Something went wrong. Try again later

Giant Bomb News

69 Comments

Microsoft Finally Gives Independents Control Over Release Dates, But for One Game, It's Too Late

Years after launching a platform for independent developers, they can finally control release dates.

Microsoft first launched the service under the moniker of Community Games.
Microsoft first launched the service under the moniker of Community Games.

Earlier this week, Microsoft updated its Xbox Live Indie Games program to hand control over the release date to developers. No, that feature did not exist before. And no, Microsoft did not inform independent developers who were creating and publishing games for the platform that it was coming before the announcement.

Such information would have been incredibly useful for 25-year-old Jason Wishnov of Iridium Studios, who just launched Sequence on the notoriously underdeveloped service, launched by Microsoft back in November 2008.

"It's a fantastic feature," said Wisnov to me over email, "though [I'm a] bit bitter about its introduction literally four days [after] my game's release. I had a hell of a time coordinating a traditional marketing blitz when I was literally unable to tell people when my game would be available to the public. Without a focused date, all marketing for my game had to be done after release, as a race against the clock; indie games slowly slip from the new releases list within a week, after which their visibility is fairly wounded."

Sequence, an RPG with rhythm game mechanics rooted in Konami's Dance Dance Revolution, has seen less than a thousand sales since its launch earlier this week, despite great reviews. Wishnov was hoping Sequence would be his ticket out of his day job and into full-time game development, a common sentiment among developers publishing in the independent market. No one who releases on Microsoft's platform expects guarantees on success, but the lack of communication is seen as a big and frustrating issue.

== TEASER ==

Prior to this change, game developers submitted into a peer review system when the game felt done. Fellow developers then download the game, make sure it's up-to-snuff, rate the content inside for age appropriateness, and following a "sufficient" though undisclosed number of sign-offs, the game is live. The developer has no control over this process. Once the game passes, a few hours go by and the game suddenly appears onto the Indie Games channel. If you're not paying attention, you could just miss it.

Wishnov created much of the game on his own, contracting out some pieces, like the soundtrack.
Wishnov created much of the game on his own, contracting out some pieces, like the soundtrack.

This new change allows developers to halt the process at peer approval. If the developer wants the game to stay in the system for a while, providing time to build up a public relations campaign, it can.

Wishnov spent two-and-a-half years developing Sequence. He missed control over his release date by a few days. Had he been aware of the changes that were coming, he might have held the game back.

"The XBLIG [Xbox Live Indie Games] team isn't exactly great at keeping us informed of pending developments," he added.

He's not alone in that sentiment, either.

Serious Sam: Double D is one of several riffs on the series coming from outside developers.
Serious Sam: Double D is one of several riffs on the series coming from outside developers.

"It's hilariously disconnected," said designer Nathan Fouts of Mommy's Best Games, best known for Shoot 1UP and the upcoming Serious Sam: Double D. "They have no formal communication with registered developers. At most it's a post on the forums, or a news post on the app hub site. I had no idea the new feature was coming. In the past they say they keep us in the dark so they don't disappoint us. You know what disappoints me more? Getting kept in the dark. C'est la vie!"

Fouts left Insomniac Games to pursue his own games and has been one of the most vocal evangelists--and critics--of Indie Games, praising the opportunities it offers and cursing Microsoft for overlooking it. Fouts has been asking Microsoft to give developers control over the release of their games since Indie Games was called Community Games. Microsoft changed the branding to Indie Games in June 2009.

"If you consider how most games, movies, books, albums will say when the release date is, it allows fans to prepare," added Fouts, whose livelihood is based on selling his wares. "They can juggle what entertainment they'll be purchasing, or just to help them to remember when to look to download things."

There have been bonafide success stories on Indie Games, including James "Dishwasher" Silva of Ska Games, who's sold more than 200,000 copies of the intentionally goofy I Maed a Gam3 W1th Zomb1es. DJArcas, who doesn't disclose his real name, recently broke records with FortressCraft, a controversy-laden riff on Minecraft, selling more than 16,000 copies on its first day of availability.

Until I'd pointed it out, DJArcas wasn't even aware the change had been made.

