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Xbox Live Community games not "financially viable"

By Robert Purchese

Wed 24 Jun 2009 2:54pm GMT / 10:54am EDT / 7:54am PDT

Despite critical reception, Clover developer Binary Tweed won't recoup costs

Clover developer Binary Tweed believes the Xbox Live Community Games market is too small to be "financially viable", and that the service's only use is as an "arena for proving concepts".

"It's a shame to say that Clover has not sold as many copies as we'd hoped for. As it stands, through Community Games alone, we definitely won't recoup costs," Binary Tweed boss Daniel Jones told Digital Spy.

"Frustratingly enough, the critical reception to the game has been good. The size of the XBLCG market is prohibitively small to be financially viable, so I can only see it being of use to Binary Tweed as an arena for proving concepts."

The Xbox Live Community Games channel arrived last November as part of the New Xbox Experience, allowing developers to create games, share them and vote for the best titles, to help democratise game development.

But Daniels argues that all this has produced is a glut of Xbox 360 applications, and that people don't head to the channel looking for games at all.

"The problem is that the Community Games market is just too small," said Daniels, "and the people buying titles via the service don't seem at all interested in games.

"In the first week of Clover's release, the top 10 CG titles were made [up] of eight applications, RC-Airsim (which seems to be having a self-fulfilling prophecy at the top) and one edutainment game," Daniels offered.

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Jason Avent VP, Studio Head, NaturalMotion

151 192 1.3
I didn't think that community games were really meant to be financially viable? I thought XNA was for hobbyists and aspiring game developers right? That's what it was conceived for and sold as.

It's a bit like selling Jam at a craft fair mate. You're never going to make your millions out of it! : )

Posted:7 years ago


William Smith online retail support

5 0 0.0
very true, it isnt a place to expect to make a million. besides alot of people figure if the game is a download, it obviously isnt professional if it is not a remake of a classic, therefore they wont buy it, at least that is the way my mind works, sorry future game designers. i think it is just a way for homebrew designers to get out there and have their work sampled while making a little bit or money, if a company likes their work they may be able to work something out.

Posted:7 years ago


Chris Hunter-Brown IT / Games specialist, BBFC

52 15 0.3
I would agree. The Creators club forums unfortunately have a lot of bitching. Maybe it was unlucky that the App Store took off at the same time because a lot of people there seemed to have illusions of grandeur.

If I ever finish my Dream.Build.Play entry I would be humbled to get anything for it, let alone some beer money or a couple of thousand dollars that some people have which apparently isn't enough. I'd be floored!

Posted:7 years ago


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