This was a very, VERY crowded session; we
actually had to switch rooms because there were more people trying to attend
than could sit in the room (or sit in the aisle, or stand at the back, or lean
in through the doorway, or reasonably hear while standing outside the room).
Given the information Jon and Katie were presenting, it’s not much of a
surprise.
Jon started the talk with a brief history
of the Xbox Live Arcade service. Live Arcade was launched in November 2004 in
the North American territory, and April 2005 in EMEA and Asia. The original
deployment included one free game to get people interested, along with the
trial versions of other titles. Initial take-up was excellent for what is
essentially a shareware channel: on average, 8.5% of people who played with the
trial of a Live Arcade title went on to buy the full version (in the shareware
world, this is known as an 8.5% conversion rate).
For the Xbox 360, the Live Arcade team wanted
to lower the barriers to entry, both for developers and players, with the
stated goal of “build a frictionless distribution model ofr broad appeal
content.” (To me, this reads as ‘Build a really good online-based casual games
service’). There is now a single point of contact for the Live Arcade service,
built into the console; it’s been given very high visibility, on the top level
of the Xbox Live UI, and banner adverts for new Arcade releases appear within
the console UI. The service is available to the Silver level subscribers (the
free accounts) and again they’ve shipped it with one free game, so anyone who
buys a console can play with the service. Integration into the rest of Live has
been massively extended; the Marketplace service is used to provide the
purchase and download backbone, while the community services such as
leaderboards and gamerscores are now required features for Arcade titles.
Jon talked a bit about Arcade as part of
the business plan for the Xbox as a whole. Arcade was never targeted at what he
called “primary” gamers – the hardcore guys, the early adopters, the folk who
usually ‘own’ the console in the first place – but is instead targeting
“secondary” gamers: girlfriends, spouses, parents, kids, etc. Other people in
the vicinity of the console who aren’t interested in sinking 15 hours into a
shooter – they’re more likely to prefer sinking 15 minutes into something that
perhaps isn’t very deep but is still fun. That’s not to say the hardcore gamers
are excluded from Live Arcade – the success of titles such as Geometry Wars can
be largely attributed to them – but Arcade has been designed with accessibility
and ‘casual gaming’ in mind. Ironically it sounds like the casual gamers very
quickly start sinking a lot more than 15 minutes into their games: a decently
large number of people in the audience have had their consoles hijacked by
wives and girlfriends to play Zuma.
We moved on to talking about Live Arcade
from a developer’s point of view. As a platform, Arcade offers three very attractive
things to developers: a new audience (that is, a platform targeted directed at
casual gamers), a low average budget (the games are smaller), and potentially
very high returns (of course, this is claimed for every platform). Once you
acknowledge that it’s a shareware distribution channel, but one that isn’t
competing with the rest of the internet or the rest of the applications on the
average desktop PC for mindshare, then you begin to see why it’s so nice.
There’s current 20 games available on the platform; there will be 35 by Summer
2006 (and Jon acknowledged that the current Arcade UI will rapidly become
unwieldy for that number of titles; a redesign is in the works). The portfolio
is planned to include more updated classics (the name “Street Fighter 2 Hyper
Fighting Edition” was thrown out at one point, but with a name like that I’m
not sure if it was serious) and some sponsored titles (“Texas Hold ‘Em Poker”
for one) alongside the original concepts. Someone asked a question at the end
about retiring titles – apparently it’s likely that titles will be
retired after some period of time, though MS are committed to always making
titles available to people who purchased them (i.e. if you purchase and
download and then delete the download, you can download again without having to
re-purchase) so unless a title has literally sold zero copies, they’ll continue
hosting it indefinitely. (As such it remains to be seen whether ‘retired’
titles are actually completely removed from the UI – if you’re hosting it,
might as well sell it, right?).