"Wow, they finally added that?" mused DJArcas, when I brought it up over email. "Amusingly, it doesn't really bother me; it's more indicative of the failure of the system as a whole, the fact that being in the 'new releases' is paramount to sales. It does mean that you can setup your peer review a few weeks ahead of your release date, and have plenty of advertising showing the date of your release."

FortressCraft, while successful, has come under fire for being a bit too like Minecraft.
FortressCraft, while successful, has come under fire for being a bit too like Minecraft.

But while DJArcas might be shrugging his shoulders, Silva expressed frustration over how differently the Indie Games Winter Uprising might have gone last December, intended to be a month-long stream of releases via Indie Games. The promotion, developed separately from Microsoft, was mimicking other promotions of digital games on the service that Microsoft does run, ala Summer of Arcade. Sadly, the Indie Games Winter Uprising rollout was hurt by several issues, including mostly unknowable release dates.

"We basically had this 'the games will most likely come out in winter' approach," said Silva. "If we could get all of the games approved and then publish them on a well-publicized official schedule, it would look tons better."

Alas, it's too late for the Indie Games Winter Uprising.

But Indie Games is not the end for Sequence's Wisnov, as he's preparing to submit to Steam. The experience appears to have left a bitter taste in his mouth, but given the timing, it's hard to blame him.

"Xbox Live Indie Games channel desperately needed this feature," he said, "and Iridium Studios desperately needed it just four days earlier."

Patrick Klepek on Google+

69 Comments

Avatar image for transience
transience

141

Forum Posts

259

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By transience

I just want to say how awesome Shoot 1up is and how people should definitely pay a dollar for it.

Avatar image for carpetremnant
CarpetRemnant

392

Forum Posts

40

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

Edited By CarpetRemnant
@Pie: What? Fortresscraft is a photocopy of a leaking bag full of shit.
Avatar image for i_smell
I_smell

4221

Forum Posts

1650

Wiki Points

0

Followers

Reviews: 5

User Lists: 11

Edited By I_smell

I think I'm gonna sound like a jerk in saying this-- but if you're organising a marketting blitz around your XBLIG game then.... You've made a great deal of poor choices.

Avatar image for pie
Pie

7370

Forum Posts

515

Wiki Points

0

Followers

Reviews: 0

User Lists: 7

Edited By Pie
@Leakster: Fortresscraft boy
Avatar image for carpetremnant
CarpetRemnant

392

Forum Posts

40

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

Edited By CarpetRemnant

Fascinating article, as usual.

Avatar image for thedudeofgaming
TheDudeOfGaming

6115

Forum Posts

47173

Wiki Points

0

Followers

Reviews: 6

User Lists: 1

Edited By TheDudeOfGaming

Sucks to be an indie developer i guess, continues to play GTA IV.

Avatar image for cuoreazzurro
CuoreAzzurro

49

Forum Posts

15

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By CuoreAzzurro

The biggest problem with this service is the quality (or lack there of) and marketing of games. While it's fairly easy to find out this week's Arcade release, or future releases, it's much more difficult to do the same for the indie games. 


And speaking from my own experience, I haven't found any indie games that really did it for me. Nor do I hear anyone really talking about anything that comes out on the service. I think this is largely due to the fact that Microsoft picks out any project with a real chance at being successful, and migrates it over to the Arcade side of things. So in the end Microsoft neuters any possibility of this program taking off in any meaningful way. 

Also? No achievements for Indie games. Yeah, appealing. Having achievements won't fix the quality of the games, but it would allow people to draw similarities between the indie games, and their arcade "big brothers". Put a price/achievement point cap on them that would be comparable to that of arcade games. Say 100 points, and $5-$10 maximum price point. Just a thought.
Avatar image for lordxavierbritish
LordXavierBritish

6651

Forum Posts

4948

Wiki Points

0

Followers

Reviews: 7

User Lists: 6

Fuck, I forgot Sequence was out.


God damn it Xbox Live Indie Games.
Avatar image for ajamafalous
ajamafalous

13992

Forum Posts

905

Wiki Points

0

Followers

Reviews: 0

User Lists: 9

Edited By ajamafalous

I think I'd probably buy Sequence on Steam.

