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Microsoft Publishes Free XBox Development Tools

prostoalex writes "Microsoft announced the release of free XNA Game Studio Express tools for developing C# games that run on both Windows and XBox. They're also selling XNA Creators Club subscriptions, which, similar to MSDN subscriptions, offer access to sample code and additional documentation. Also, Microsoft is explicitly aiming towards uniting the Windows and XBox development platforms: 'You will have to compile the game once for each platform. In this release simply create a separate project for each platform and then compile them both. Our goal is to allow as much code as possible to be shared between those two projects, allowing you to use the same source files in both projects, but platform-specific code will need to be conditionally-compiled.'"

48 of 221 comments (clear)

  1. Not quite free.... by nullset · · Score: 5, Informative

    If you want to run the games on your own xbox, you need the "Creators Club" subscription...which costs $100/year.

    So it's not quite free. And you can't distribute the games to others....unless you distribute the source and they are also members of the creator's club.

    1. Re:Not quite free.... by Jazz-Masta · · Score: 5, Insightful

      It's a lot cheaper than a Gamecube, Wii, PS2, or PS3 dev kit. This is a major step forward. Indie developers can use it, even if it is $100 (which, let's face it, is not much money...two games worth) and if they create something worthwhile they can pay more to get it full licenced for release.

    2. Re:Not quite free.... by acidrain · · Score: 4, Informative

      The ps2 linux kit had device drivers instead of direct access to the graphics hardware, which made it useless for developing competitive console games.

      --
      -- http://thegirlorthecar.com funny dating game for guys
    3. Re:Not quite free.... by SScorpio · · Score: 2, Informative

      The PS2 Linux kit came with PDFs of the documentation that came with the professional very expensive Linux kit. I believe you receive 6 out of the 7 documents or something like that. I know they just didn't include one, though I don't remember which one it was.

    4. Re:Not quite free.... by ribond · · Score: 5, Insightful
      Way to fail to own it. They gave you something free (yes, there are caveats) or at worst dirt-cheap, that others sell for much more. You can now choose -- your wallet or your "must-irrationaly-hate-ms" reflex?

      God help you if the indians get close to you with a few "gimme" rounds of texas hold'em. You'll never break free.

      ...you see where I'm going with this?

      it's almost like this truly vicious practice that many shareware vendors have (wolves in sheeps clothing, these guys). They offer you up a fantastic game as a trial version and then ask you to pay for it if you love it.

      bastards.

      I can imagine that Sony and Nintendo are none to amused at this, so I'll just sit back and wait for them to file antitrust complaints.
      ...yeah. but it's MS that stifles innovation. What antitrust issue do you see here? The 2nd place player in a field tries to gain an advantage by giving things away... I'd come up with an analogy but they seem to obvious. I'll let you run with it.
    5. Re:Not quite free.... by hitmanWilly1337 · · Score: 2, Insightful

      I feel my soul being sucked out as I say this but...

      M$ actually got something right for a change.

      Now before you start flaming away @ this, hear me out. I am a longtime Linux user myself (Slack 11.0 as of this writing) and am as big a M$ hater as they come. This time, though, M$ actually has a good idea.

      GASP...HORROR!!!!

      One of the biggest draws for me to PCs and PC gaming was the indie game development. I got tired first of platformers, then of FPS's, now of third person sneak arounds. The PC seemed the ideal platform for me because of the fact that anyone could download a compiler and design a game however they saw fit. I knew that someone, somewhere, would eventually start designing, or had already designed, something I would enjoy. And in the rare cases where that didn't happen, I could always do it myself. This is also what attracted me to FOSS in the first place. Not only did we have the power of the compiler, but a ready made development team around the world. w00t!!!
      What M$ is doing is trying to break into that market and bring that into the console world. Imagine that an indie game, spread across the internet, could be brought to the console world? Its a sad fact that most gamers today are moving towards the consoles. This might actually help breathe new life into the PC gaming world. Double w00t!!
      Now, granted, M$ is doing this in its usual bloated, monopolizing fashion. But we can't expect miracles, now can we?
      I'm done now, so flame on!!

