Xbox 360 Game Patching Costs $40,000
hypnosec writes "It costs developers a total of $40,000 to release a single patch on Xbox Live, making it a difficult platform for smaller developers to grow on. This revelation was made by Tim Schafer of Double Fine Studios — which recently drew a lot of charitable donations as part of a campaign to create a contemporary point and click game. He went on to say that this is just too high a fee for smaller developers to pay, making it hard for them to do well on the platform. This makes sense, since requiring just one patch could massively cut into the profits for a company."
Patches are not cheap to deploy, you've got to bother your customers and pay for bandwidth. It makes a whole lot more sense to put the effort into getting the right code onto the disc before it ships.
Does this guy pay all his parking tickets twice?
down side of locked in stores and what's up with censorship?
Is this inclusive of a fee for bandwidth costs? What is the reason for the fee to be so large?
Microsoft is pushing cloud computing now right.. why not charge based on how many users download patches?
MidnightBSD: The BSD for Everyone
Microsoft has said that they don't want their reputation as a retailer ruined by games requiring numerous patches that not all users can get. They say they consider it a fine on premature releases. It's also to "encourage" dlc to be charged for through their store system, so they can get a cut. If you release the content through a patch then use some sort of exterior store to unlock it, MS doesn't get a piece of the action. Part of the idea is good: companies pay for the "deliver first, make it work later" attitude that has been a little to prevalent. Part of it is money grubbing. I'm pretty neutral on the concept.
Microsoft would pay small rebates for every patch for Windows they released...
I'm sure "SlashdotMedia" will improve on all the wonders that Dice Holdings blessed us all with
I work in the video game industry but this opinion is only my own. I personally don't think the costs are unreasonable.
Microsoft has a pretty stringent testing requirement for patches. It's not as simple as slapping up a new binary to download. It costs them money to test patches against technical requirements. There is bandwidth involved for downloading patches as well. The developers have to pay for the bandwidth and testing costs. Charging for patches also discourages sloppy software with lots of patching after the fact. Not all XBOX 360's even have hard drives so patches have to be relatively minor and fit on memory cards if necessary.
We didn't need API's for physics. We were kids then. There was a coder then that was a genius in his day. It's been a while, It was the early 90s. Back when
writing code for a nintendo meant just compiling code and downloading to a cartridge that plugged into a conventional nintendo. We coded for amiga too.
ahh... and the original port of Mad Dog McCree. I tell you if had to pay $40k to code for a target platform, we just wouldn't do it. We would write a killer app for another platform that will help propel our games platform popularity. I think what happened is game coders are tied to the API, and no longer write hardcore code. Because if Microsoft was screwing me over I'd write code for an alternate platform. I'd write code that was so damn good it would actually encourage gamers to buy the platform my game is written for. Now Microsoft is locking the xbox so you can't sell your old game to gamestop and buy something else. well I hope this kills the the xbox.
I think it's time to develop a killer open gaming platform. The technology is here to do it. Imagine a world of no more DRM.
I
I worked on a MMO at one point. Close to release we pushed out the game to our CDN solution. Every time we needed to push a patch it was $25,000 to get them to spread it out over their servers. This $40,000 figure is not far off the mark for the real cost Microsoft would incur to farm out a patch for a service that millions visit every day.
I think it's time to develop a killer open gaming platform.
Attempts to develop an open console or handheld have been tried many times. But no one has ever succeeded at it. Good luck.
SJW: Someone who has run out of real oppression, and has to fake it.
That's great.
1. Develop bad ass gaming hardware
2. Market it, so everybody buys it.
3. Profit.
No ???? in that equations. Unless you consider both 1 and 2 the ????.
21st Century Renaissance Man
in relation to a PS3 or XBoc 360 game, we're taking the console back to the store. Filled with our shit.
Seriously, how did it become even remotely acceptable for a console game to need patches in the first place? It used to be that you'd need to do a recall to fix a broken game. If anything, $40000 isn't enough.
In the PS2 / Gamecube era, patching a console game just did not happen much. It was the XBox that introduced the notion by having a built in ethernet port, the Xbox Live service, and the built in hard drive. On the plus side this has led to certain egregious problems being fixed.
On the downside, it has become a crutch. Getting through Lotcheck used to be more difficult. It is still an unholy pain in the ass, but the big publishers can afford to drop a patch, and the revenue gained by being able to hit a launch date mandated by a marketing campaign will make up for it. If the company is big enough (EA, Ubisoft), and the title has the potential to move the needle for hardware sales, a great deal of completely terrible bugs can be forgiven if a launch day patch is forthcoming.
