Author Topic: Xbox Live Community Games  (Read 1997 times)

Offline idolminds

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Xbox Live Community Games
« on: Wednesday, February 20, 2008, 01:04:02 PM »
Interesting

This is that "YouTube for games" they talked about a while back.

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Microsoft VP John Schappert today announced "Xbox Live Community Games," a new project that will allow independent developers to freely distribute their games on Xbox Live.

The service will be "democratized," allowing gamers to create a game, submit it for distribution, rate the titles, and review them. Developers will be given "creator identities" which function similar to GamerTags, tracking which games they have created. If a submitted game is reviewed well--with other creators applying judgment on subjects such as "violent content" using simple sliders--it will then be allowed for full download on Xbox Live.

Demos of the first games developed under the project are already available on Xbox Live.
Sounds pretty cool. Though this is one of those things MS should be doing for the PC as well. It's already set up for development and playing. Come on!

Offline idolminds

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Re: Xbox Live Community Games
« Reply #1 on: Wednesday, February 20, 2008, 01:46:34 PM »
Press release:
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Xbox 360 Becomes First Video Game Console Ever to Invite the World to Create Original Games and Share Online With Millions

Flood of community-created games to double leading games library.

SAN FRANCISCO — Feb. 20, 2008 — In a landmark announcement during the keynote address at the annual Game Developers Conference (GDC), Microsoft Corp. promised to soon allow Xbox LIVE members to play, rate and share community-created games. As the first in the industry to pioneer high-speed online gaming and high-definition games, Xbox 360 once again broke new ground by introducing a new, open distribution service for games created by the community and soon playable by its 10 million Xbox LIVE members. Community-created games on Xbox LIVE will quickly double the size of the Xbox 360 game library. By the end of 2008, Xbox 360 owners will have access to more than 1,000 games, making it the largest, most creatively diverse library across all next-generation platforms.

“The time has come for the games industry to open its doors to all game creators, enabling anyone to share their creations with the world,” said John Schappert, corporate vice president of LIVE, Software and Services for the Interactive Entertainment Business at Microsoft. “Our goal is to drive a creative and social revolution in games with the same transformative power that we’ve seen in digital music and video sharing.”

Inviting Everyone to Share Their Own Games With Millions

Demonstrating a look into the future potential of community-created games on Xbox 360, Chris Satchell, general manager and chief XNA architect at Microsoft, announced that seven games created using XNA Game Studio 2.0 would be available immediately for Xbox 360 owners to download from Xbox LIVE Marketplace:

· “JellyCar.” Created by Walaber from the United States, this game is about driving a squishy car through squishy worlds, trying to reach the exit.

· “Little Gamers.” This is a 2-D high definition action side-scroller based on the famous Web comic “Little Gamers” created by Loïc Dansart, a 24-year-old software developer from Belgium.

· “Dishwasher.” An intense 2-D action platform game created by James Silva from the United States, “Dishwasher” has a unique, highly stylized look and fast and fluid action.

· “TriLinea.” This puzzle game created by Edison S. Prata Jr., Renato Pelizzari da Silva and Davi da Silva Prata from Brazil mixes fast-paced action with strategy.

· “RocketBall.” Created by Tyler Wanlass, Patrick Murty and Todd Barrons of the United States, this neighborhood game of dodgeball explodes onto the street with fast-paced multiplayer action.

· “ProximityHD.” This game, created by Brian Cable from the United States, takes the essence of strategy games — battles for control of territory and armies — and distills it down to a simple, easy-to-understand set of rules for casual players.

· “Culture.” Created by independent game development company Hidden Path Entertainment from the United States, “Culture” contains challenging games and puzzles based on beautiful flowers.

An Xbox 360 community game created using Microsoft’s XNA Game Studio software and XNA Creators Club membership will be able to be submitted for distribution on Xbox LIVE. Each community-created game must then undergo a thorough peer-review process and be evaluated for accuracy in representation and appropriateness. Community game developers will be able to beta test the process this spring and will be able to distribute their games on Xbox LIVE by the end of this year.

