Slashdot Mirror


Microsoft Taking Heat For Five-Figure Xbox 360 'Patch Fee'

wasimkadak sends this quote from Ars: "Developer Phil Fish knows there's a problem preventing some people from enjoying his Xbox 360 puzzle platformer Fez as intended. But he's not going to fix it, thanks to what he says is an exorbitant fee of 'tens of thousands of dollars' that Microsoft would charge to re-certify the game after a needed patch. The issue started on June 22, when Fish released a patch intended to fix some outstanding gameplay and performance issues with Fez. That patch gave rise to new problems for some players, though, by causing their save files to appear as corrupted, in effect erasing their progress through the game. Microsoft pulled the initial patch for the game mere hours after it first went up, to prevent the bug it contained from spreading too far." Another article covering the story suggests this situation is simply a mis-match between an indie-dev's expectations and the realities of a curated gaming platform.

24 of 323 comments (clear)

  1. Team Fortress 2 by The+MAZZTer · · Score: 4, Interesting

    This is part of the reason TF2 is largely unpatched on the Xbox... Valve was going to wait to make one big content update, but then they exceeded the Xbox's memory limitations. Whoops.

    1. Re:Team Fortress 2 by v1 · · Score: 4, Funny

      but then they exceeded the Xbox's memory limitations.

      Went over 640k huh? Gotta watch out for that.

      --
      I work for the Department of Redundancy Department.
    2. Re:Team Fortress 2 by hairyfeet · · Score: 5, Interesting

      Haven't looked at PCs in awhile have you? I'm playing on an AMD 6 core and an HD4850 I got for $50 and I have tons of bling and have no problem with the new games like Saints Row 3 or Deus Ex HR. Very few games are doing the old Far Cry I "Our game is useful for benchmarking!" bit because it simply limits your audience too much. I have no doubt my boys and I will be playing on our two hexas and the youngest with his quad come 2020 when the OS goes EOL with nothing but a $50-$100 GPU update in about another year that will take all of 10 minutes and is simple enough my teen boys will change out their own. Oh and as a bonus you can put your old cards on Craigslist and get some of your money back which makes the cards even cheaper.

      This is why I'm glad me and the boys have switched almost exclusively to PC gaming, too much BS, too much price gouging, and talking to friends frankly the patches are just as bad and large for the PC only as in TFA you simply may not get them and instead get stuck with a buggy game for your hard earned $$. Thanks to the Steam sale by the time its over on the 22nd me and the boys will have enough games to last us until the big Xmas sale and that's with crazy cheap prices, games automatically patched for free, free MP with matchmaking and chat, its just a nicer experience all around. hell nearly all the games support controllers if that's what you prefer and nearly all the modern cards have HDMI out so you can plug that PC into your widescreen no problem.

      For those that prefer consoles you might want to watch this video by Jim Sterling where he points out that all the advantages consoles use to have frankly are rapidly disappearing, with consoles having the same bad attributes as PCs such as long loads and large patches, and the good things are being matched or surpassed by the PC.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  2. patched by alphatel · · Score: 5, Funny

    Just send '0xB16B00B5' to the console,

    --
    When the foot seeks the place of the head, the line is crossed. Know your place. Keep your place. Be a shoe.
  3. Why should MSFT work free because he fucked up? by couchslug · · Score: 4, Insightful

    If he doesn't like the terms, he can scrap his game or disclose the problems with every sale.

    I dislike MSFT, but they owe him nothing.

    --
    "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    1. Re:Why should MSFT work free because he fucked up? by Baloroth · · Score: 4, Insightful

      I dislike MSFT, but they owe him nothing.

      That's true. Well, beyond what they charged him for the dev kit, and the fee to publish on XBLA, plus their part of the profits from the game sold, plus the tens of thousands he paid them to certify the first patch. So, you know, the hundreds of thousands (at a guess, could be millions or a few thousand) of dollars they have made off him. Beyond that, nothing at all!