Smaller developers need to anticipate that they wont be able to patch the game at launch simply due to the financial constraints though.
END COMMUNICATION
It is sooo profitable to develop for consoles, much more profitable than on a normal pc! so go on nothing to see here ....
Oh, it costs a great deal more than 40K to licence a mainstream xbox 360 game. That was the cost of EACH PATCH.
The thing is, yes, gaming used to be cheaper. Uh... so? It used to be you could make a video game with 2 programmers and 4 artists, Doom and Mortal Kombat both had barely more than that. But these days? 50+ developers for some projects? And you're targeting a gaming console that is sold at a loss? You have to understand the business model involved. Consoles are consoles, not PCs. (as much as I might wish otherwise).
GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
hook up you computer to your tv and play the game with a xbox controller, problem solved.
This is really just a bunch of rambling, you've got no cohesive point. Because of modern physics APIs... games cost more... so you're stuck on one platform... because of DRM?
Yes, DRM is bad... and... some other things you said are points too... but none of it makes sense together.
GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
I think it's time to develop a killer open gaming platform.
...you mean like a PC running linux? Ok, sorted, now we'll just wait for the games to roll in...................
games also needs mods / user maps and the PC rocks at that!
If you develop with Microsoft XNA the fees are all much less. But you also get special restrictions. *shrug*
One of them being that you can't have characters speaking a constructed language. Another being that you can't port a game from another platform; you have to write it from scratch in C#. I've been told that the best-practice workaround for the latter is to develop single-player games solely for other platforms and multiplayer games solely for Xbox 360.
This post is a joke, right? There were numerous buggy games released 10 and 20 years ago. This notion that buggy software is something new is pure, unadulterated bullshit. Back in the DOS says it was not uncommon for games to crash the OS frequently due to bugs. For example, games like Duke3d, Doom, Quake, etc has numerous bugs that were squashed when their source code was released. There are plenty of shit programmers today (see java weenies and ruby tards as prime examples) but there were plenty of programmers of old who should never have been writing code.
This makes sense for smaller houses but a title that rakes in more than a million in sales on the first day of launch this wouldn't be that much of an issue. If your studio is making niche games then yeah.
I am Bennett Haselton! I am Bennett Haselton!
Dear FSM!@! So that explains Valves comments on why TF2 on Xbox dose not get all the updates and stuff pc gets..
$40k to certify and deploy a patch is really not that much in terms of a game budget. Most third party tools and licenses cost around this much and the average development budget is over $10million these days (marketing budgets are often much, much more!).
The cost of becoming a licensed developer (not an indie developer, but full fledged developer) plus a few development and test kits is very expensive so Microsoft knows that these developers have deep pockets. As mentioned in previous comments, this fee is partially to cover their own costs but mostly to prevent developers from abusing the system and pushing out patch after patch.
This fee is also not set in stone and is negotiable depending on what publisher you are and what sort of game you're making.
So how does one translate an existing game's code into C# so that one can release through XBLIG? Sure, I can accept that programmers would have to write the view layer (graphics, sound, input) from scratch for each platform. But I thought one of the benefits of a model-view separation was that different platforms with different view needs could share the model layer (physics, collision, AI) code. The requirement that all games be written in C# breaks this. (Yes, C#; there's no Emit for dynamic languages or P/Invoke for C++.)
Quality control is fine but then why take weeks and cost so much to get a rejection due to bugs or low quality? When a game crashes I don't believe many blame Microsoft but instead point fingers at the ISV (example: Bethesda). Why do this? To strictly control and squeeze all the money they can from the supply chain where quality seems to not be secondary.
Instead this seems like "The Law of Unintended Consequences". In an effort to control the system Microsoft has put in place a barrier to entry, they've excluded an entire class of high quality software. Small games and games that thrive on frequent updates don't fit well into XBox Live which has been lamented by many but seems to be just as well since others can make software work on other platforms and pocket a lot more of the profits.
How about publishing your game on the pc platform eh ?
No fee for publishing, no fee for patches, you can make download content free or otherwise for your customer base to enjoy etc....
Instead you go in bed with the devil, what did you expect would happen ? You got fucked plain and simple, so don't come crying afterwards like how Microsoft is so heartless etc...
Isn't the PC an open gaming platform?
~S
+5 Right on.
Since programs were first run on a computer there have been bugs, they continue to this day in most games be they some random video glitch or full blown crashes to desktop (pc gamer here, one that suffers Dead Island crashes atm). Bugs are everywhere.
I am Bennett Haselton! I am Bennett Haselton!
