XNA's Chris Satchell
XNA's general manager talks about censoring user-generated content, games with a social agenda and keeping the industry creative
Earlier this year Microsoft announced plans to allow small independent developers and individuals to put their games on Xbox 360 using the XNA Game Studio and the subscription-based XNA Creator's Club. Under this system developers will make a game with XNA, submit it to peer-review from other members of the Creator's Club and release it on Xbox Live marketplace.
Chris Satchell, XNA's general manager, talked to GamesIndustry.biz at the recent GameHorizon conference about the project - the issues behind censoring user-generated content, games with a social agenda, keeping the industry creative, and the effects that digital distribution will have on traditional publishers.
"Insidious" was probably not the best word to use, but what I was getting at is that everyone recognises the rising cost of development, but sometimes miss the impact this has on the amount of concept risk publishers can take. The games may still be creative, many are, but the problem is that because of the cost, it is hard to have lots of completely new concepts or IP in a portfolio.
That is not to say that large publishers don't create new concepts, they do, but I believe it would benefit the industry and our medium if we could get more new ideas started. In the long run I think this is essential to keep our medium growing and continuing to be relevant to a broader set of people.
I do not think single player games will be irrelevant. What I do think is that while you are in a single player game you will still want to be able to easily stay connected with your friends and community. This is exactly how we designed the cross-gaming communication and community features in Xbox Live.
We noticed this trend and made sure no matter what experience the gamer is engaging in they are connected. This is definitely a trend that will continue. Also, like our achievements system, meta-games that put single player games in a broader context will be vital for gamers.
I expect our relationship to continue to be extremely positive and we will continue to make sure that Microsoft platforms are the best place for them to deliver great experiences to their customers. As the mix of online and retail distribution continues to evolve I also expect us to continue to offer the best business opportunities for our partners. Feeding this is a huge and growing community on Xbox Live, one that is very actively transacting online.
Also, with the release of community games distribution I think we will see a new class of micro-community "publishers", i.e. small community teams that publish their work exclusively on Xbox Live. This means more diversity of content for gamers, a huge audience for up-and-coming developers and new creativity and talent in the industry, talent that will also fuel growth at large publishers.
This is a very interesting area of graphics technology. We have done experiments with this at Microsoft and the results are extremely interesting. However, the current systems that work well require wearing active shutter glasses and I think it is hard to be mainstream with asking people to wear headgear to play games.
There is some very interesting technology being developed that can overcome this obstacle and it will be interesting to see where this leads. So, some way to go yet. I love that some developers are experimenting along this path. It is a great way to move industry technology forward.
Chris Satchel is the general manager of XNA. Interview by James Lee.