Sunset Overdrive, Quantum Break, Cuphead, Ori even Minecraft to name a few. Basically, they're throwing money around a lot more these days.Such as?
Sunset Overdrive, Quantum Break, Cuphead, Ori even Minecraft to name a few. Basically, they're throwing money around a lot more these days.Such as?
Sunset Overdrive, Quantum Break, Cuphead, Ori even Minecraft to name a few. Basically, they're throwing money around a lot more these days.
Seriously any developer trying to charge the same price for exactly the same game they released a year ago on a different plattform won't get my money.
Either lower the price or give me more. It's not the customers problem that the developer a) did an (timed) exclusive deal with MS/Sony or b) isn't able to release a game on two platforms at pretty much the same time.
Also why is it a shitty stance to want to be treated equal? At the same time there is one product on multiple platforms and customers on platform B are expected to pay more than customers on platform A? If other people are fine with that, okay. I respect that. I'm not.
Well MS is "forcing" devs to release to either release on all platforms on the same time or either add some bonus content if you release later on the XB1. While their intentions are different then the customers I think that's not exactly a bad thing for all involved parties.
Also why is it a shitty stance to want to be treated equal? At the same time there is one product on multiple platforms and customers on platform B are expected to pay more than customers on platform A? If other people are fine with that, okay. I respect that. I'm not.
Sunset Overdrive, Quantum Break, Cuphead, Ori even Minecraft to name a few. Basically, they're throwing money around a lot more these days.
Well since they're throwing a lot more money at games, and the wording in the original OP, it implies that they'd help with resource/subsidised costs. I'm not saying they 100% will, but it was implied they 100% won't.MS throwing money at AAA devs to make AAA exclusives is similar to paying for extra content for a late port of an indie? Minecraft, they straight up bought because it was extremely lucrative. Cuphead and Ori are also exclusive and won't ever go over to the PS4.
None of that tells us what they'd do for late ports of indies. Yes, they're throwing their money around a lot more, but more for exclusives and games that will debut on their console first.
It always makes me wonder that Microsoft have 180'd on everything to do with the Xbox one DRM, price, kinect, always online TV,TV,TV etc and those are much larger items that have probably cost the company millions even billions, yet they stick with this parity clause, and it wouldn't cost them a penny, and win them favour with devs and gamers, it's nothing but a win. Yet they seem to have drawn a line in the sand and are refusing to budge for this.
I wonder why that is, is it because they think if they allow anyone to publish whatever version of their game, they want to when, they might become the default number 2 for every smaller game, maybe this does work for the in getting some games to release day and date?
Bewildering
It always makes me wonder that Microsoft have 180'd on everything to do with the Xbox one DRM, price, kinect, always online TV,TV,TV etc and those are much larger items that have probably cost the company millions even billions, yet they stick with this parity clause, and it wouldn't cost them a penny, and win them favour with devs and gamers, it's nothing but a win. Yet they seem to have drawn a line in the sand and are refusing to budge for this.
I wonder why that is, is it because they think if they allow anyone to publish whatever version of their game, they want too and when, they might become the default number 2 for every smaller game, maybe this does work for the in getting some games to release day and date?
Small indie dev here, talking about this is pretty difficult because of NDAs and stuff, but will try my best to explain.
A bit of context: I'm the cofounder of MixedBag Games, a super small italian studio. We've released Futuridium EP (PC/Mac/iOS) and then Futuridium EP Deluxe (PS4 / PSVita) last year as a two people team, and now we're working on the action adventure forma.8 (PS4/PSVita/Wii U/iOS/PC/Mac/Linux) and on Futuridium VR for Project Morpheus.
MixedBag is now a 5 people studio, so still crazy small considering that we're working on multiple projects and multiple platforms at the same time.
We've been part of the PlayStation and Nintendo indie program since late 2013 and we've been accepted in ID@Xbox in March 2013 (we've applied the first day it was announced, at GDC Europe 2013 if I remember correctly).