I can think of one way to work around Microsoft's perceived technical advantage on its own console. It involves building your own brand of small-form-factor PC and marketing it as if it were the fourth console. I wonder why Valve hasn't already done this to promote its Steam store.
Consoles are consoles, not PCs. (as much as I might wish otherwise).
Then why do only consoles tend to have large (over 24") monitors connected to them? I'd drop consoles in an instant if developers started making PC games that could use several game controllers, but for various reasons, it appears there aren't enough people willing to connect a PC to a TV big enough to fit two to four people around it. Nor are the kind of people who used to crowd around a 19" bedroom TV willing to crowd around a 21" PC monitor for some even odder reason.
Yes, the PC is far more open than a console. But though HDTVs have PC inputs, next to nobody uses them outside the Slashdot-reading geek crowd. So PC games end up optimized for the desk instead of the sofa.
hook up you computer to your tv and play the game with a xbox controller
I own a pair of Xbox 360 controllers. A lot of PC games won't recognize both of them. Why? Greed: they want families to buy two copies.
So, how exactly did you fix bugs in games after they were shipped? You couldn't? Then you know nothing about what this entire conversation is about. Oh, and it's not MS that's locking the XBox, it's the games publishers, because they want to kill the second hand market.
I was actually confused when I went to a friends house and his PC *wasn't* connected to his TV.
"Hey, I brought with me those blu ray rips you wanted, lets put one on and watch it, wait what, why are we going your bedroom, don't you only have a 15" screen there, can't we watch it on the TV? What do you mean there's no PC connected to your TV?? But then how do you watch Youtube from your sofa? What do you mean you don't?!!!"
Having an actual desk based PC (outside of an office environment) just seems abnormal to me now.
So you weren't willing to pay money for Skyrim, but you still wanted to play it... honestly, who cares what (non-paying) 'customer's like you think? Buy a copy, *then* feel free to bitch.
I'm all for it.
Multi-million dollar marketing, forcing release into a window is not always conducive to a completed product getting shipped.
I presume $40k is the only possible reason that somebody might decide to delay a much-fanfared release until it's ready.
Looking at it the other way, if patching was free, I suspect a shit-load more shoddy stuff would appear.
I'm not having a go at iterative development (minecraft), DLC etc - and I appreciate it when a publisher/developer pushes out a patch to correct an issue that they only came across after release.. Merely pointing out that cost-free patching would undoubtedly create a buggier experience for me.
The sole evidence presented is the statement "I mean, it costs $40,000 to put up a patch – we can’t afford that!". The second article simply refers to the first.
What is this $40K? Are developers literally getting an invoice for $40K from Microsoft, or is that one of those "that's X number of hours @ so much per developer hour" kind of multiplications? If it's an invoice, is it really a flat fee in that nice round number or is he just pulling this number out of the air?
For a bunch of people who allegedly are alternative non-mainstream revolutionary wannabes, Slashdotters sure take everything they read in blogs at face value.
Advice: on VPS providers
I completely fail to see how they'd manage to undercut every single existing PC/component manufacturer out there.
Always thought they were missing a trick by not embracing benchmarking though. Your PC gets a steam score/analysis and it tells you how a particular game should run on your system before you buy it.
They could then make a few dollars off certifying platforms - i.e. you buy all these bits, it should be fine - but if you buy this complete Alienware system, then we can tell you right now, you'll get 60fps with everything racked to max.
Probably isn't too possible to be accurate in the world of ever changing drivers - but they could surely certify a few platforms (and get steam to maintain the latest drivers on them).
Please look at a recent game - and then tell me how you'd just knock this up in a bit of machine code, more efficiently.
Most people don't write hard-core code, well mainly as somebody else has done it for them, allowing them to get on with something more productive.
Mind you, this $40k is the SUBMISSION fee. It is entirely possible that whatever patch you submitted just does not pass. If that happens you don't get your money back - fix what they cited and resubmit, cash and all.
I worked for a videogame publishing company for a period of time and we had one submission that actually failed due to botched paperwork by someone higher up. This, of course, led to a week of office wide griping about how a fuck up that cost the company more than a year of our wages was done by someone who got paid more than triple we did and is still around after the fact (soon before this incident someone was fired for accidentally sending an email building wide...). But what can you do? There is a reason I, and most people, leave that company with no intention of going back.
Most gaming is done over the internet.
So if two kids living in the same house want to play together, what should they do? Must one go to a friend's house just to play over the Internet with the other?
If nothing else, you can install Dolphin and play Wii games in beautiful high resolution on your PC :)
I thought PC DVD-ROM drives couldn't read the not-quite-DVD format of Nintendo optical discs.
