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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."

45 of 256 comments (clear)

  1. Get it right the first time by LostCluster · · Score: 5, Insightful

    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.

    1. Re:Get it right the first time by Anonymous Coward · · Score: 5, Insightful

      That's odd, since they're pretty cheap to deploy on the PC.

    2. Re:Get it right the first time by jeffmeden · · Score: 4, Insightful

      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.

      Epic first post. I was going to suggest that he not think of it as a "Patching Fee", he should instead consider it a "Don't fuck up" fee... It does sound exorbitant, but that's life in the big city.

    3. Re:Get it right the first time by Fluffeh · · Score: 2

      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.

      Having worked on porting the Unreal and UT Series to consoles, I know just how much testing takes place, and it really is done to a very high level. But having said that, once a product is in the wild, well, anything is possible especially with the way that folks generally try to do the "silly" things. In most games, achievement systems even reward many of those things that players years ago would have never gone through and done.

      I agree with "Get it right" for console games, but I also agree that if a problem is found that can be fixed, it shouldn't cost that much to send out a few files.

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    4. Re:Get it right the first time by wolrahnaes · · Score: 4, Insightful

      In this case the patches also have to go through the console's usual certification process which obviously involves Microsoft or Sony employees spending time on it. Also remember that until the current generation of consoles, games were expected to work right out of the box and not need patching. Obviously that didn't always happen, as anyone who's used cheat devices like Gameshark can attest to some big sellers had many revisions over the years and games like Morrowind on Xbox had game-breaking bugs which required re-buying the "Game of the Year" edition to fix, but the idea is that console games should not be treated like PC titles where launch-day patches are almost expected.

      I'm not defending the exact numbers, $40,000 does seem rather high, but between actually charging for the certification work, CDN space, and bandwidth used plus adding a "try to get it right the first time" charge it might not be unreasonable.

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    5. Re:Get it right the first time by Moryath · · Score: 5, Insightful

      Hell, in this generation the consoles THEMSELVES are "ship now, patch later" bullshit... Xbox360, PS3, Wii, all of them constantly need "updates." And rarely do they ever improve functionality.

    6. Re:Get it right the first time by Anonymous Coward · · Score: 2, Insightful

      $40,000 is approximately what it would cost to store and deliver 150 MB to 14 million people with Amazon CloudFront.

      That's Call of Duty MW3 numbers using a 3rd party CDN at regular pricing.

      I think it's safe to say MSFT is gouging on patch delivery.

    7. Re:Get it right the first time by Moryath · · Score: 4, Interesting

      In case you think I'm joking... out of the last 10 disc games I bought for the Xbox360, 9 had a 0-day patch already sitting on Xbox Live. Out of the last 10 games I bought on Xbox Live, 7 of 10 had a patch the day I bought it. NONE of the games I currently own for the 360 has gone unpatched. Not one. And to top it off, their "interface updates" made half the dashboard themes pointless and unusable, since most of the visuals wind up hidden behind that stupid bottom-half "grey shadow" area.

      The Wii games aren't patchable (which got them into a bit of trouble when Metroid: Other M turned out to have a game-breaking bug) but how often have they pushed out console updates? And what have they done with them really? Except for the one that allowed for larger SD storage and the swap-trick to "play games" off of storage (really, just leaving internal storage blank and swapping the chosen item from SD into it on the fly), what have they actually patched? It doesn't seem they've done much of anything, certainly the interface never improved.

      And let's not even get started with the garbage updates on the PS3, that actually REMOVED features...

    8. Re:Get it right the first time by Sir_Sri · · Score: 4, Informative

      about 25% of 360's and PS3's don't have internet. http://www.gamasutra.com/view/news/28058/Study_PS3_Has_Highest_Percentage_Of_Connected_Consoles.php

      But Xbox and PS3 still require updates to play new games, so you're getting system software via disks one way or another. Game updates, well, your game might just not work as well. But, a lot of the updates pushed are specifically about multiplayer or DLC anyway, and if you don't have internet you don't care about multiplayer or DLC.

      The big thing is that the console makers have testing guidelines you have to meet for your game, and design requirements (non interactive loading screens can only be so long that kind of thing). They force you to do a lot first, or you don't get to sell your game with them. With the PC if you run out of money release what you have, use the money you make to patch in fixes and start the next one. That's a sad commentary on the business but these things happen.

    9. Re:Get it right the first time by interkin3tic · · Score: 2, Insightful

      Updates for the wii were mostly to try to keep ahead of pirated copies of games and break chipped consoles. The first year, every time I turned on the wii, it needed to update, and I was playing it every other day. It did not gain any real features in that time. The games started requiring the update as well. A friend of mine had a chipped wii and couldn't play legally purchased games as a result. At least until he took it back to the place he got it chipped for an update.