First, you can read what Rami Ismail from Vlambeer had to say back in 2013 about the parity clause: it's still pretty much up to date.
http://www.engadget.com/2013/12/04/xbox-one-same-day-launch-clause-nudged-nuclear-throne-to-ps4/
About the clause
Let's put it this way: as far as I know the ID@Xbox contract was never changed and it's still the same we signed (and everyone else signed) from day one, so what was valid from the beginning is still pretty much valid today.
What the clause is about is written all over the internet, and you can still read about it in multiple places. It's very simple: release first on Xbox One, release simultaneously or you can't release the game unless you get a special pass (the 'talk to us' stuff).
Usually it means the game gets approved if you add enough extra content, you can't do a straight port.
Having previous monetary / marketing deals with Sony or Nintendo for timed exclusivity doesn't matter at all, there's no distinguo about that.
What's different with Sony and Nintendo?
Neither Sony nor Nintendo have something like that. You want to release your already released game on PS4 / Vita / Wii U? Go on, you don't have to add anything at all, there are no requirements. A straight port is fine.
If you want to add extra stuff, it's up to you.
Why it's very difficult for a small team to do a simultaneous release
I find it weird it needs to be explained at all, but anyway...
Hitting multiple platforms at the same time requires a LOT of efforts.
We're using Unity for our games, and thanks to the engine and the experience we've matured in the last years we can switch to a new platform and get a game running in a matter of hours. But having the game running is just the very beginning: you need to integrate the platform specific APIs, you need to get the game compliant with all the techinical requirements for each platform, you have to do all the bureaucratic procedures to get the game in Q&A, you need to actually pass Q&A, do (and pay for) age ratings for each platform and stuff like that.
It's HARD. Even for 'simple platform' as Steam it can require weeks of works, and every platform you add just complicate the matter further.
For a five person team like us, with me as the only full time programmer (and I'm also doing game / level design, business / PR stuff... the usual 'small indie team' things), it's simply impossible to guarantee a day one release on Xbox One too.
For forma.8 we're doing PS4 / PSVita / Wii U at launch and it'll already be a crazy amount of work. But we've already released a game on PlayStation platforms and the forma.8 demo on Wii U, so we already have experience with the procedure and we're quite confident that we can pull it off.
Add another console at launch, a console we've never worked on before? It's impossible for us.
Also, adding extra content later is not trivial at all.
My two cents: I really, really think this needs to go, it'll only benefits MS if they get rid of it.
But that's my opinion. It's Microsoft business so if it's fine for them, that's ok: they have their policies, I can disagree but in the end they've probably done their math about it.
Sorry for the long post, hope it helps to better understand what's all the fuss about.
Is it so bad for them to add a few goodies for the customers of the other platform? I know not every indie game generates huge profits, but assuming a game is on sale on a platform or got its price reduced permanently, why would you release the game with the exact same price on another platform for the launch price?
Probably the development costs have already been covered, so why not lower the price a bit or add extra content? Wouldn't that be that "something special" Spencer is referring to? Would that hurt devs that much?
I think (maybe I'm wrong here) that could even boost sales for the devs from the very start.
It always makes me wonder that Microsoft have 180'd on everything to do with the Xbox one DRM, price, kinect, always online TV,TV,TV etc and those are much larger items that have probably cost the company millions even billions, yet they stick with this parity clause, and it wouldn't cost them a penny, and win them favour with devs and gamers, it's nothing but a win. Yet they seem to have drawn a line in the sand and are refusing to budge for this.
I wonder why that is, is it because they think if they allow anyone to publish whatever version of their game, they want too and when, they might become the default number 2 for every smaller game, maybe this does work for the in getting some games to release day and date?
It always makes me wonder that Microsoft have 180'd on everything to do with the Xbox one DRM, price, kinect, always online TV,TV,TV etc and those are much larger items that have probably cost the company millions even billions, yet they stick with this parity clause, and it wouldn't cost them a penny, and win them favour with devs and gamers, it's nothing but a win. Yet they seem to have drawn a line in the sand and are refusing to budge for this.
I wonder why that is, is it because they think if they allow anyone to publish whatever version of their game, they want too and when, they might become the default number 2 for every smaller game, maybe this does work for the in getting some games to release day and date?