Avatar image for hamst3r
Hamst3r

5520

Forum Posts

7837

Wiki Points

0

Followers

Reviews: 11

User Lists: 2

Edited By Hamst3r

Finally.

Avatar image for robertorri
RobertOrri

1207

Forum Posts

433

Wiki Points

0

Followers

Reviews: 0

User Lists: 4

Edited By RobertOrri

Achievements would be a cool incentive to attract interest to Indie Games, but I don't see Microsoft ever allowing it.


It's a real pity how badly they treat these indie devs.
Avatar image for mracoon
mracoon

5126

Forum Posts

77135

Wiki Points

0

Followers

Reviews: 1

User Lists: 15

Edited By mracoon

Technically, it sounds like they still can't control the release date but instead start the peer review process early and hope it gets approved for when they want their game to come out. Still not ideal but its better than having no say at all. A better system would be when the peer review process is completed the developer can choose a date when their game gets released and then it goes live at that specified time.

Avatar image for 234rqsd2323d2
234r2we232

3175

Forum Posts

2007

Wiki Points

0

Followers

Reviews: 0

User Lists: 16

Edited By 234r2we232

I shed a tear for another Indie game I probably wouldn't have played regardless of PR support.

Avatar image for jozzy
jozzy

2053

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By jozzy
@crono11 said:

" @Kyreo: Bastion is an Arcade game, not a indie game. So no it wouldn't. "

On the other hand, also Arcade games don't get to pick their own release date. They will have to discuss a slot with microsoft. But at least you know beforehand when it's going to be released, which is the big issue on the indy channel (aparently, I think the indy developers are overreacting a bit)
Avatar image for subrandom
subrandom

145

Forum Posts

102

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

Edited By subrandom

despite some hiccups its good to see microsoft developing this community and addressing issues. It could have easily been another false start product like Game Room and just gone away but thankfully its still evolving. Hopefully in the next few updates we will see smarter sorting of the xbox live marketplace and better surfacing of good titles. It would be nice to get some community teams together to start a iTunes style "game of the week" for the indie channel so devs could get some more support. Since there are a lot of titles out there they could easily draw from whats been up for a while and shine a light on some of the lesser known entries. 

Avatar image for abe
abdo

1095

Forum Posts

26435

Wiki Points

0

Followers

Reviews: 0

User Lists: 28

Edited By abdo

Glad to hear they fixed that.

Avatar image for crono11
Crono11

1688

Forum Posts

34

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Crono11
@Kyreo: Bastion is an Arcade game, not a indie game. So no it wouldn't.
Avatar image for kyreo
Kyreo

4680

Forum Posts

5544

Wiki Points

0

Followers

Reviews: 0

User Lists: 9

Edited By Kyreo

Does that mean that Bastion will decide it's release date?  I hope so.

Avatar image for patrickklepek
patrickklepek

6835

Forum Posts

1300

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By patrickklepek
Microsoft first launched the service under the moniker of Community Games.
Microsoft first launched the service under the moniker of Community Games.

Earlier this week, Microsoft updated its Xbox Live Indie Games program to hand control over the release date to developers. No, that feature did not exist before. And no, Microsoft did not inform independent developers who were creating and publishing games for the platform that it was coming before the announcement.

Such information would have been incredibly useful for 25-year-old Jason Wishnov of Iridium Studios, who just launched Sequence on the notoriously underdeveloped service, launched by Microsoft back in November 2008.

"It's a fantastic feature," said Wisnov to me over email, "though [I'm a] bit bitter about its introduction literally four days [after] my game's release. I had a hell of a time coordinating a traditional marketing blitz when I was literally unable to tell people when my game would be available to the public. Without a focused date, all marketing for my game had to be done after release, as a race against the clock; indie games slowly slip from the new releases list within a week, after which their visibility is fairly wounded."

Sequence, an RPG with rhythm game mechanics rooted in Konami's Dance Dance Revolution, has seen less than a thousand sales since its launch earlier this week, despite great reviews. Wishnov was hoping Sequence would be his ticket out of his day job and into full-time game development, a common sentiment among developers publishing in the independent market. No one who releases on Microsoft's platform expects guarantees on success, but the lack of communication is seen as a big and frustrating issue.

