Game Devs Weigh In On Windows Phone 7
The mobile games industry has exploded over the past few years, driven largely by titles built for iOS and Android. The Guardian's games blog decided to investigate the pros and cons of Windows Phone 7 as a game development platform while it struggles to catch up to its predecessors.
"... the easy portability of code between WP7 and Xbox, plus the wealth of online tutorials, libraries and community support, is a massive advantage, especially for smaller and less experienced teams. ... As with Xbox Live Arcade, the console's downloadable games service, Windows Phone 7 offers a curated experience, which means Microsoft controls the quality of games appearing on the device. ... [Steven Batchelor-Manning of Nerf Games says,] 'The App Hub offers a good peer review system, where other developers are asked to check over your game. This helps filter out both low quality and bug-ridden titles. We are always given a particular quality to aim for. Once it's got past this stage there is also a chance that Microsoft will veto against your game going on the platform. Ultimately, this prevents the market being swamped, but above this, there seems to be a layer of games by big publishers (EA, etc) that just step past the smaller developers in the queue. This is the biggest drawback of the system.'"
It's "less-bad" than Apple. Microsoft unambiguously documents, exactly, everything that's required to pass certification. If your app fails marketplace certification, they point you to the section in the certification requirements document that your app violates. You can also ask for technical exceptions to the certification requirements for your app, but they're evaluated on a case-by-case basis.
...so I'll burn a bit here :)
I am an indie game developer working mainly with XNA. I have published a few XBox Live Arcade titles, plus a few WP7 ones. The ease of portability is really high. The only difference (granted, this is not necessarily trivial to implement) is the input devices, which are the first thing I wrap away because for various reasons it is useful to have a game that works well in Windows with kb + mouse. When porting to wp7 no additional code is required. Usually lighting and shaders will be toned down (not much to do, just set different techniques in the stock shaders) and models and textures must be reduced in detail, both for storage and rendering performance.
In the end this is the reason why our games will keep ending also in the wp7 marketplace even though sales are not as high: the development costs for porting are so low that even few sales result in a gain...
My book: Friendly F#, fun with game development and XNA; my game: Galaxy Wars by VSTeam; my gamedev language: Casanova.
.NET is a framework. The .NET runtime is bytecode like Java.
You can write XNA and Silverlight apps in C++, if you like.
I suppose someone could make an ObjC compiler for the .NET runtime, but seriously, who other than an Apple zealot can deal with ObjC?