      "I think we might actually crash this time"-Mal Reynolds, Serenity

    6. Re:Not quite free.... by asb · · Score: 2, Insightful

      if they create something worthwhile they can pay more to get it full licenced for release

      Let me rephrase that for you: "if they create something worthwhile they have to pay more to get it full licenced for release".

      Helpful, eh?

      --
      Antti S. Brax - Old school - http://www.iki.fi/asb/
    7. Re:Not quite free.... by ribond · · Score: 2, Insightful
      (sigh) where to start...




      Look everybody, a lying M$ astroturfer


      You've accused me of lying (that's emotionally loaded terminology in my mind)
      You're use of "m$" clearly identifies you as a disinterested observer? We all have opinions that we bring to the table. That mine is different than yours does not make me evil.
      ...and then you accused me of lying for money. We disagree somewhere, lets have a conversation rather than a shouting match.


      fraudulently misrepresenting themselves


      that's a lot of negatives, but I see where you're headed.


      Duh. M$ is leveraging their desktop operating system monopoly to gain an advantage (cross-subsidizing from their monopoly) in console gaming. That may be illegal.

      You pretending not to know that is telling


      That seems non-obvious. IANAL and all that, but offering development tools to the public and wailing antitrust seems like a stretch. What could MS offer to customers in any market for free without crossing your boundary here?
    8. Re:Not quite free.... by ribond · · Score: 2, Insightful
      awesome. ...then I read your profile to find...

      Keep your eye on the ball. SCO is merely running interference for M$. M$ is still taxing the world $40,000,000,000/year for a dozen programs it mostly wrote more than a decade ago.

      I'd counter-claim astroturfing, but I don't know who would be paying... :)

      You've clearly got a belief structure built up here... some people are christians, and frankly I don't agree with them either...
    9. Re:Not quite free.... by bensch128 · · Score: 2, Interesting

      Duh. M$ is leveraging their desktop operating system monopoly to gain an advantage (cross-subsidizing from their monopoly) in console gaming. That may be illegal.

      Perhapse. Mostly, I see it as a ploy to get kids to beg their parents "Oh, I can build games for the 360. Buy me a 360, please!!!!"
      If Sony was smart, they would go to a major games developer (EA?) and try the same thing for PS3.
      Or just wait for Mono to be ported to PS3 and then write drivers for it.

      I too think this is an innovative thing because hopefully, M$ will develop a decent UI for managing small-scaled 3D games ala flash.
      It would be interesting to see their interface.

      On the other hand, I can (and will) build games for my ipod on linux because
      1) I can (gcc toolchain for arm is free and the tool C++ is standard)
      2) no one is blocking me from doing so.

      Cheers
      Ben

    10. Re:Not quite free.... by Blakey+Rat · · Score: 4, Interesting

      The only reason behind the $100 charge per year is the same reason they charge for approving drivers, or they charge for Xbox Live:

      To keep the riff-raff out.

      If you're paying $100 a year, you're likely a responsible enough adult that you'll not constantly submit Xbox Live Arcade games that completely suck, have no chance at being published, and waste a lot of Microsoft's time. (They charge for driver certification so they driver makers don't start using Microsoft as a free QA service. Similar concept. They charge for Xbox Live subscriptions so assholes don't make 30 of them to dodge bans.)

      It's a valid practice. $100 a year is NOTHING to anybody actually interested in game development, the only one is hurts are little kids who would produce crap games anyway. (And even THEN, they can produce as many crap games on PC as they want; the $100 only applies if you want to run it on an Xbox.)

      I like the insane leaps of logic required to make giving free dev tools away to the public look like a bad thing. While you're making up anti-Microsoft bullshit, remember that releasing stuff like this is what is going to give Microsoft a huge lead in console gaming and leave Sony in the dust.