Also, SOME PC games do support it, its just extremely rare because there's so little market for it.
What caused there to be so little market for it, when desktop PC monitors are about as big as bedroom TVs used to be?
He was probably just looking for a reason to justify his need to pirate modern video games.
It makes a whole lot more sense to put the effort into getting the right code onto the disc before it ships.
Stop making sense. It's never going to be that way again and we all bloody well know it. What you're doing is the equivalent of telling kids to eat their vegetables. They're going to flip you off and go back to the entertainment center and cheap junk food in their bedroom.
I downloaded and played the Mass Effect 3 demo today.
In the Options menu under "Online" there is an "Upload Gameplay Feedback" switch. It says, and I quote:
Turn this on to provide BioWare with valuable feedback on how you play the game. This helps us fix bugs and improve future content.
Since the demo is a 30 minute vertical slice, and the retail code HAS GONE GOLD, I believe it's safe to assume the same option will be in the full retail release.
The ME3 franchise has one of the largest budgets in gaming history. The industry just flipped us off. Patches are the reality now.
How about publishing your game on the pc platform eh ?
No fee for publishing, no fee for patches, you can make download content free or otherwise for your customer base to enjoy etc....
And no fee for the millions of players that "can click 4 buttons over here" to pirate it to enjoy it.
While Steam and 360 declare approximately the same number of registered accounts, Steam just hit 5 million concurrent online users across all games. Xbox LIVE has 2 to 3 million people *playing just the latest Call of Duty* after its release. From a marketplace standpoint, PC isn't the big leagues.
Imagine a world of no more DRM.
I just did. It was quite boring, because there was nothing but indie games in it.
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
Why would you (buffering) watch Youtube (buffering) from your (buffering) sofa?
(Also, imagine this post HUGELY pixelated. Like 1cm squares).
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
There are still bugs I have to play around daily. One of them required me to download a bunch of audio files from some unofficial source so that a dialog scene would work and I could continue in the game (some dude held up in the theive's guild wouldn't open the door until he completed his dialog).
That bug doesn't exist if you actually buy the fucking game you cheap bastard.
Your argument is invalid.
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
Oh, it costs a great deal more than 40K to licence a mainstream xbox 360 game. That was the cost of EACH PATCH.
The thing is, yes, gaming used to be cheaper.
PC gaming still is cheaper, even for mutli-million dollar crapfests like Modern Snorefare. take Battlefeild 3 for example (a craptacular addition to what was once a good series).
PC - 30 GBP
PS3 - 38 GBP
Xbox - 38 GBP
That's a difference of US$13 between console and PC for the same game. PC games also tend to drop in price a lot faster meaning if you wait 3-4 months, you get the same game for 1/2 to 1/3 the price. PC's, higher cost of entry, lower TCO, in the end, PC gaming is cheaper then console gaming.
Calling someone a "hater" only means you can not rationally rebut their argument.
Nonono, this has nothing to do with the cost of a game at retail. We were talking about the cost to develop. Games are allowed to cost massively more to develop and barely more at retail because they're more mainstream, more sales means less cost per sale. The larger scope of modern games and the more advanced graphics require far more detail to implement. Yes, there's a difference between pc and console cost... but that is an entirely different discussion.
GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
The ideology in threads on here is quite weird honestly. Either they're for the money or they think Microsoft should just stuff it as they already charge a licensing fee and subscriptions, which I sorta agree with... But what about actually charging for resources they use? A fixed rate like this is mind boggling for small companies and indies and for big businesses that produce titles like CoD it's a steal. Smells a lot like subsidizing bigger companies.
Telling people to make it right the first time is pure BS as well. 'Do better then you're currently doing' is stupid ideological BS people spout when they have absolutely no idea what's happening below the table. People make mistakes, it happens, some are careless, some cutting corners, but dealing with it is why we have patches in the first place and part of why web browsers switched to essentially streaming updates.
Stop calling it "charity". People funding Double Fine's project through Kickstarter are BUYING things. Pre-ordering a game. Buying experiences (lunches and tours). Buying an HD documentary of the process.
It is charity in exactly the way that going to the store and buying something is charity or ordering a product that is not yet through the manufacturing process that will be shipped to you when it is finished (like that xbox 360 controller modification for disabled persons) is "charity".
So it's the mid 80's. You've got your innovative home computer, a Commodore 64, a Sinclar Spectrum, a Toshiba MSX, and others.. A lot of these platforms (and starting with the NES and Sega Master System, used/could_use cartridges for their software/games. Actually, even with using tape or disc it makes no difference. I don't remember _ever_ seeing an 'update' or a 'fix' for a game or piece of software you purchased over the counter.