      OTOH, he did fuck up, and he could publish the patch even now if he really wanted to (but it only affects a few people who already finished the game before the patch, so it wouldn't be worth it financially from his point of view). Frankly, neither MSFT nor Fish comes up looking very good from this whole ordeal.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    2. Re:Why should MSFT work free because he fucked up? by arth1 · · Score: 4, Insightful

      I think the point is their policy is encouraging developers to leave buggy code out in the wild. I fully understand the MS position, but they need to come up with another billing model for recertification.

      I'd think it would be the other way around - the high price to put out patches means you'll test much better before releasing a patch, so you won't have to do it multiple times.

      Which is what this guy didn't - his initial patch (which he paid for) broke things, and now he balks at paying the costs for putting out a second patch to fix his first broken patch.

      I don't normally have sympathy for Microsoft, but in this case, I think the rage should be against the developer who refuses to pay the price to fix something HE broke - a price he already knew about beforehand, and which wouldn't have been an issue if he hadn't broken things with his patch.
      Who loses on his stinginess (or bad testing procedures) are the "very few" users who are left in the cold. I hope he at least will refund them the cost of the game, but based on what attitude he displays, I doubt it.

    3. Re:Why should MSFT work free because he fucked up? by HapSlappy_2222 · · Score: 5, Insightful

      I would imagine that Microsoft verifies patch releases with regards to the Xbox platform itself, and all its sub-systems, but does not extend to what happens when the patch is applied to a 3rd party developer's game.

      In other words, MS verified it didn't break the Xbox, so it goes live. Oh, it broke the game? Well, fix the patch, learn a lesson in proper patch QA, and submit the new patch for re-verification. That's the way it SHOULD work.

      I used to deal with this all the time at a previous position; we would intensely verify that a 3rd party patch would not tear down our Unix platforms prior to release. Those platforms were our company's lifeblood, and keeping them safe was 90% of my job. That doesn't mean I can (or care to) test whether a software update that my guys didn't write for an application we don't control had the developer's intended effect on their software. And yes, if the 3rd party changed their patch, we *would* require re-verification it before pushing it out again. You simply do not release untested software onto production servers. I don't care if some programmer protests "all I did was change a variable name and recompile!"; it's still gonna get re-verified prior to release.

      I don't think Microsoft is in the wrong on this one; re-verification should be charged. Now, you may have a case if you consider the verification fee to be exorbitant.

  4. Yep... by Darkness404 · · Score: 4, Insightful

    Yep, this is the biggest pitfall with console gaming that the internet was supposed to fix. For example, one only needs to look at Team Fortress 2 for Xbox/PS3 vs the PC counterpart.

    Back in the early days of the internet me and my friends used to dream of what the internet would bring, new levels, new modes, online scoreboards, new content, online multiplayer, cheaper localization, the end of region restrictions...

    Only to never see them fully realized.

    --
    Taxation is legalized theft, no more, no less.
    1. Re:Yep... by tangeu · · Score: 4, Insightful

      But what we did see was a constant stream of games that were completely broken and unplayable for the first days/weeks after release because, "We can just patch it later." Which is exactly what this policy is trying to prevent.

  5. Re:For real? by SomePgmr · · Score: 5, Insightful

    It sounds more like he's blaming them for charging tens of thousands of dollars to certify and post the corrected patch.

    The second article makes a good point though (and some stupid ones). He's floating on over a million dollars in sales. The crazy-high cost of certification is extortion, but it's also fair to say he has a certain obligation to the folks who bought his game. Meanwhile, the nasty little outbursts aren't going to win him a ton of fans.

  6. This is a good thing by derrickh · · Score: 5, Informative

    I'm glad Microsoft is doing this. It's a deterrent to developers putting up untested patches. This could have been avoided if instead of rushing out the first patch, it was put through the ringer. And if thats too much to ask because you're an 'indie dev' then maybe you arent ready to be on XBLA. MS actually has outlets for smaller devs that can't handle the costs/restrictions of XBLA or boxed games, XBLIG. And XBLIG doesnt have an update tax.

    It may sound harsh, but the bottom line is, if this is an issue, you probably shouldn't be on XBLA yet.