    11. Re:Not quite free.... by amliebsch · · Score: 2

      Does that include a compiler?

      The .NET SDK has always included a free command-line based compiler.

      I figure it is meant for Visual Studio. How many $100 bills is that again?

      Zero.

      --
      If you don't know where you are going, you will wind up somewhere else.
    12. Re:Not quite free.... by ericlondaits · · Score: 2, Informative

      You can use Visual Studio Express 2005, which is free (as in beer). In fact, according to this page:

      http://blogs.msdn.com/xna/archive/2006/10/10/XNA-G ame-Studio-Express_2C00_-C_2300_-and-Visual-C_2300 _-2005-Express-Edition.aspx

      the only version of Visual Studio you can use at the moment is the free one.

      --
      As a Slashdot discussion grows longer, the probability of an analogy involving cars approaches one.
  2. Creator's club not necessary to use XNA by Osty · · Score: 5, Informative

    The Creator's Club is only necessary if you want the extra content/samples/support or if you want to run XNA games on an Xbox 360 (for now you'll have to have a Creator's Club membership even if you only want to run others' code, but that should change in a future release). If you just want to build Windows games using XNA then there's no reason to get a Creator's Club subscription.

    1. Re:Creator's club not necessary to use XNA by Osty · · Score: 2

      What are you basing that on?

      My own assumption based on comments from the XNA development team and community comments during the beta (XNA has been available in beta form since August). Right now, to be able to play XNA games on an Xbox 360 you need to have a Creator's Club subscription. This allows you to build and deploy your own games. The majority of the Xbox userbase has no interest in building games and would rather just play games instead. That's fine, but $100/year to be able to play indie games is a very steep entry fee. XNA is currently V1, and there are a lot of things that the XNA team has said weren't able to make it into this version and are under consideration for V2 or later. I expect the ability to download games in some manner (whether through a cheaper subscription, or by downloading the games from Marketplace, or by some other mechanism, I don't know) is very high on their priority list for the next version. Of course, that goal conflicts directly with the XBLA revenue stream, so they'll have to figure out how to protect the existing Marketplace while still allowing for indie games to be downloaded (for free? for pay?). That will be their biggest hurdle.

  3. Re:Is it just me... by jonwil · · Score: 2, Informative

    Unless you can run the linux kernel on top of the .NET Common Language Runtime.
    Oh and someone would need to port it to C# too.

  4. Xbox 360 only by Mr2001 · · Score: 5, Informative

    Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.

    --
    Visual IRC: Fast. Powerful. Free.
    1. Re:Xbox 360 only by Osty · · Score: 2, Informative

      Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.

      That's okay. You can still use it to write Windows games for free, and if/when you do upgrade to a 360 it won't be much extra work to port your game to 360. At best it's just a matter of setting up a new project using the same source and building that; at worst you may have to change some code if you're doing something the 360 doesn't support.

  5. SNES by Midnight+Thunder · · Score: 4, Interesting

    I would love to see Nintendo do something like this. I think allowing development using the SNES dev kit would allow those who want to get into console game development somewhere to start, yet not compromise what they are charging for their professional kit.

    --
    Jumpstart the tartan drive.
    1. Re:SNES by Darkforge · · Score: 5, Interesting

      Hmm, thought I'd hit submit, but the post disappeared.

      Aaanyway. Nintendo has done you one better by providing Flash support in the Opera browser included in every Wii. That means that you can play games developed in Flash on your Wii using the Wiimote.

      Opera is already installed on every Wii (it's used to power the Wii Shop Channel), but to access other websites you have to use DNS redirection hacks... Once Opera is properly "released" you'll be able to use it freely. Meanwhile, wiicade.com is a website dedicated to developing/promoting Flash games explicitly designed to be played on the Wii.

      --

      When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

    2. Re:SNES by colmore · · Score: 2, Insightful

      It would be interesting, but I think you'd find programming for the SNES and modern game programming to be different beasts.

