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Indie Developers on How to Fix Xbox Live Indie Games
Mugshot_photo_color
Wednesday, November 10, 2010
EDITOR'S NOTEfrom Demian Linn

Louis put together this series of short interviews before the recent Xbox Live update launched, and just about every developer complained about a lack of promotion for XBLIG on the dashboard. How would you fix Xbox Live Indie Games?

Indie titles enjoy a higher mindshare now than ever before, and yet gamers continue to overlook dozens of fantastic games (along with just plain old good ones). As a lover and supporter of the indie scene, I'd like to see Xbox Live Indie Games do a better job of giving these titles the exposure they deserve. And I'm not the only one -- I also asked a number of XBLIG developers for their own ideas to improve the platform.

To begin with, I think Microsoft should allow indie developers to add at least one Achievement to their games. Though I'm not a huge Achievement fan myself, they help to sell games -- every 360-owning friend I know is obsessed with the things, to the point of playing actively bad games if it means quick and easy Achievements.

Secondly, Microsoft needs to make indies -- especially the better ones -- easier to find. Currently potential buyers have to first stumble upon the indie section and then wade through over 1000 titles. I’d like to see some spotlights focused on indie role-playing games or other genres each week. Bringing the XBLIG titles to the forefront of the dashboard would give more exposure to games that otherwise disappear after their initial week on the top of the new releases tab.

 

Also, and this is a smaller issue, but why do these games require an Internet connection just to play? This is just silly. As someone with shoddy Internet in Alaska, sometimes a 'net connection just isn’t available. Players should be able to download, unplug, and unwind with an indie game.

But enough about me -- here’s what indie developers had to say about how XBLIG needs to improve.


Nathan Fouts -- President, Mommy’s Best Games

Shoot 1UP, Explosionade, Weapon of Choice


Shoot 1UP: This happens.

The 360 dashboard is the storefront, essentially. Imagine entering a mall, and there's a sign about the GameStop around the corner. First, you now know there's a GameStop. Second, you know where it is. If XBLIG had a simpler, higher-level entry point to the store, it'd be easier for more people to find. And a simple explanation saying that the games are unregulated by Microsoft, have no leaderboards or Achievements, and require a Live connection at all times would help reduce confusion and frustration.

Dashboard promotions themselves are great, again, because it's right where gamers find the games. If Microsoft could simply find one great indie game a week (which is definitely possible) it could help focus on the good and raise the channel's profile, rather than ignore and let people complain about the bad.


Josh Spinell -- Co-Founder, Lunatic Studios

Aphelion Episode One: Graves of Earth

One of the major issues is the way that the Indie dashboard as a whole is set up. The top downloads list, as well as new releases, are where the majority of the money is made on XBLIG. At any given time, probably 70 percent of XBLIG's influx is from those two lists.

The Indie dashboard can be difficult to navigate unless you specifically know what you're looking for, and the indie market by nature is very impulsive, so there's not a large amount of browsing. Customers want to quickly spend 80 or 240 Microsoft points burning a hole in their pocket, and then continue their business.

Unfortunately, the cream doesn't always rise to the top on XBLIG. Out of the top 60 or so games, only about 15 of them have four or more (out of five) stars, meaning that customers are continuously buying games that are right in their face, but then are disappointed in them.

There's dozens of quality games on XBLIG that gamers are likely completely unaware of, as they got a few days in the sun and then fell into an abyss. Vampire Rage, Kong360: Gorilla Warfare, Ophidian Wars: Opac's Journey, and Monsters (Probably) Stole My Princess to name a few.

The further impact of this setup is that many games, whether phenomenal or poorly slapped together in a few days, often get the same amount of time in the public's eye. So XBLIG developers have shifted focus to making quickly built games. Instead of spending four or six months on a polished game, many developers spend only a month.

This further diminishes XBLIG's reputation, as many look to clone successful games for a quick cash grab, resulting in more shovelware apps for the service and further decreasing willingness to browse through lists.

Hopefully this whole problem will be solved in the new dashboard coming up with Kinect, but so far it's a bit of an unknown. [Editor's note: Post-update, I don't think many would consider this problem solved.]