I've been wondering this too. This only gives bad rep for them, scares small indie devs and hurts us who only own Xbone. I don't feel first class citizen if I get indie game with battletoads character. I could feel first class if I get as many or more games as PS4 owners. I want those small indie games too, not just those that blow up. I might not buy all of them I any, but I like possibility of buying them.It always makes me wonder that Microsoft have 180'd on everything to do with the Xbox one DRM, price, kinect, always online TV,TV,TV etc and those are much larger items that have probably cost the company millions even billions, yet they stick with this parity clause, and it wouldn't cost them a penny, and win them favour with devs and gamers, it's nothing but a win. Yet they seem to have drawn a line in the sand and are refusing to budge for this.
I wonder why that is, is it because they think if they allow anyone to publish whatever version of their game, they want too and when, they might become the default number 2 for every smaller game, maybe this does work for the in getting some games to release day and date?
I seem to recall a Sony exec complaining about the parity clause and how it had now filtered through to AAA titles. Perhaps MS are hoping they can do the same again.
I seem to recall a Sony exec complaining about the parity clause and how it had now filtered through to AAA titles. Perhaps MS are hoping they can do the same again.
Unlikely the way this generation is going.
Filtering through to AAA titles? I need that interview/article ASAP
"I think they want to dumb it down and keep it as pedestrian as possible so that if you want to do anything for Blu-ray or you have extra content above 9 gigs or you want to do anything of that nature, you'd better sure as heck remember that Microsoft can't handle that," he said.
"So potentially any time we've gone out and negotiated exclusive content of things that we've announced at things like DPS or E3, publishers are getting the living crap kicked out of them by Microsoft because they are doing something for the consumer that is better on our platform than it might be perceived on theirs."
"So from a creativity standpoint and what we are doing to try to make it better for the consumer, our view is Microsoft's doing everything they can to eliminate that because they have an inferior technology."
I talked to someone that held that opinion about GTA V and the time it took from PS360 to PC.Where are the imaginary players who are upset when a game comes out, if by some chance it came out on another platform earlier?
So, a question I've had for a while: since this is still a thing, why do some indie devs specifically launch on Xbox first? Is it just likely a matter of Xbox approaching them first/offering money? What's the benefit in supporting this position towards indie devs?
Thank you for this.Small indie dev here, talking about this is pretty difficult because of NDAs and stuff, but will try my best to explain.
A bit of context: I'm the cofounder of MixedBag Games, a super small italian studio. We've released Futuridium EP (PC/Mac/iOS) and then Futuridium EP Deluxe (PS4 / PSVita) last year as a two people team, and now we're working on the action adventure forma.8 (PS4/PSVita/Wii U/iOS/PC/Mac/Linux) and on Futuridium VR for Project Morpheus.
MixedBag is now a 5 people studio, so still crazy small considering that we're working on multiple projects and multiple platforms at the same time.
We've been part of the PlayStation and Nintendo indie program since late 2013 and we've been accepted in ID@Xbox in March 2013 (we've applied the first day it was announced, at GDC Europe 2013 if I remember correctly).
First, you can read what Rami Ismail from Vlambeer had to say back in 2013 about the parity clause: it's still pretty much up to date.
http://www.engadget.com/2013/12/04/xbox-one-same-day-launch-clause-nudged-nuclear-throne-to-ps4/
About the clause
Let's put it this way: as far as I know the ID@Xbox contract was never changed and it's still the same we signed (and everyone else signed) from day one, so what was valid from the beginning is still pretty much valid today.
What the clause is about is written all over the internet, and you can still read about it in multiple places. It's very simple: release first on Xbox One, release simultaneously or you can't release the game unless you get a special pass (the 'talk to us' stuff).
Usually it means the game gets approved if you add enough extra content, you can't do a straight port.
Having previous monetary / marketing deals with Sony or Nintendo for timed exclusivity doesn't matter at all, there's no distinguo about that.
What's different with Sony and Nintendo?
Neither Sony nor Nintendo have something like that. You want to release your already released game on PS4 / Vita / Wii U? Go on, you don't have to add anything at all, there are no requirements. A straight port is fine.
