play Your Game
Once you acquire the XNA Game Launcher, you can access your
community games in Xbox LIVE Marketplace. On the Games blade, select the Games
Library and choose XNA Creators Club.
The list on your console may vary depending on the games
that you already deployed. If you peer-reviewed the game, you might see it
already in the Games Library. However, the game you want is the one that is
listed in Xbox LIVE Marketplace. In the XNA Creators Club Content screen, press
Y to see the community games in Xbox
LIVE Marketplace.
You can now download and play the game just like you would
any other game from Xbox LIVE Marketplace.
What’s Next?
You’ve learned how to prepare your game for distribution,
how to peer-review other creators’ games, and how to download the games to your
console once they appear on Xbox LIVE Marketplace. Congratulations! You may be
on your way to fame in Holiday of 2008!
We encourage you to get out there and kick the tires of the new Web site
and beta of the community games distribution system when we preview it this
spring. Please send us your feedback on all aspects of the new site – from the
new look and feel to the games catalog. We want your feedback on your overall experience.
Does the classification system make sense to you? Is it easy to peer-review
games? What things could we do to improve the overall process?
With your help, we can achieve our goal of democratizing
game development and distribution. We are building a lightweight and scalable
distribution platform for community-created games. We want to ensure that all creators can participate in game
development. At the same time, we want to protect intellectual property rights,
both yours and those of others.
Above all, we want to provide a safe
environment for game players while giving them a broad set of choices that only
an entire community of creators can provide. So, creators…start
your imaginations! When we release version one to the world in Holiday 2008,
you’ll be able to reach an audience of millions. We are super-excited and hope
you are, too.
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