      Back then, with much smaller resources, a lot of work was still done in assembler and some pretty low level code that is now taken care of by libraries. There isn't the need to squeeze every last inch of functionality out of hardware any more, and the coding is a lot different.

      --
      In Capitalist America, bank robs you!
    3. Re:SNES by Stormwatch · · Score: 3, Informative

      Not exactelly. Here's more wikitrivia for you: the CPU of the SNES was a Ricoh 5A22, which was based on the CMD/GTE 65c816, itself a version of the WDC 65C816. Now, the WDC 65816 was also the CPU of the Apple IIGS, and that is why the Apple IIGS was used as an early SNES devkit. Also, some SNES games had a built-in processor, the Nintendo SA-1, which was also based on the 65816.

    4. Re:SNES by Megane · · Score: 2, Interesting

      GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.

      I'd say Sega Genesis is a sweet spot, too. 68K, large address space (4 megabytes in a cartridge with no bank switching), good C compilers (people have supposedly used MPW C with it), decent graphics/sprite support, less colors than SNES, but still a decent selection, and the original Sega documentation is out there. You won't be doing 3D on it, but it's a darn good 2D system. Used consoles are easy to find, cartridges are relatively easy to make, and it's supported for Wii download games.

      The Sega CD, on the other hand, is extremely under-documented (just try finding out about its BIOS calls--there are only about a dozen basic ones I've found references to), and it requires synchronizing two CPUs running at different speeds, in addition to having to swap parts of the game in and out all the time. And it's hard enough to fill up 4 megabytes without getting a couple of artists and musicians, but 650 megabytes is really hard to fill without cramming in FMV or CD audio.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    5. Re:SNES by edwdig · · Score: 2, Interesting

      I'm not sure what point you are trying to make. Almost no system is too underpowered to run compiled code, including the SNES.

      Obviously you can run compiled code on the SNES. You're just not going to get very good performance out of it. You have 3 general purpose registers on the SNES CPU. Compilers don't create very good code when they're that register starved. You can certainly code an average game in C, but if you're trying to do anything impressive, you won't get the performance you need.

      There is no system available on the planet right now that cannot be maxed out by one or two people... Even the most advanced renderers can be implemented by a very small number of people.

      A renderer isn't a complete game. You also need artists to create the art. You could try creating a commercial grade Xbox 360 title using 3 or 4 people, but by the time your artists finish their work, we'll be well into the life of the next Xbox at least. Also don't forget the time to create all the sound effects necessary. With a GBA game, a few people can create a finished title of commercial quality.

  6. Re:Is it just me... by Osty · · Score: 2, Insightful

    Is it just me, or would this speed up the development of Linux on the XBox 360?

    It's just you. I guess it might be technically possible to build a virtual machine on top of the .NET Framework Compact Edition which could then run Linux, but that's not anywhere near the same as running Linux on the Xbox 360.

  7. Channel 9 Demo by dilbert627 · · Score: 4, Informative

    This video on Channel9 shows off running a game on the Xbox. Pretty cool stuff.
    http://channel9.msdn.com/Showpost.aspx?postid=2612 54

  8. Non commercial by edwardpickman · · Score: 5, Insightful

    It strictly allows only non commercial development and no distribution including free over the net. There's is another commercial version that'll be released early next year but you still face the Microsoft bottle neck. You can't release commercial games unless they approve of them and take a health chunk of the profits. It'll allow you to develope for the Xbox 360 at a much lower risk but there are no guarentees you'll be able to release the game on Xbox 360. Microsoft still retains the final approval and demands their pound 'O fleash.

    1. Re:Non commercial by east+coast · · Score: 2, Insightful

      I'm not a game developer and I don't know much about it but what's the costs associated with developing for other consoles? MS offering educational stuff for free or damn close to it isn't that bad of a deal, from where I sit.

      MS put a lot of cash down to develop an entire platform, they stuck out their necks... if you're making cash from a venture involving their proprietary platform tell me where their cut comes from?