    D

  7. Mismatch of expectations for curation? by Anubis+IV · · Score: 4, Insightful

    Another article covering the story suggests this situation is simply a mis-match between an indie-dev's expectations and the realities of a curated gaming platform.

    I don't see how anyone can say this with a straight face in light of the fact that the largest curated platform right now is the iOS App Store, which is several orders of magnitude larger than XBLA, and the only fee it charges its developers is the $99 annual fee to be a developer. I can understand Microsoft wanting to make some more money and to perhaps provide a higher level of quality for their curation over what Apple does, but that doesn't justify charging tens of thousands of dollars. They need to rethink their model entirely.

  8. Re:For real? by dittbub · · Score: 5, Funny

    there is something to be said of 'deterrence'. get your games straight or pay out the ass! i kind of like it.

  9. Re:For real? by LateArthurDent · · Score: 5, Interesting

    It sounds more like he's blaming them for charging tens of thousands of dollars to certify and post the corrected patch.

    The second article makes a good point though (and some stupid ones). He's floating on over a million dollars in sales. The crazy-high cost of certification is extortion, but it's also fair to say he has a certain obligation to the folks who bought his game. Meanwhile, the nasty little outbursts aren't going to win him a ton of fans.

    Frankly, I'm all for a very high fee for patching. As high as possible.

    The internet made it so that games are released broken, with the mentality that they'll just patch later. The way I see it, you should have the mentality that no patch will ever be released, and test the hell out of it. Patches should be a very rare thing. By increasing the cost of the patch, you cause people like this guy to not release the patch. That hurts the users, but it also hurts him, because as people find out his game is broken, his sales will decrease. So maybe in the future, he'll keep that in mind and do proper testing.

    We've made it cheap to patch games anytime. We need to make it expensive to make the cost involved in thorough testing cheaper than patching later.

  10. Re:For real? by Impy+the+Impiuos+Imp · · Score: 5, Interesting

    Presumably the patch was certified. If so, clearly certification means nothing because it didn't catch saved file corruption differences between versions, which would be one of the primary things certification should test. He should ask for his certification payment back.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  11. Re:For real? by Physix · · Score: 4, Funny

    Can we hold Microsoft to this 'deterrence' for their operating systems?

  12. Re:For real? by Mike+Buddha · · Score: 5, Interesting

    Actually, the bug was uncovered during the certification process. He was given the option of releasing the patch as is, or fixing the bug and re-certifying the patch and then releasing it. He opted to line his own pockets and screw his customers by not pulling the patch, fixing the bug and re-certifying. Then he complained that it was Microsofts fault for uncovering the faulty code and adhering to the patch release policies that had always been in place.

    --
    by Mike Buddha -- Someday the mountain might get him, but the law never will.
  13. Re:For real? by Anonymous Coward · · Score: 5, Interesting

    Developer pushes out game with minor, end-game bug. Developer drops $40K to patch minor bug, inadvertently causing a much more serious issue. Developer devises fix for this and attempts to publish it, but M$ demands another $40K, causing developer to reconsider his motivations and the justification for fixing such a minor bug.

    $80K is a bit much to throw at a bug that only a very tiny fraction of your customers will experience... so, yeah, the fact that the game will probably go unpatched is entirely Microsoft's fault. You can go right on retelling the story in progressively poorer light, but it won't change the fact that this patch would be live /right now/ if it weren't for Microsoft's extortion.

  14. Re:For real? by LateArthurDent · · Score: 5, Insightful

    I can't remember a game in the last ten years that didn't have something wrong with it

    Right, that's my point. The past decade being when game studios could count on everyone having a fast internet connection to download patches. This is the problem that making it costly to patch can help solve.

    (arguably, a near-impossibility with modern game complexity)

    On the contrary. Game complexity may have gone up, but programming complexity has gone down, and it's far easier to write bug-free code than it used to be in the past. In the past, developers had to write extremely optimized code using difficult to debug obscure tricks and undocumented features of the OS and hardware, without advanced compilers that can warn you when you're using an uninitialized variable.