      Minor inconvenience for him, slightly annoying to me, and an absolutely shitty thing to do to a kid who wants to play his legally-purchased game on his console but isn't fortunate enough to have a wifi connection to update.

      By now the wii does have more features, though I don't know about a TON.

    10. Re:Get it right the first time by jeffmeden · · Score: 4, Informative

      What about for games that are downloadable games in the first place... like, I don't know... EVERY SINGLE GAME ON XBOX LIVE ARCADE, WHICH IF YOU READ THE ARTICLE, YOU WOULD KNOW THAT'S EXACTLY WHAT HE WAS TALKING ABOUT.

      I'd like an apology from MS for all the updates I didn't get to Live Arcade games because Microsoft wants to charge the developer for the update, in addition to charging the gamer for the game (MS takes 30% off the top) and charging the gamer for the Live subscription (pure MS profit).

      Yes the massive data centers, the tens of thousands of servers, and the multitude of very fast internet backhauls were all discovered lying out back of the MS headquarters late one night; ever since then, it's been all profit! sigh. This is just one data point so for all we know, it was one figure quoted to an individual who had no particular bargaining skills and was interested in publishing a patch to a game with an install base of 50 million copies.

      You could say that the cost of the update should be baked into the cut that MS takes for distributing, but you can't really say that the expense is, or the cost should ever be, negligible.

    11. Re:Get it right the first time by jedidiah · · Score: 2

      Things like QC cost money assuming it's actually being done rather than the vendor taking your money.

      It's kind of like that whole "support" thing.

      --
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    12. Re:Get it right the first time by medv4380 · · Score: 2

      No, those games are riddled with bugs because they were made by PC developers that have the mentality you do about patching. Console developers were punished for years with no option to patch a game once it hit shelves so they put more time and effort getting it write the first time.

    13. Re:Get it right the first time by Moryath · · Score: 3, Insightful

      I'm guessing that cost is why Fallout III and New Vegas were bug riddled And Skyrim seems to be a bugfest as well.

      You probably haven't played many Bethesda games then. Bethesda in general release incredibly buggy titles. 90% of the bugs fixed in the PC versions of Fallout:NV, Fallout 3, Oblivion, Morrowind, and earlier Bethesda titles have only been patched because people in the mod community got so fucking fed up with Bethesda's incompetent patch division that they did the patching themselves and released it to the community at large.

      I'm all for pointing out that Microsoft gouges developers on the cost to issue patches over Xbox Live, but blaming Microsoft for Bethesda's shitty coding is just being blatantly ignorant of history.

    14. Re:Get it right the first time by wolrahnaes · · Score: 3, Insightful

      Don't even get me started on Microsoft's boneheaded implementation of patching for games purchased on Live. Why the hell it downloads the original version then only bothers to patch when I want to actually play the game is mind boggling. If a title was released years ago and hasn't had a patch in quite some time, how hard can it be to make the version I'd download if I bought it today be patched right off the bat?

      --
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    15. Re:Get it right the first time by jedidiah · · Score: 2

      That's kind of like whining that it cost millions to produce 63 minutes of music when the people running things are actively encouraged to waste money like it's going out of style.

      Instead if hiring and then firing a producer and spending millions in the process, just don't bother to hire that guy to begin with.

      It's like that.

      Monopolies suck at seeking economic efficiency.

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      A Pirate and a Puritan look the same on a balance sheet.
    16. Re:Get it right the first time by Guppy06 · · Score: 2, Insightful

      If QC actually happened, would there be so many patches to begin with?

    17. Re:Get it right the first time by Merk42 · · Score: 4, Informative

      Minor inconvenience for him, slightly annoying to me, and an absolutely shitty thing to do to a kid who wants to play his legally-purchased game on his console but isn't fortunate enough to have a wifi connection to update.

      If a Wii game requires a certain version of software, it is on the disc of the game. So while it is true you need to update to play, it's not true that you need the Internet to do so.

    18. Re:Get it right the first time by Anubis+IV · · Score: 4, Insightful

      If only Microsoft had had the foresight to collect fees from the gamers using their Xbox 360 console. You might think of it as a subscription, even, and you might even give them silly names like Gold or Silver. They could use it to support the infrastructure, that way silly $40,000 fines on developers wouldn't exist. It'd be a stable source of income that could keep data centers up and running.

      Ah, if only they had thought to do it. I guess it makes sense why they resort to these sorts of fines instead.

    19. Re:Get it right the first time by devilspgd · · Score: 3, Insightful

      Or at least queue the patches automatically as part of the download bundle rather than not even starting the patch download process until the user is ready and waiting.