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    2. Re:Non commercial by Osty · · Score: 5, Informative

      A lot of people are going "holy cow! xbox programming! yay!" and ignoring that they're giving us tools that have existed in the pc world for decades. Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.

      There are two possible answers to this:

      1. When was the last time a company gave you a very inexpensive way to develop games for a console system? The last I can think of was Sony's Net Yaroze (essentially a limited PS1 dev kit), but that was quite a bit more expensive than XNA currently is (at $100/year, it'll take 7.5 years for a Creator's Club subscription to equal the cost of a Net Yaroze). PS2 Linux doesn't count as it was seriously hindered in its capabilities, and PS3 Linux won't count until you can fully utilize the GPU. GBADev and DSDev don't count because they're not official development tools provided by Nintendo and rely on hacks to allow you to run your code on the handhelds directly.
      2. What other frameworks allow you to build games for both PC (windows) and console (xbox 360) at the same time (there are a few minor differences you need to take into account, but if you write a game for Windows using XNA it's mostly trivial to re-build that for 360, with maybe a few shader tweaks here and there)? Do those frameworks allow you to load your game onto the console in a "legal" (non-modchip, non-hack) way? A framework like Torque doesn't count becase you still have to be able to get a 360 dev kit to be able to run your game (dev kits cost upwards of $10K, and getting one requires you to jump through a bunch of hoops proving that you're a competent software developer with a high likelihood of actually being able to ship your game in a timely manner among many other things).

      That tools like this have existed on the PC for a while is a red herring, because tools like this for consoles generally have not. If you want to stick with PC development, that's fine, but it's orthogonal to the discussion at hand.

  9. Here's the free code by EmbeddedJanitor · · Score: 4, Funny
    freecode.c

    #include "creatorsclub.h"

    --
    Engineering is the art of compromise.
  10. yeehaw! I'm gonna write me a program! by ILuvRamen · · Score: 3, Funny

    I'll get right on working on a version of Open Office that runs on the Xbox :-D Then I can use that incredibly fast direction pad to type my documents. Ooh and I could bring in my Xbox for powerpoint presentations at school and have some fun when I'm not using it for that! The possibilities are endless! You may think that's a dumb idea but have you looked at the public domain roms made from scratch by people in their basements for earlier consoles like SNES, Genesis, and N64? THEY SUCK! Regular people aren't very good at console programming I guess. Office it is! :-D

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  11. Sample code with XNA: Madelbrot at 60fps by jeswin · · Score: 2, Interesting

    Here is some interesting code, using C# and the pixel shader which draws fractals 60 times a second using the XBox GPU. Initially I was skeptical about coding games with managed code (like C#), but it looks like we will see some games written in .Net. The drawing underneath still gets done natively, but you will be insulated to some extent.

    Interestingly, Mono is planning to bring XNA to other platforms. Hopefully we will see PS3 running XNA sometime soon (quite possible, since PS3 already runs Mono).

    --
    Life is a conviction.
    1. Re:Sample code with XNA: Madelbrot at 60fps by Osty · · Score: 2, Informative

      Here is some interesting code, using C# and the pixel shader which draws fractals 60 times a second using the XBox GPU. Initially I was skeptical about coding games with managed code (like C#), but it looks like we will see some games written in .Net. The drawing underneath still gets done natively, but you will be insulated to some extent.

      XNA is just the next version of DirectX's managed interface (it's changed quite a bit from DirectX 9's MDX interface). Anything you can do with DirectX, you can do with XNA.

      As for "games written in .NET", here is a video of the XBLA Marble Blast Ultra (built using the native-code Torque engine) converted over to XNA and .NET. You might not be able to build the next Gears of War or Halo 3 using XNA, but there's no reason why you couldn't build Marble Blast Ultra or Geometry Wars.

