sjewkestheloon wrote:Global scoreboards are actually a big selling point for me and I am pleased that they will be included.
On edit:
Just curious if you have an estimated release turnaround for this? I ask out of interest in the publishing process of XNA stuff rather than pushing for you to release the game. For example, how long does it take for the game to go live after it has gone gold? Is it instantaneous and what judging criteria does it go through?
Just curious.
There is no way for anyone producing an Xbox LIVE Community Game (via XNA) to have a specific release date, other than November 19th, 2008, and here's why:
If we want to release on March 31st, 2009, we have to go through a playtest process and a peer review process, both of which take variable amounts of time. We have no control over how many community members will playtest and review our game. The more, the faster.
Our game has some hype in the community, as we have been active members, so we should flow through those processes quicker than average, but this doesn't help us choose a date.
Let's say we are done playtesting and are shooting for a March 31st, 2009 release. So, we submit one week before. What happens if it takes 10 days? ...or 3 days? ...or anything other than 7 days to pass review?
Whenever our game passes review, the speed of which we do not control, is when the game is released on Xbox LIVE.
Now, the reason a specific Novemeber 19th, 2008 was possible, is because that's when XBLCG launched, so all a developer had to do was ensure they passed review well before that date.
The optimum time to release is early Sunday morning (or Monday morning depending on when Major Nelson starts his weeks) to maximize the chance of breaking into Major Nelson's top 10 list. The top 10 list is copied around the world by bloggers and news sites, which catapults your game's sales (or at least trials) insanely.
http://majornelson.com/archive/2009/03/ ... h-2nd.aspx
The review process is not as in-depth as you might think, and more in-depth than you might think:
If your game sucks, subjectively, it does not matter. Very few people outside of XBLCG understand this. I have even complained about it somewhat, as the overload of "games that suck" are hitting the system before our "game that doesn't suck" has a chance to. But, as one wise XBLCG member pointed out, if 80% of the people in XBLCG got there way, the majority of XBLCG top selling games would have been rejected. Freedom is important, it allows breaking the mold, producing the unconventional, and whatnot. That's why you get these oddball games in that top 10 list I linked to above, which shock a lot of developers.
The review process is more in-depth than you might think in terms of game crashing when you unplug memory cards and controllers and other tricks to crash your game. Lots of technicalities that can fail your game. Most peer reviewers will pass the game without bothering with these tests.
It is almost impossible to fail unless your game crashes or has illegal content.
XBLCG is constantly improving everyday, and the processes may (and likely will) change in the future, for the better.