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Roll Your Own XBox 360 Games? Maybe...
August 14, 2006 - by Ian Bogost

As you have probably heard by now, Microsoft announced yesterday that they would offer a consumer-grade version of their XNA Game Studio product, allowing ordinary people to make games that run on the Xbox 360. XNA Game Studio Express will cost $99 (some say it's a required flat fee, some say it's an optional annual fee, not sure which is right) and contain a simpler, yet unnamed, set of tools compared to the professional-grade Xbox 360 dev kits. Apparently Microsoft also plans to offer another version of XNA Express for "professional game developers" early next year.

Microsoft VP Peter Moore used exactly the right metaphors in a quote printed by the Associated Press:

"It's our first step of creating a YouTube for video games," Moore said, referring to the wildly popular free online video sharing Web site. "It will give you everything you need to bring your game to life on Xbox 360."

A YouTube for games, sounds terrific right? Sure, but it's also a false analogy, at least for now.

As Raph points out, Gamasutra reports that the platform seems to be based largely on GarageGames Torque Shader Engine and Torque Game Builder 2D. Correction: the whole thing is still unclear to me, but apparently Torque has been ported to XNA, but is not coextensive with it. Read more at this Microsoft FAQ. I've used both these platforms for research and at Persuasive Games, and while they are powerful they're not exactly easy to use. This isn't Flash or Photoshop or iMovie folks. Newgrounds is a much more credible example of a "YouTube for video games" for the foreseeable future.

In fact, as excited as we are tempted to get about this new development toolkit, it's still unclear whether games created with XNA Express will ever enjoy general play on the console. All the news stories report that Microsoft will also retain some control over what content is allowed to be distributed. That may not be a bad thing, as even YouTube (sort of) protects against copyright violations. It's unclear if this means the end of the walled garden, or just the construction of a new one. As Brian Crecente notes over at Kotaku, the big question this announcement shrouds is what XNA Express really means for game distribution. Members who pay the $99 will be able to share their games with one another, but that's hardly distribution. As Brian says, "I'm curious if they're going to just create another area within Arcade Live and allow anyone to dump their games in there, or if it will be something more peer-to-peer." Gamasutra offers a little more clarity:

The games created with XNA Game Studio Express will not initially be available to regular Xbox 360 users, although there is hope that successful titles made with the package might go on to debut in enhanced form on the universal Xbox Live Arcade service, and a longer-term goal is to create a less restricted distribution market using Xbox Live.

Update: Via the FAQ referenced above, XNA Game Studio Express Professional will require an Xbox 360 dev kit, and Express (non-pro) titles will not be able to be submitted for certification as commercial titles. In fact, as the FAQ explains, XNA Express games are "limited to non-commercial scenarios," although they can target Windows for commercial products.

I find it hard to believe that Microsoft would ever support something as anarchistic as YouTube, but in the long run, something quite interesting could very well come of this. It's too early to tell. Update: here's the current process as described in the Microsoft FAQ:

  1. The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
  2. The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
  3. The receiving user must have XNA Game Studio Express installed on their own development PC
  4. The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.

You'll need a 360 with a hard drive and you can't share the games via memory cards.

There is one thing we know for sure: Microsoft is making significant inroads into schools with this program. Ten schools, including USC, SMU, and Georgia Tech (where I work, and yes I am using Torque both in research) have already announced plans to adopt XNA Express. And that means that more new graduates will be versed in the basics of Xbox 360 development than in other consoles. And that might tip the scales toward Microsoft on both the commercial and independent fronts.



Comment from Patrick on August 18, 2006

I knew they were shiesty, thanks for the write-up.

Freecell Inc. is doing something similar with Nintendo, educational programs and all.

Comment from scrapy on November 1, 2006

sweet cant wait i want to get one and try making a few cruddy games and then have friends make awesome games.
p.s. not saying xna is cruddy (i am i have no clue on any coding etc etc etc.)

i hope to play a few user made games soon maybe the 3rd dash update ??? for 360


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