  12. Take that Stallman! by Timbotronic · · Score: 5, Funny

    From the FAQ:
    Q: What does XNA stand for?
    A: XNA's Not Acronymed

    Seems even the Evil Empire has a sense of humour.

    --

    One of these days I'm moving to Theory - everything works there

    1. Re:Take that Stallman! by ticklish2day · · Score: 2, Interesting

      Humor, the hallmark of yet another J. Allard led group.

  13. Burger King ! by up2ng · · Score: 4, Funny

    Just find a way to murderlize the King and they'll sell it for $3.99 with a meal

    --
    Success is not the result of spontaneous combustion, you must set yourself on fire.
  14. XNA is not bad by Maurice · · Score: 5, Informative

    I come from a low level graphics programming background. Having played around with the XNA betas that have been out for a while, I must say that XNA is probably the easiest way to get an amateur started with DirectX programming and game development. It seems almost like Microsoft is trying to get the grass roots hooked onto the platform so that the next generation of game programmers prefer the MS platform.

    Oh, and people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.

    1. Re:XNA is not bad by MelloDawg · · Score: 4, Interesting

      I attended the XNA Open House this evening. The first demo consisted of downloading a model from TurboSquid, adding it to a XNA Game project, writing about 15 lines of code ... and boom -- there was a rendered ship that was lit, spining and was controlable by the 360 controller. Ridiculously easy.

      The entry barrier has been lowered significant. I forsee alot people taking advantage of this platform.

      --
      /. is irrelevant.
  15. Re:Very low level API by Osty · · Score: 2, Interesting

    this is very close to being a wrapper around Direct X, execpt missing alot of features of DirectX including most of DirectInput.

    Absolutely correct. Think of XNA as MDX (Managed DirectX) version 2.0. Oh, and DirectInput is missing because that's being replaced by XInput. It's easier to work with, and will be the way of the future (DirectInput will still be supported in DirectX, of course, since DirectX strives hard to be backwards compatible across versions).

    It's ok for making Xbox360 games, but there are MUCH MUCH better toolkits for free for PC development then XNA.

    Which of those other toolkits can target Xbox 360? Which ones support .NET code (aside from Managed DirectX, which is superseded by XNA)? Of course toolkits exist for the PC. That has nothing at all to do with XNA.

  16. Creator's Club by Z34107 · · Score: 3, Informative

    The press release says that they're working on removing the Creator's Club requirement for playing XNA games.

    The reason you need to be a member of the Creator's Club as of now is because of the XNA framework - a souped-up version of the .NET framework - that your games are built on top of. Your games won't run without it, which means anyone who wants to run your game needs it (i.e., be a member of the Creator's Club.)

    --
    DATABASE WOW WOW
  17. Developers, developers, developers! by NineNine · · Score: 2, Insightful

    I think that the "Developers" chair-throwing speech is exactly why MS is #1. Other companies (especially OSS companies) need to get just as excited about supporting developers if they want anywhere near that kind of success.

  18. Using Other Developers To Profit by phantomcircuit · · Score: 3, Insightful

    The one thing that Microsoft does extremely well is document and provide tools to develop software for windows.(free tools such as visual c# express offer non-commercial developers a cheap IDE). It's why there is a much larger number of applications written for windows than for Unix like systems.

    By applying the same principles to the Xbox 360 they might just find that more people use the system because of what they can do with it, not because of the numbers.

    The applications make the system useful, not the other way around.

    1. Re:Using Other Developers To Profit by Sentry21 · · Score: 2, Interesting
      The one thing that Microsoft does extremely well is document and provide tools to develop software for windows.(free tools such as visual c# express offer non-commercial developers a cheap IDE). It's why there is a much larger number of applications written for windows than for Unix like systems.


      You must be new here. Until very recently, even the entry-level development tools were expensive and cumbersome to use. The vast majority of people who created apps for MS OSes when I was in school could only afford it because they pirated it, or (for a legit software developer friend) picked up the educational discount.