Offline Cobra951

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Re: Xbox Live Community Games
« Reply #2 on: Wednesday, February 20, 2008, 02:34:06 PM »
Shit!  I know what I'll be doing later tonight.

The PC indie scene is already mature, idol.  If anything, MS stepping in to take it over would be seen as another invasion by the evil empire.

Offline idolminds

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Re: Xbox Live Community Games
« Reply #3 on: Wednesday, February 20, 2008, 03:10:54 PM »
I wouldn't see it as MS taking over anything. Indie gaming is pretty spread out, an unless you're specifically looking for something you'll rarely just stumble across it.

MS has marketing muscle. Look at (sigh) Steam. Some indie games weren't doing so hot. But those guys put it on Steam and Valve sent out a little news blurb to its 15 million users and suddenly sales were up on the little indie title. That pretty much what happened to the Introversion guys.

I searched for XNA games and its all spread out over all sorts of sites, some released, some not. Some for 360 only, some run on PC. Having a nice centralized site where theres a news feed that shows you what you might be interested (ie, I'm only interested in released PC games) will help immensely.

And of course, no one is forced to use this system if they don't want to.

Offline Cobra951

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Re: Xbox Live Community Games
« Reply #4 on: Friday, February 22, 2008, 12:04:49 PM »
Well, I tried these, or more accurately, the 5 of the 7 which I had any interest in.  They're a mixed bag.  Not exactly news there.  They all feel a bit rough around the edges, and certainly very indie.

Jelly Car feels like playing with simple drawings on paper come to life, with physics similar to Gish.  Get the car from point A to B.  You accelerate right or left with the corresponding trigger, and you can morph into a much bigger vehicle for a short time with a button.  The courses get progressively insane.  It's buggy.  In one course, you can get the car spinning in place so fast that it deforms into what looks like helicopter blades.  It takes off, making it seem like it's part of the design, but then it sort of goes haywire, and you end up in some place where it all stops working right.  Good potential.  Needs work

Little Gamers is a 2D platformer with comic-strip characters.  They're all little kids, or maybe it's supposed to imitate the Japanese super-deformed art style.  Punch, club, chainsaw and shoot your way through the levels.  It has an interesting original style, and it's hard as nails.  I lasted about 3 stages.

The Dishwasher is another 2D violent platformer, except this one is much more gory, with a dark art style.  You hack your way through the mob-looking bad guys with what looks like a cleaver.  In between levels, comic strips telling the story scroll through.

TriLinea looks like a puzzle game played on a board against an opponent which can be the computer.  You select 4 spells to start off, and I guess the object is to get control of the board.  I don't know for sure because I could not get past the spell selection process without coming close to puking my guts out.  The entire time you're working out the game start in 2D, the 3D playfield is spinning around like a runaway carousel, impossible to ignore while choosing options.  I had to pass or get ill.

Culture is probably the most innovative of the bunch.  The idea is simple.  Encircle weeds with flowers to kill them.  Weeds spread out with increasing speed as the levels progress.  You get more different color flowers as the game progresses, but this is not a good thing.  The flower circles you "paint" in need to be a single color to work.  You get a "tank" with different color layers as an indicator of how much of the current color you have left, and which color comes next.  Red flowers (roses) are special.  You can trample weeds with those.  The playfield is a sphere, like a miniature planet.  The art is very pretty and 3D-looking.  Unfortunately, as the game goes on, and more things are happening at once, the frame rate drops into the weeds. 

I noticed framerate issues in several of the games, an I'm wondering if whatever high-level tools these guys get for their $99/year are optimized enough.  There is no good reason for anything this simple to chug on the 360.

For some reason I can't fathom, all of this is scheduled to go offline in 4 days (originally on Sunday).  Anyone wanting to try this needs to get on it.  The games themselves are playable for another 2 weeks or so, but not if you don't download them and the launcher by the 26th.  Then they become dead weight on your HDD.  Go here for details.