From Japan to Finland: Indies flock to Xbox One
Microsoft reveals 32 teams signed up for independent publishing programme on new console
Vlambeer, Double Fine, Half-Brick, Crytek, Definition 6 and Capy are just a handful of the many independent development teams that have sign up to create content for Microsoft's Xbox One.
Detailed in August, Microsoft's ID@Xbox programme has attracted the great and the good of the independent development community - from micro studios to triple AAA teams - enabling them to self-publish titles on the new home console.
European developers Crytek, Vlambeer, Born Ready, Slightly Mad and Double Eleven have all signed up, with Japan's Inis and Comcept also on board.
Xbox Live Arcade veterans Double Fine are once again working with Microsoft, as are Zen Studios, Half-Brick, Ninja Bee and Signal Studios. Xbox Live Indie Games maker Zeboyd Games is also pledging support, and developers new to Microsoft Nicalis and The Men Who Wear Many Hats are also joining the programme.
Chris Hecker's Definition 6 and Jamie Fristrom's Happion Labs are representing for the smaller teams, while seasoned game makers Team 17, Panic Button, Drinkbox and Team Colorblind are all on board.
Capy, Frima Studio and Behavior are representing for Canadian development, and there's a cluster of Californian developers; Gaijin Games, The Odd Gentlemen, Way Forward and Other Ocean.
"While the rest of the world seems to be making it harder and harder for the little guys to succeed on their own, Microsoft is making it easier"
Mike Bilder, Jackbox Games
Iron Galaxy, Jackbox Games, Hidden Path and High Voltage round out the initial list, revealed today by head of ID@Xbox Chris Charla.
"Bottom line, we've been blown away by the interest in the ID@Xbox programme, and we can't wait until the games start shipping so players can experience the amazing titles that the independent developers will be bringing to Xbox One," said Charla.
Microsoft claims to have shipped over 50 SDKs to independent teams working on Xbox One projects, and intends to enable retail Xbox One units to be used as a dev kit in the near future.
"ID@Xbox allows independent developers like us to place our entire focus on developing games," commented Michael Putz of Bongfish.
"The time has come for small developers like Bongfish to benefit from new technology in next generation consoles. This breakthrough - a significant change - will expand our scope of development."
Iron Galaxy's Dave Lang, makers of Divekick, added: "All developers care about is being able to make the games they want and get them into the hands of as many people as possible. Now, thanks to ID@Xbox, Iron Galaxy can bring Divekick to a Microsoft platform for the first time. We've been working on Xbox One games for a while now, and because of that you can bet Divekick will take advantage of all the platform's unique capabilities."
You listed 31 developers. The missing 32nd is Frima in Quebec City.
www.frimastudio.com
Thirty two, whoopie do :D
Edited 2 times. Last edit by Karl Jeffery on 4th December 2013 3:28pm
I really don't see Microsoft opening the gates for indies as they said. Not yet.
I have complete respect for Indie Devs, I look at the new releases every week on XBL Marketplace and where possible on PSN as well, and more often than not end up buying at least one game..
Of course the real test will be how many games result (and not months after appearing on other platforms). I remember when consoles used to flaunt lists of signed up developers that always, always included Hudson Soft and Koei...
I say, isn't that what we wanted Microsoft to do? They showed us TV and we asked them to rally the gaming coolcats. Who cares if the games are exclusives, they are on XO and they can make it a better platform. 32 might not be a world record, but at least it is a message that Microsoft is in the game now.
Firstly, they are questioning how activity relating to single user games is gathered. The obvious conclusion is that the console is sending back user activity at all times. This is raising suspicion that the previous, now apparently abandoned, strategy is merely waiting in the wings for its eventual emergence into light.
Secondly is the reaction to the banning of users based on swearing in apparently private Skype calls (at least that is how it is being reported in some places) as well as being handed red cards for "swearing at the ref". The always-on nature of the Kinect device and its constant monitoring of background noise, as well as the perception of it continually sending back the results of its eavesdropping for analysis, is causing a backlash in vocal communities. The silent spy in the living room is not something people expected and I think this may well backfire.
Personally, I fully expect the negativity to increase.