      Microsoft documentation has always been necessary because their APIs are ludicrously complex and ridiculously cumbersome. One function call from the Win16 API is identical in Win32, except for subtle differences in one or two parameters, requiring developers migrating up to study the documentation like the bible to figure out where things are going wrong and why.

      Microsoft is finally getting it right, and I applaud them for that, but they'd be a shining beacon of hope and joy in the world if that policy had been there for any length of time. As it is, they're just starting to get it right, but they're not there yet - after all, I can write any OS X app I like without buying any extra software to get extra features, and likewise on *NIX.

      The reason there are more apps for Windows is that there's a bigger market, nothing more.
  19. appropriation of participatory culture. by bigmammoth · · Score: 2, Interesting
    Microsoft is positioning themselves to capitalize on the participation & creativity of their user-base. Being a producer is the new consumer v2.0 ;)

    We can see this transformation across corporate culture with the flood of web 2.0 software and services. It simply far more profitable to have your consumers produce the content that you service that it is to make content your self. This also shapes the traditional big budget game productions look at what EA is trying to do with Spore or the popularity of EverQuest like MMORPGs where participants produce experiences with each other under the domain of corporate context provider. These experiences are enriched by this appropriation and therefore accumulate social capital, and whats important to remember about capital is that is transferable.

    Its only logical that microsoft will try to capitalize on the home-brew game community. When those high up in the corporate hierarchy were shown a moded xbox and the home-brew software library, their question was not how do we stomp this out rather it was how do we appropriate this into our business model.

    The tragedy of corporate appropriation is the tendency to make things suck. For example by shifting around generated social capital (ie your coolness becomes our brand) Your youtube videos are 1.6 billion for a few people at the top and free hosting for those at the bottom.

    As the service model integrates the qualities/coolness of free & user generated software with open APIs, customizable interfaces and in this case low cost "development kits", the qualities that made free software so desirable are appropriated and generally potentially crippled as generated social capital is siphoned off to disproportionately support the (relatively minor) contributions of a few at the top.

    So we see the rise of free service models wikipedia, creative commons, participatory culture foundation, the linux platform etc. (they are still appropriated and ofcourse people profit disproportionate to their contributions but at least there are some structural qualities in place that limit the disproportional profitability such as the GPL, open platforms, copyleft etc. We should probably chose to participate in those spaces if possible or given circumstance and specific goals you decide to make content for microsoft/google/sony, that fine as long as you think about it first ;)

  20. This is actually not that bad by jonwil · · Score: 2, Interesting

    Although I personally am not interested in this, I know lots of other people are.
    I dont see the "you need to buy the subscription thing to play games on your 360" or the "you need to compile from source" or the "managed code only" as that serious.
    To me, the 2 biggest lacks is:
    C# only. No managed C++ or other languages.
    and the real big one: Programs written for the XBOX 360 cannot communicate with the outside world at all (i.e. no networking period). This is by far the biggest limitation of XNA Game Studio 360 IMO.

  21. An XNA community site by derekned · · Score: 2, Interesting

    Since we're on the topic, I have a web site - www.threesixbox.com - dedicated to XNA projects. It already has a good number of user-submitted projects for you to try out, many of which have the source code that you can study and learn from. Currently all the projects a PC-based, so you don't need to be a member of the Creator's Club to try them out.

  22. Not QUITE informative- not really even correct. by Svartalf · · Score: 3, Informative

    Even in the X-Box, you're talking to device drivers, not the hardware directly. That IS what you do with DirectX- it's call that because it bypassed many of the software layers in Windows so you could write games. That's supposed to be the big selling point of the X-Box lines is that you can write for XP and do a minimal amount of work to make a console port to the X-Box or X-Box360. Talking to the hardware directly means poking values into the registers on the GPU, etc. Something few of the developers do- and none on the X-Box/X-Box 360 They typically go through a library or device driver on all the consoles to begin with. You might have done development under a console target, so your mileage may vary- but what I know of things differs from what you just said by a lot.

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