If you want to add extra stuff, it's up to you.
Why it's very difficult for a small team to do a simultaneous release
I find it weird it needs to be explained at all, but anyway...
Hitting multiple platforms at the same time requires a LOT of efforts.
We're using Unity for our games, and thanks to the engine and the experience we've matured in the last years we can switch to a new platform and get a game running in a matter of hours. But having the game running is just the very beginning: you need to integrate the platform specific APIs, you need to get the game compliant with all the techinical requirements for each platform, you have to do all the bureaucratic procedures to get the game in Q&A, you need to actually pass Q&A, do (and pay for) age ratings for each platform and stuff like that.
It's HARD. Even for 'simple platform' as Steam it can require weeks of works, and every platform you add just complicate the matter further.
For a five person team like us, with me as the only full time programmer (and I'm also doing game / level design, business / PR stuff... the usual 'small indie team' things), it's simply impossible to guarantee a day one release on Xbox One too.
For forma.8 we're doing PS4 / PSVita / Wii U at launch and it'll already be a crazy amount of work. But we've already released a game on PlayStation platforms and the forma.8 demo on Wii U, so we already have experience with the procedure and we're quite confident that we can pull it off.
Add another console at launch, a console we've never worked on before? It's impossible for us.
Also, adding extra content later is not trivial at all.
My two cents: I really, really think this needs to go, it'll only benefits MS if they get rid of it.
But that's my opinion. It's Microsoft business so if it's fine for them, that's ok: they have their policies, I can disagree but in the end they've probably done their math about it.
Sorry for the long post, hope it helps to better understand what's all the fuss about.
Man, I just don't understand this concept at all.
Where are the imaginary players who are upset when a game comes out, if by some chance it came out on another platform earlier? Like, I've been playing games on most major platforms for my entire post-NES life, and I've never once thought to myself "I won't buy game X, because it was on another platform first, and they didn't add anything".
I mean, unless I already played it on that other platform, but it sure sounds like this perspective is one that assumes all XBO owners only own an XBO and thus couldn't possibly play any of the games in question on other platforms first.
and sadly, I'm not going to buy Oddworld, it was free on another system, I will wait for it to be free on my system. It it doesn't happen happen, oh well.
Small indie dev here, talking about this is pretty difficult because of NDAs and stuff, but will try my best to explain.
A bit of context: I'm the cofounder of MixedBag Games, a super small italian studio. We've released Futuridium EP (PC/Mac/iOS) and then Futuridium EP Deluxe (PS4 / PSVita) last year as a two people team, and now we're working on the action adventure forma.8 (PS4/PSVita/Wii U/iOS/PC/Mac/Linux) and on Futuridium VR for Project Morpheus.
MixedBag is now a 5 people studio, so still crazy small considering that we're working on multiple projects and multiple platforms at the same time.
We've been part of the PlayStation and Nintendo indie program since late 2013 and we've been accepted in ID@Xbox in March 2013 (we've applied the first day it was announced, at GDC Europe 2013 if I remember correctly).
First, you can read what Rami Ismail from Vlambeer had to say back in 2013 about the parity clause: it's still pretty much up to date.
http://www.engadget.com/2013/12/04/xbox-one-same-day-launch-clause-nudged-nuclear-throne-to-ps4/
About the clause
Let's put it this way: as far as I know the ID@Xbox contract was never changed and it's still the same we signed (and everyone else signed) from day one, so what was valid from the beginning is still pretty much valid today.
What the clause is about is written all over the internet, and you can still read about it in multiple places. It's very simple: release first on Xbox One, release simultaneously or you can't release the game unless you get a special pass (the 'talk to us' stuff).
Usually it means the game gets approved if you add enough extra content, you can't do a straight port.
Having previous monetary / marketing deals with Sony or Nintendo for timed exclusivity doesn't matter at all, there's no distinguo about that.
What's different with Sony and Nintendo?
Neither Sony nor Nintendo have something like that. You want to release your already released game on PS4 / Vita / Wii U? Go on, you don't have to add anything at all, there are no requirements. A straight port is fine.
If you want to add extra stuff, it's up to you.