    What actually happened is that patching is far cheaper than doing QA. You use your first users as your QA group, let them find the bugs, and then patch it. Well, as a developer in a startup without a proper QA team, the thing that I hate most about my job is debugging and QA work. I put up with it because I'm paid to do it. If I'm going to do it for your game, you need to pay me. If I'm paying you, I expect you to have made a good effort in QA. I don't expect bug-free code everywhere, because I do understand the costs go up exponentially as you get closer and closer to guaranteed bug-free, but I expect a much better effort than a guaranteed patch two days after the game is out.

    So maybe something more suited to, "if you had to release a gajillion patches to make your crap functional, you dropped the ball and need to pay for our time" instead of, "first one is free, after that it's a five digit bill".

    There's room for reason in there, somewhere.

    Right, and I'm not advocating banning patches, so I think I am being reasonable. Your strategy encourages releasing a broken game, and then taking forever to release the first patch, as you let the users gather a large number of bugs that you can fix all at once. If you make every patch cost $50,000, for example, you know that as long as you're spending less than $50,000 on testing to avoid that patch, you come out ahead. If that's not enough to cut down the number of patches to a reasonable level, you up the price and make it cheaper to spend even more on QA.

    And maybe you do graduate the cost based on developer size. Charge EA $200,000, charge indie groups $1,000. Make it a percentage of total game revenue or something.

  15. Re:For real? by jythie · · Score: 4, Insightful

    When only a tiny number of people are being effected, there is a good chance that testing would not have caught the issue. Edge cases are a constant bane.

  16. Re:For real? by Omestes · · Score: 5, Insightful

    Now, go patch something without introducing some hidden bugs, and come back and tell us how easy it is.

    It is pretty much impossible to get every bug, look at big developers with hundreds of programmers who can afford large dedicated bug killing programs... Now go look at their running bug lists. Hell, Google sources the community to find bugs in some of their projects, offering money even, and bugs, big and small, manage to sneak through.

    Bugs happen. Its a fact of life. Patching should be quick and simple. There is no logical reason to dissuade developers from fixing their products.

    Just goes to show that you should test your code, and leave the coding to professionals.

    Like who? Bethesda? Obsidian? Ubisoft? Google? Microsoft? Mozilla? None of them have ever released a buggy product, or released a fix that introduced more bugs than they fixed. Nope. Never.

    Also, yes please, we should preclude the little guy from making innovative content... We need more EA games.

    --
    A patriot must always be ready to defend his country against his government. -edward abbey
  17. Re:For real? by Kjella · · Score: 4, Insightful

    They should have a graduated scale, maybe $100 for the first patch, $1,000 for the second, $10,000 for the third, and so on.

    Except I'd really like to get most bugs fixed, eventually. This way you'd get the major bugs fixed early but the minor bugs that you only get around to fixing late would be crazy expensive to fix. I think the price should be time-based instead, the longer between patches the cheaper it gets. If you have to patch then repatch then repatch again, then that SHOULD be expensive. If you patch, collect up all these minor issues and make a "refining" patch three months later then I don't think it should cost you much. The goal is after all to avoid patchmania.

    --
    Live today, because you never know what tomorrow brings
  18. Separation of Concerns by Capt.Albatross · · Score: 4, Insightful

    Presumably the patch was certified. If so, clearly certification means nothing because it didn't catch saved file corruption differences between versions, which would be one of the primary things certification should test. He should ask for his certification payment back.

    Certification by the platform vendor should check that the game correctly uses the platform, but it cannot check that the game correctly implements its own semantics - that's a job only the game developer has responsibility for. This case concerns a file intended to save the state of the game so that it can be resumed from that state. In some cases, the file is incorrectly written, so the game resumes in an unintended state. You can only tell that this is buggy behavior if you understand what was supposed to happen: comparing the file to the one written by the previous version is not a valid test, because the point of a patch is to change some aspects of the previous version's behavior, and how, in general, is the platform vendor supposed to tell which differences between the versions are intended and which are errors?