Matt Kleen -- Co-Founder,  Lunatic Studios

Success of an indie game is dependent on two factors. The first is the amount of attention your game receives. Sometimes great games go unnoticed while horrible games get a lot of publicity. It’s up to the developer to exhaust every opportunity to get their game out on a major site. You have to set yourself apart in their eyes to get attention. Indie game development is just like any other start-up business. Go out and make connections. The bigger your Rolodex is the better shot you have in catching a break.

The second and most important factor to me is the execution of your idea. We all have great concepts for games, but 99.9 percent languish forever incomplete or never started. Develop something you can create that is both unique and feasible. Easier said than done, right?

Unfortunately if there were a template for success everyone would succeed. It sounds corny, but figure out who you are and then do what works best for you.


Antti Ilvessuo -- Co-Founder and Creative Director, RedLynx

Trials HD

Maybe bigger sites could feature an indie section on their main page. This would cover all the platforms and all types of indie games. Something like one new game per day as a review or feature...just a thought.


Manuel Dejesus -- Co-Founder, Tempula Studios

Figment

Currently, the problem stems from two areas that intervene. The first one stems from a broad range of quality. As far as XBLIG goes, you see a lot of quick-buck shoddy games or apps. Everything gets lumped together and in turn doesn’t give the service a very good face. Its tough for someone to want to look for the quality titles when you have to go past 20 fart jokes.

Because of this, indie games tend to get pushed into a dusty corner on most services. You have your triple-A titles at the front and your indie games in a box in the back. The games need more exposure, so they aren’t seen as the illegitimate son.


Fredrik Westlund -- President, Shining Gate Software

Decay - Part 1, Decay - Part 2

The first thing I think about is that new games stay on the new arrivals list for a very short time.

The problem is that way too many games get released at the same time. This is a big issue for XBLIG developers as you can often miss out on the top downloads list.

If the new arrivals list were at least a top 40 list, and only one new release per day, it would help a lot.

 
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Comments (7)
Alexemmy
October 28, 2010


Nice job with asking all of those developers about the situation. That really added to the article. Good stuff.


Dan__shoe__hsu_-_square
November 10, 2010


For sure. Ditto what Alex said. I always love it when writers add real sources and go beyond just offering personal opinions. Nice work.


Img950653
November 10, 2010
The reason you can't play Xbox Live Indie Games offline is because they haven't been rated by the ESRB, and signinging into XBL is basically an acknowledgement that the sort of gameplay you experience online can't and won't be evaluated for explicit content. Usually this is a designation reserved for multiplayer interaction, but it acts as a convenient (and really, the only) way for Microsoft to make these titles available, since there's way too many XBL indies out there for the ESRB to devote resources to rating. A sad state of affairs indeed, but until a better solution comes along, guys like you and I who don't have net-enabled systems are stuck with bubkis.

Major bummers aside, great article. Id love to see this stuff put into action.
Mugshot_photo_color
November 11, 2010


@Alex. Thank you!



@Shoe. I have a degree in journalism. If my professors knew I was simply "blogging" and not including at least three sources when I could, they'd come find me in Alaska and beat me with the AP Stylebook or something!



@Paul. I had no idea! Was it always that way? I could have swore I played Breath of Death offline once, but maybe my memory is failing me.


Gyface
November 11, 2010


It's really interesting - the "anyone can release a game" mentality is both one of its greatest features and biggest flaws.  You end up with a TON of variety, but it is all in a giant pile that needs to be sorted through.   Apple's app store has had similar growing pains, and people have had to game the system in order to turn a buck (ie, give it away free one day so you are on top of the "most downloaded" the next day).  All this is compounded by the problem of the interface - the 360 layout has a lot of user-input limitations and has to be streamlined.



Overall, I'd love a better storefront online.  You can sort by release date, name, rating, or best selling, but I want something that lets me do a complex sort based on a combination of rating, price, date, creator, etc etc.  I'd also love the ability to have small text reviews worked into the website.  A few websites have cropped up to do just this, but I think MS may need to consider it themselves and make it "official".


November 11, 2010


Outstanding article, man!  And I can't for the life of me figure out why achievements haven't been added to indie games from the Microsoft perspective.  They are killing sales by not implementing this.  


Me
November 11, 2010


I have bought a few indie games, and check them out fairly regularly. But I have neer seen the games you mentioned above. While it is cool to have a game on the Xbox, I would rather develop for Iphone. Both cost $99.00 but with Apple you are only limited by what you can program in the game.


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