      --
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    20. Re:Get it right the first time by History's+Coming+To · · Score: 4, Informative

      You know what's more expensive? Losing customers. I'm on a rural connection where it takes around 24 hours to download 1Gb, so after requiring a ~3Gb download on Battlefield 3 I'm not going to risk buying anything from EA again. The game was so broken on release it required a "patch" of 60% of the game disc? No thanks, I'm not going to bother in the future. If it's not right, don't release it. To top it all you had to download extended content even if you weren't going to pay to activate it. Nonsense all round.

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    21. Re:Get it right the first time by deek · · Score: 2

      Wii games can be patched. Look up Zelda Skyward Sword. You can download a patch for it. It may be an exception to the rule, though. I'm not experienced enough with the Wii.

      Yep, the PS3 has removed features with their patches, which I think is a horrible precedent for device updates. I definitely got burnt when they removed Linux support. I can't believe our legal systems allowed them to do it. The amusing thing is, it accelerated the attempts by hackers to crack the console. Hence, it achieved exactly the opposite of what Sony wanted. A stupid decision on Sony's part.

        You have to admit though, the PS3 has also added a good number of new features with updates. Support for new bluray features, improved video file playback, 3D support, online TV channels, better browser abilities, motion control support, video editor, in-game custom music, added visuals while playing music. Just some that I can remember off the top of my head. New features, basically for free. It does make the console much more interesting.

    22. Re:Get it right the first time by Missing.Matter · · Score: 2, Insightful

      both of which are presumably being applied towards handling the same set of expenses

      I think that this presumption is wrong. First, there obviously is some set of services that do not overlap, like testing and certifying patches. So Microsoft has to hire personnel to do the certification and make sure the patch won't destroy your console.

      But even if we ignore that, I see it as a simple supply and demand issue. If Microsoft were to pay for all the infrastructure, data centers, and certifiers with your Live subscription, leaving no cost for the developers, Microsoft would simply be flooded with patch submissions. Every time someone fixed the tiniest bug, they would submit a patch request. What do they have to lose? Charging developers a fee ensures that they have something to lose by submitting a patch. They are forced to get it right the first time, rather than develop shoddy code with the mindset that "I can always fix it later."

      Obviously Microsoft can't service this kind of environment, and the user experience would suffer when you have to download a new patch every time you want to play. Thus Microsoft charges a fee to decrease demand. So perhaps the $40k is high, but it's probably priced at a level that pays for all Microsoft's costs, attenuates demand, and earns them a little profit as well. For anyone who can't afford this kind of certification, there's always the Xbox Live Indie Games to get your game on the marketplace.

    23. Re:Get it right the first time by Anonymous Coward · · Score: 3, Funny

      You're so cool for disliking popular things.

    24. Re:Get it right the first time by Cimexus · · Score: 2

      Technically the Skyward Sword patch patches the ~save game data~ of affected games, not the game software itself. It's basically just a normal Wii channel that scans for affected files and fixes them. A good thing to be sure, but not really comparable to the patching of the game software itself.

    25. Re:Get it right the first time by kelemvor4 · · Score: 2, Funny

      Mine's never been connected to the net, either. My kids play it, I don't want some halo player telling my kids about the various methods he will use to rape them between matches.

      When they're old enough for this to not concern me, I'll get them a PC and they can play real online games.

    26. Re:Get it right the first time by Anonymous Coward · · Score: 5, Funny

      They're going to have to find out one way or another. Don't let their first rape be a surprise

    27. Re:Get it right the first time by Hadlock · · Score: 2

      In the PC world, developers often patch in additional content or features. New levels, new guns, new costumes, better UI. Balance patches, emergent gameplay tweaks (who knew rocket jumping would spawn entire game types/play style?). Adding additional language support, tutorial levels, user made levels. Special holiday events/levels. If you're already paying $60/yr for online console access, wouldn't you want these things? Valve pretty much blew the concept out of the water that "release it, patch it once" is a valid strategy for continued sales with online multiplayer games. Sony is jumping in bed with Valve for their next few titles and it will be very interesting to see what happens with CS:GO over the next couple of years. This concept that developers can't patch their software on Microsoft's service is going to have to change at some point. PC users have a hard time believing that console games don't get patched very often.

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    28. Re:Get it right the first time by Xest · · Score: 2

      No, you're conflating issue for no reason other than to attempt to Microsoft bash and it just makes your argument look silly. You're pursuing a line of argument that simply makes absolutely no sense just for the sake of trolling a company.

