August 14-15 2006
Developing Games for Xbox Live Arcade
Katie Stone-PerezGame Program ManagerXbox Live ArcadeMicrosoft
August 14-15 2006
Agenda
1st Generation Results
Xbox Live Arcade on the Xbox 360
Goals
Current Statistics
What’s New with the Platform
Development Considerations and how to get your submission approved
August 14-15 2006
Xbox Live Arcade – 1st Generation
Launched November 2004 in North America; Europe/Asia in April 2005
Disc-based solution
One pack in title included free of charge
Additional titles available to download, try, and buy over Xbox Live
Conversion rates strong @ 8.5%
August 14-15 2006
Xbox Live Arcade – Xbox 360
Goal: Build a frictionless distribution model for broad appeal content on Xbox 360
Single destination to discover, download, and try/buy broad-appeal games built into every console
High-visibility placement (Games Blade)
Deep Marketplace integration (download, purchase, licensing)
Available to both Silver & Gold Xbox Live Subscribers
Arcade-specific banner placements drive awareness of new titles
Rich around-the-game feature set drives retention & repeat play
August 14-15 2006
Xbox Live Arcade –Dashboard
Deep Integration with Achievements, Gamerscore, and Live Leaderboards
August 14-15 2006
Importance of Xbox Live ArcadeStrategic to the Xbox 360 Platform
Relevant content for secondary/tertiary gamer in the household
Relevant content for primary gamer (retro, action). Provides quick gameplay experiences
Only have 15 minutes to play; waiting for friends to get online; looking for a simple dose of fun
Opportunity for Xbox 360 Developers Opportunity to reach an entirely new audience
Drive innovation & creative expression without taking on the risk of a large development budget
Low upfront financial risk with a potential high return on investment
August 14-15 2006
Early Results of Xbox Live Arcade Over 25 games now available
Phenomenal launch window results for Xbox Live Arcade
Over five million Arcade downloads since launch
Across the board conversion rate average of 22%
Highest title converting at over 50%
Over 65% of connected Xbox 360 consoles are downloading and playing Arcade games
August 14-15 2006
Xbox Live Arcade Platform –What’s Next?
Dashboard UpdatesDev Task- Make sure you set your Genre in ArcadeInfo.xml!
Arcade Wednesdays!!!Regular release schedule for Arcade games
CameraVideo Chat
Face in Game
Gesture
Leader Recognition
Talk to Digimask, GestureTek at Gamefest
August 14-15 2006
What is an Xbox Live Arcade Game in Xbox 360?
Full game experience
No pieces of games
Must stand on its own
Smaller in size
<50 MB (BroadBand in North America, International higher)
Sub-25-MB Goal (2 games on 1 Memory Unit)
Playable without physical media or other dependencies
No instruction manual required
Approachable pickup & play
Free Trial Version with limited but entertaining gameplay
Must up-sell to unlocked “full” version
In-game promotional up-sell
Plugs into Xbox Live Arcade around-the-game experiences
Out-of-game Leaderboards
Achievements & Gamerscore
Cross-game invites
August 14-15 2006
The 6 Pillars of What We Look for in Games How to Get Your Game Approved
Innovation
Gameplay
Visuals
Multiplayer
Marketplace Interaction
Global Appeal
August 14-15 2006
Gameplay
Fits within 50 MB limit
Unique ideas
Pick-up and play gameplay
Allows for bite-size entertainment experience
Designed for the ENTIRE family
Handicapping
Kid-friendly options
Continues
August 14-15 2006
Visual Bar
Does this game look like it belongs on the Xbox 360?
Visual Re-Design, not just a port
August 14-15 2006
Multiplayer
Xbox Live & designing for smaller populations
Local Multiplayer (2+ on a single console)
Co-Op
Offline gameplay & tracking
August 14-15 2006
Marketplace
Premium Downloadable Content
Levels & Maps
Weapons & Character Objects
Game Types
Game Skins
Picture Packs
Themes
August 14-15 2006
Developing for Arcade on Xbox 360 Achievements & Gamerscore
Gamerscore200 Gamerscore
Achievements12 achievements
Achievement curve
Show creativity!
August 14-15 2006
Developing for Arcade on Xbox 360 Adapting Your Game from Another Platform
10 ft. vs. 2 ft. experienceAdapting your characters and game elements for better visibility and control on a TV
TV DisplaysColors
Fonts and other small detailDon’t forget standard definition!
Controls and NavigationIn Game Controls, optional control devices
Menu and UI elements
August 14-15 2006
The Benefits of Developing for Arcade
Xbox Developer Support and Xbox 360 Central
Game Requirements Doc for Arcade
Xbox Live Arcade Developer Forum
TCR Compliant Multiplayer Network Stack
Arcade Developer Brownbag Sessions
Milestone Acceptance Testing
Certification Assistance
Partnerships in place with testing and localization vendors
August 14-15 2006
High-Level Development Process\
Step #1: Submit Concept – Work with Arcade Portfolio Planning team ([email protected]) or your established account manager to determine whether your title is a good fit and to iron out the business details.
Step #2: Kickoff – Get engaged with the Arcade production team to discuss requirements and best practices that are unique to Arcade titles. Get lined up with Arcade-specific support materials.
Step #3 – Get Cranking – Develop an awesome Arcade title that every Xbox 360 owner will have to have! Work with the Arcade team along the way to check progress of the title at various milestones.
Step #4 – Submit to Cert – Arcade titles are certified along with all other Xbox 360 titles.
Step #5 – Release to Market – The title is made available in Marketplace and the downloads begin.
August 14-15 2006
How to Get Started
For Independent Developers:
Work with Arcade Portfolio Planning team ([email protected]) to determine whether your title is a good fit and to iron out the business details.
NDA
Submit Concept Submission Form & Materials
Playable Demo
For Publishers
Work with your established account manager
© 2006 Microsoft Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.
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