Since launch, there have been over 3
million Arcade downloads; but the best bit? 20% average conversion rate, with
one title even persuading 39% of players to buy the full game. Over 60% of the
consoles out there are using Arcade – we’re still in early adopter period so
this is an indicator that Arcade has hit more primary gamers than had been
expected – and the top five titles are Zuma at fifth, Smash TV, Gauntlet,
Marble Blast Ultra, and Geometry Wars at the top.
Jon handed over to Katie to talk about what
the Live Arcade development process looks like for developers. The overall
lifecycle of an Arcade project looks fairly similar to a traditional console
title, though a bit more streamlined.
- Get concept approval from the Arcade
Portfolio Planning Team at MS (in other words, the “green light” on your
idea). They’re interested in making sure that your title isn’t too similar
to something already available on Arcade or something in development, and that
it suits Arcade as a platform (i.e. isn’t a 20-hour epic RPG). They iron
out the business details with you, organise NDAs, contracts, and so on.
- Liaise with the Arcade production team to
talk about your game’s requirements, obtain SDKs, guidance on best
practices, certification requirements, training, access to private
newsgroups, etc. This step’s all about getting you set up with the
materials you need to actually go ahead with development, though they made
it sound like it could actually go so far as working with the Arcade production team to solidify the high-level design of your project to ensure it takes
best advantage of the 360. Bit of a bombshell was dropped here when
someone asked how small teams can afford the hardware development kits
(which, I’ve heard rumours, are priced in the five-figure range):
Microsoft are open to negotiating loaner dev kits for those teams that
really need it. So that huge barrier to entry for the really small teams –
cost of dev hardware – is now apparently gone.
- Develop your game. A milestone system is
in place for the Arcade team to check on your progress, though these
milestones aren’t fixed dates – submit when you’re ready. Seven milestones
are in the full schedule, though this can be whittled down to three –
Beta, Pre-Cert and Cert – if the developer prefers.
- The final milestone sees you submitting
your game to Xbox certification. All titles go through cert – it’s
Microsoft’s way of ensuring a certain minimal level of quality in all
titles across a platform (seriously, the requirements are things like
“Game must not crash”). There are also a few extra requirements that Arcade titles get tested against, such as storage footprint (25MB upper limit). If you pass
certification on the first attempt, it’s free; if you fail and need to try
again, then you need to start paying for it. So it’s in your best
interests to thoroughly test your title before cert submission – there’s
actually a “trial run” built into the milestones process (the
“pre-certification” milestone) but you’ll do well to treat it like the
real thing.
- As soon as you pass cert, your game gets
uploaded to the Arcade servers and made available. No need to wait for any
discs to be manufactured or anything.
How long does all this take? Katie reckoned
that a developer could go through the entire process – from concept approval to
release – in about three months. (I imagine your team would kill you, but it’s
apparently doable).
So what sort of thing are Microsoft looking
for in a potential Arcade title? For starters, they’re looking for a “full
experience” – an Arcade title isn’t a demo or trailer for a regular retail
game. Distribution mechanisms for that kind of content already exist outside of
Arcade. That said, they do also require that developers produce a separate
trial edition of their games – it’s the classic shareware model and they need
something to share. The game needs to be “pick up and play”-able, with no
physical media or instruction manual (and that’s pretty much mandated by the
distribution method anyway). It needs to be playable on a Xbox360 Core system –
so, no hard drive or custom controllers – and as such needs to fit on a memory
stick, with Microsoft stating a target storage footprint of 25MB, allowing two
games to fit on a memory stick (though this can be negotiated up to 50MB, if a
title really needs it). Lastly, it needs to integrate into Xbox Live; on the
360, all games are at least ‘Xbox Live Aware,’ even if they don’t make use of
the multiplayer and matchmaking services, so Live Arcade titles need to be
fully compatible with Live; but more than that, Live Arcade titles are required
to provide things for the Achievements system and to allow players to earn some
number of gamer points (albeit less than a retail game).