      You can complain that Microsoft is making a profit off it's paying customers, you can complain that it's charging developers to release patches which have to be certified and distributed, but to imply that one should pay for the other or vice versa just doesn't make any sense.

      The two have to be accounted for differently, for good reason, for example, patches are released to silver members, and they don't even pay a subscription. Are you really suggesting Microsoft should have to foot the cost of certification and distribution of patches to these users itself when the game company has fucked up and released a buggy game rather than bill the company for the costs incurred for it's mistake?

      The Gold subscription pays for more than just patches, it pays for things like Last.fm and many of the video services, so if you drop the patch fees to developers then Gold users are subsidising patches for silver and not just their additional content which is unfair. If you drop the gold subscription then Microsoft is left in an awkward situation where it doesn't have a reliable income stream (it has no idea when or how many patches a game will need) to fund other features that are entirely unrelated to patching such as free content streaming.

      Put simply, conflating the issues of billing for patches, and billing for gold content makes no sense - they pay for completely different things and to ditch one would have negative effects on the other. You can't run a business without making sure you know how different parts of it are going to be paid for, it's a sure way to fail.

  2. Re:Double Fine? by Barefoot+Monkey · · Score: 3, Informative

    No, but you're not far off. Go to their FAQ and scroll down to Where does the name “Double Fine” come from? - apparently Tim thought that the "double fine zone" sign would make great free advertising.

  3. That's the point by i+kan+reed · · Score: 4, Interesting

    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.

    1. Re:That's the point by spopepro · · Score: 3, Insightful

      I was just talking with my boss about microsoft support and found out that for our exchange problems, a tech support call is $250. If they tell you where to find a setting, $250. If they spend 2 weeks and have multiple techs on a call, $250. I came to a realization that it wasn't so much about the fact that MS wanted to nickle and dime for tech support as much as they want to impose a penalty for not RTFM. This sounds like it's sort of in the same spirit.

    2. Re:That's the point by Anaerin · · Score: 2

      I don't know about now, but the way MS support used to work is that you were charged for filing a report, but if the report was a bug and a new/not publicly available patch was required your fee was refunded or you got a "support event" that you could use instead of being charged. It was meant as a way of giving people a financial incentive to actually RTFDocumentation, and/or to seek help through one of their free alternatives, like MSDN, MS newsgroups, support fora and the like.

  4. If only... by Megaweapon · · Score: 4, Funny

    Microsoft would pay small rebates for every patch for Windows they released...

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  5. Re:Why? by Zaphod+The+42nd · · Score: 5, Informative

    Its because Microsoft has to take time to certify every patch put out on Live, just like they certify every game software put out for the 360. That said, Microsoft is a business, and is trying to make money from their licencing agreements. Consoles cost tons and tons of money to design, and then you actually sell them ON A LOSS. You have to make up all those millions purely through licences with developers, one way or another.

    That said, they're shooting themselves in the foot making it hard for people to develop for their platform. Indie developers need access. And the whole expensive and drawn out certification process means that PC gamers get patches for games weeks or even MONTHS before console gamers see them, even if they're for the same game. Its not that they do PC first, they do both simultaneously (or console first) but PC goes out as soon as PC is ready.

    If they embraced the 360 as more of a general purpose computer that can do gaming well for cheap, then they could skip the certification process and be more like PC. But right now they're shooting for a perfect, controlled console environment.

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  6. Quality Control by adisakp · · Score: 5, Informative

    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.

  7. I worked for Odyssey software back in the day... by Anonymous Coward · · Score: 3, Interesting

    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

  8. Re:Why? by Lumpy · · Score: 2

    Funds from Every patch goes to buy more chairs for Steve Ballmer.

    --
    Do not look at laser with remaining good eye.
  9. Re:Why? by Missing.Matter · · Score: 4, Informative

    That said, they're shooting themselves in the foot making it hard for people to develop for their platform. Indie developers need access.

    That's exactly what Xbox Live Indie Games is for. Now this has its own associated problems, but it's not as expensive to develop for due to a less stringent review process.

  10. Console patches have led to relaxed standards by LordZardoz · · Score: 2

    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

  11. Re:I worked for Odyssey software back in the day.. by Zaphod+The+42nd · · Score: 3, Informative

    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).

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  12. No ports to XBLIG by tepples · · Score: 2

    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.

  13. Re:Well by Anonymous Coward · · Score: 2, Interesting

    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.

  14. Subbing can be risky as well by Riddler+Sensei · · Score: 2

    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.

  15. Re:Bedroom TVs by Zaphod+The+42nd · · Score: 2

    You completely missed the point and cherry picked a few arguments that you have a problem with while completely ignoring the overall message. There's no point trying to explain anything further to you.

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