Sure, with utility software, you'd get new major versions. Games? No. It had to work right out of the box as there was no going back. You were manufacturing a boxed product which simply had to work.
I appreciate it was a lot simpler back then. Less to go wrong. Less demand. Less requirement to always be on the edge of everything. At least that's my perception of how it differed back then to now. Maybe i'm wrong, I don't want to discount any of the great work from the 8 and 16 bit days.
Perhaps the modern internet day creates too much of a challenge. It's easy to knock up some code and distribute it. Same as posting any old crap comment/opinion on a forum, you can just as easily publich some code. 'Back in the old days' you actually had to make the effort and commitment to put something into production, which wouldn't have been taken lightly. Nowadays it seems to be a case of get something new out there before the next guy and worry about fixing it after. Of course, the internet facilitates this nicely.
Maybe the nostalgia bug is just biting again.
"Never let the truth get in the way of a good story..."
They have it already... It's called...
Wait for it...
A personal computer...
I'll meet you at the intersection of "Should be" and "Reality"
what does Valve bring to such a collaboration?
You mean other than peace of mind? People buying a Valve-endorsed PC would have the assurance that it will meet minimum system requirements for the next few years of Valve games, just as people buying a 3DS have the assurance that Nintendo will keep making games for it for a few years.
I find myself agreeing with most of your points. So let me rephrase what I understand so that we can continue from common ground:
Did I end up mischaracterizing anything?
Unfortunately, shared-screen really, REALLY limits what you can do in multiplayer gaming, which is why we see so little of it.
That or only the big labels can afford to get into shared-screen because apart from XBLIG, only the big labels can afford console licenses, and people have become unwilling to do shared-screen on a PC. So innovative shared-screen game concepts from indie developers end up never getting produced.
Like I said, most games aren't even multiplayer
Super Mario Galaxy both is and isn't multiplayer. In single-player mode, player 1 controls both Mario and the star bit cursor. In "co-star" mode, player 2 can vacuum up the star bits, so even less-skilled players can join in casually. I imagine that this model can be extended to other 3D platformers or even other genres.
You're expected to do internet anyways, thats what everybody wants
Internet is fine for genres where actions are more or less predictable over the course of 200 ms. Fighting games, for example, aren't among them.
But for day to day gaming, internet is so much more convenient.
I agree for the common case of people living in separate households, but there's still the case of siblings. If your game isn't rated M for money, you're targeting the market of children at least in part. You appear to recognize this:
little people play local multiplayer
And not having the kids fight over the console is a selling point for the little ones' parents.
...because we're not in 2006 anymore. We have broadband connections capable of streaming in HD that look far better than anything on terrestrial TV.
On the XBox 360, I can play four (well, five and a half, but four that count) different kinds of game: on-disc games, XBLA download games, "on-demand" download games, and "indie" games.
All four can be patched. Is the claim that even on the cheapest of these, a patch costs $40,000? That's a bit hard for me to swallow, because I've seen "indy" games get patched, and those are often from very small shops.
(There's also "original XBox" games, now obsolete, but also capable of being patched. There's also interactive content on video DVDs, but almost nobody distributes games that way, and these cannot be patched.)
Shit, we DO? Where?!?!?
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
Did you think the thousands of games on Steam use the Source engine?
Not necessarily, but I imagine that those that do use the Source engine or any other engine that's ported to Mac OS X would be the easiest to port to Linux.
just as would anyone who bought any halfway decent PC
Then please let me rephrase: People buying a Valve-endorsed PC would have the assurance that their PC is halfway decent for gaming, not a "homework and Facebook" PC with a sorely underpowered Intel GMA, and will remain halfway decent by Valve's standards for the next few years. As I understand it, a laptop owner can't change its video chipset after buying it, and even for desktop PCs, a lot of people are unwilling to open the case.
XBLIG
And whats your problem with Xbox live arcade games?
Xbox Live Indie Games and Xbox Live Arcade are two separate environments. Xbox Live Indie Games is open to the public but requires all games to be written in purely managed code in C#. (Other languages need P/Invoke or Emit.) Xbox Live Arcade allows native code but is by invitation only, just like disc games.
on the Wii
Nintendo requires WiiWare developers to be established companies with a dedicated secure office and "relevant video game industry experience" (which I understand to mean prior commercial games on another platform), not home-based family businesses. It has no counterpart to Xbox Live Indie Games.
And money is in the mainstream hardcore gamers who have money to blow every month on games. And those gamers already have high-speed internet connections.
Are you trying to say gamers are willing to move just for a faster Internet connection?