Beyond that? Microsoft are interested in
“smaller games of all kinds.” Katie underscored this when she talked about the
developers the Arcade team are working with and have worked with in the past;
while there are certainly some studios contributing to the portfolio who could
also pull of regular retail games with ease, Katie mentioned that they are
currently working with at least one team that consists of only two people. To
help people keep projects small, MS are also assisting teams in talking to
other firms to offload things like localization or testing; they’ve partnered
with some people and come up with some deals for developers.
It’s fairly clear that many of the
developers Microsoft is targeting with Live Arcade are going to be coming from
the PC platform – even the web. So, Katie took some time to go over the top
“things to think about” for PC developers interested in working towards the
360.
Top on the list is what Microsoft calls
“the 10 foot experience.” Console gamers tend to sit much further away from the
screen – say 10 feet away – than PC games. This has some really big
consequences for game design; asking players to try and pick out a 5x5 region
with a cursor is going to be incredibly frustrating. Related to this is the
fact that you’re addressing a TV display instead of a PC monitor, and yes,
while Microsoft may be hyping up the “HD era” like there’s no tomorrow, they’re
also well aware that some (ok, most) people are still using regular TVs. Non-HD
TV displays are blurrier than PC monitors, are subject to colour bleed, and can
present fewer easily distinguishable colours (two different shades of red may
look different on a monitor but the same on a TV). These properties can be
exploited – the blurriness and bleeding can help to conceal some of your
aliasing, for example – but they present real problems for anything that
requires precise shapes, most commonly font systems.
Next up is localization and “cultural
concerns.” Live Arcade is a worldwide platform, and while I believe it’s
possible to only target certain territories, it obviously would be nicest to
address as many as possible. You should aim to support localization of all your
strings and assets into multiple languages, including Japanese (so you’ll need
entirely separate fonts), and it would probably be worth doing some research to
ensure that something innocuous in your own territory is not offensive in
another.
Thirdly, and kind of obviously, there’s no
mouse on the Xbox 360. You need to design your user interface and interactions
to work with the 360 controller. Conveniently, Microsoft have released a
version of the controller for PC (the “XNA Common Controller”) which is great
for prototyping. The API you use to address it is even the same (or at least
highly similar) on both platforms.
Next, difficulty and progress modifications:
remember that these are casual gamers we’re targeting. Things like continues
should be available – perhaps resetting the player’s score, but letting them
continue on and see more of the game. Consider using hint systems or dynamic
difficulty to keep the player moving onward. Allow cheats – though not if
you’re going to be entering the results into the leaderboard (and similarly, be
sure that there are no exploits people could use to cheat the leaderboard –
this is particularly common for games ported from PC where players have already
had time to find out how to cheat the system). If you want to provide something
for the more hardcore gamers, the Achievements system may be a good way to do
this – most of the achievements should be within the reach of the casual gamer,
but it’s reasonable to have a couple that require a bit more dedication to
obtain.
Just because these are small games doesn’t
mean they can’t be multiplayer; the full Live multiplayer system is available
to Arcade games for internet-based play, and of course the usual single-console
options of split-screen or hotseat games are still available. Also, consider
cooperative gameplay as an alternative to competitive.
Lastly, make sure you’ve figured out how
your trial version is going to work. The shareware world has this down to a
fine art, and there are plenty of examples of what does and does not work. That
said, don’t use time-limited trials (that is, “30 days remaining” type
systems); opt for limitations on individual games, such as a restriction on the
level the player can reach, or on the length of time they can play a single
game for before automatically ending it, for a better result.
There were a few questions at the end, but
most were asking for clarifications of the presented material.
There’s just one last piece of information
I’m withholding: the contact details for the Live Arcade Portfolio Planning
Team. I spoke to Jon about how open they want to be with that information – the
team is already pretty swamped, and opening it up to the general public will
not help that; it can already take a couple of weeks for them to get to a
proposal. So, if you’d like to get in touch with the Arcade team, send me a private
message so we can make sure that nobody's wasting any time. |