== TEASER ==

Prior to this change, game developers submitted into a peer review system when the game felt done. Fellow developers then download the game, make sure it's up-to-snuff, rate the content inside for age appropriateness, and following a "sufficient" though undisclosed number of sign-offs, the game is live. The developer has no control over this process. Once the game passes, a few hours go by and the game suddenly appears onto the Indie Games channel. If you're not paying attention, you could just miss it.

Wishnov created much of the game on his own, contracting out some pieces, like the soundtrack.
Wishnov created much of the game on his own, contracting out some pieces, like the soundtrack.

This new change allows developers to halt the process at peer approval. If the developer wants the game to stay in the system for a while, providing time to build up a public relations campaign, it can.

Wishnov spent two-and-a-half years developing Sequence. He missed control over his release date by a few days. Had he been aware of the changes that were coming, he might have held the game back.

"The XBLIG [Xbox Live Indie Games] team isn't exactly great at keeping us informed of pending developments," he added.

He's not alone in that sentiment, either.

Serious Sam: Double D is one of several riffs on the series coming from outside developers.
Serious Sam: Double D is one of several riffs on the series coming from outside developers.

"It's hilariously disconnected," said designer Nathan Fouts of Mommy's Best Games, best known for Shoot 1UP and the upcoming Serious Sam: Double D. "They have no formal communication with registered developers. At most it's a post on the forums, or a news post on the app hub site. I had no idea the new feature was coming. In the past they say they keep us in the dark so they don't disappoint us. You know what disappoints me more? Getting kept in the dark. C'est la vie!"

Fouts left Insomniac Games to pursue his own games and has been one of the most vocal evangelists--and critics--of Indie Games, praising the opportunities it offers and cursing Microsoft for overlooking it. Fouts has been asking Microsoft to give developers control over the release of their games since Indie Games was called Community Games. Microsoft changed the branding to Indie Games in June 2009.

"If you consider how most games, movies, books, albums will say when the release date is, it allows fans to prepare," added Fouts, whose livelihood is based on selling his wares. "They can juggle what entertainment they'll be purchasing, or just to help them to remember when to look to download things."

There have been bonafide success stories on Indie Games, including James "Dishwasher" Silva of Ska Games, who's sold more than 200,000 copies of the intentionally goofy I Maed a Gam3 W1th Zomb1es. DJArcas, who doesn't disclose his real name, recently broke records with FortressCraft, a controversy-laden riff on Minecraft, selling more than 16,000 copies on its first day of availability.

Until I'd pointed it out, DJArcas wasn't even aware the change had been made.

"Wow, they finally added that?" mused DJArcas, when I brought it up over email. "Amusingly, it doesn't really bother me; it's more indicative of the failure of the system as a whole, the fact that being in the 'new releases' is paramount to sales. It does mean that you can setup your peer review a few weeks ahead of your release date, and have plenty of advertising showing the date of your release."

FortressCraft, while successful, has come under fire for being a bit too like Minecraft.
FortressCraft, while successful, has come under fire for being a bit too like Minecraft.

But while DJArcas might be shrugging his shoulders, Silva expressed frustration over how differently the Indie Games Winter Uprising might have gone last December, intended to be a month-long stream of releases via Indie Games. The promotion, developed separately from Microsoft, was mimicking other promotions of digital games on the service that Microsoft does run, ala Summer of Arcade. Sadly, the Indie Games Winter Uprising rollout was hurt by several issues, including mostly unknowable release dates.

"We basically had this 'the games will most likely come out in winter' approach," said Silva. "If we could get all of the games approved and then publish them on a well-publicized official schedule, it would look tons better."

Alas, it's too late for the Indie Games Winter Uprising.

But Indie Games is not the end for Sequence's Wisnov, as he's preparing to submit to Steam. The experience appears to have left a bitter taste in his mouth, but given the timing, it's hard to blame him.

"Xbox Live Indie Games channel desperately needed this feature," he said, "and Iridium Studios desperately needed it just four days earlier."