Why it's very difficult for a small team to do a simultaneous release
I find it weird it needs to be explained at all, but anyway...
Hitting multiple platforms at the same time requires a LOT of efforts.
We're using Unity for our games, and thanks to the engine and the experience we've matured in the last years we can switch to a new platform and get a game running in a matter of hours. But having the game running is just the very beginning: you need to integrate the platform specific APIs, you need to get the game compliant with all the techinical requirements for each platform, you have to do all the bureaucratic procedures to get the game in Q&A, you need to actually pass Q&A, do (and pay for) age ratings for each platform and stuff like that.
It's HARD. Even for 'simple platform' as Steam it can require weeks of works, and every platform you add just complicate the matter further.
For a five person team like us, with me as the only full time programmer (and I'm also doing game / level design, business / PR stuff... the usual 'small indie team' things), it's simply impossible to guarantee a day one release on Xbox One too.
For forma.8 we're doing PS4 / PSVita / Wii U at launch and it'll already be a crazy amount of work. But we've already released a game on PlayStation platforms and the forma.8 demo on Wii U, so we already have experience with the procedure and we're quite confident that we can pull it off.
Add another console at launch, a console we've never worked on before? It's impossible for us.
Also, adding extra content later is not trivial at all.
My two cents: I really, really think this needs to go, it'll only benefits MS if they get rid of it.
But that's my opinion. It's Microsoft business so if it's fine for them, that's ok: they have their policies, I can disagree but in the end they've probably done their math about it.
Sorry for the long post, hope it helps to better understand what's all the fuss about.
Where did you get that from?Indies sell like crap on the Bone correct?
It's telling when developers rather port to wiiu than xbone.Hey as a PS4 owner I'm really amused that some weird Xbox owners have decided selfishness is the new black. It's hilariously short sighted.
I mean personally I believe 'Good Guy' Phil should ditch the clause so indie devs can make more money and so Xbox owners get more games. I can't imagine why a rational person wouldn't want that. I mean I don't really care about the Xbox getting more games but devs making more money means more games for everyone.
But, if this band of selfish weirdos keep championing this clause it will actually be better for PS4 owners anyway, so, whatever.
I mean PS4 has by far the largest user base so it's always gonna be first choice for devs. If this clause makes them choose to not bother with an Xbox then they will probably spend the time that they would have spent on the Xbox version making dlc or even a new game for the PS4.
So, way to go parity clause!!!! Way to go weirdos - your console wars weirdness is actually beneficial to the opposition. Lol
? If it so happens that you're launching on Xbox first then you're unaffected by this. Looks to me like there are plenty of developers happy to do so.
This affects people who don't want to launch on Xbox first. They're forced to decide between a simultaneous release or forced to add extra content for a late release. That's the big problem.
Where did you get that from?
Where did you get that from?
I don't think hating indies or non-AAA budget gaming has to do with any platform allegiance.I doubt that's entirely true, but, if you reach the darkest corners of YouTube fanboys, you'll find a growing subset of XB1 fanboys who hate Indies, primarily because PS has focused on them so heavily this generation.
Haven't read every single post in this thread so maybe. I doubt it though and it depends on many factors whether or not your game is a financial success. Install base is but one of those.Thought I recall a few devs on here saying that. I could be mistaken.
It's telling when developers rather port to wiiu than xbone.
Indies sell like crap on the Bone correct?
Thought I recall a few devs on here saying that. I could be mistaken.
Haven't read every single post in this thread so maybe. I doubt it though and it depends on many factors whether or not your game is a financial success. Install base is but one of those.
1) Nobody knows as nobody knows digital sales data
2) Even if, where is the point related to this discussion?
3) I would not generalise here, as there are all kinds of indies. Ori is not the same as Super Hot, or?
So, a question I've had for a while: since this is still a thing, why do some indie devs specifically launch on Xbox first? Is it just likely a matter of Xbox approaching them first/offering money? What's the benefit in supporting this position towards indie devs?
Thought I recall a few devs on here saying that. I could be mistaken.
Regarding #2, if they don't sell well on the platform, that is even less incentive for a dev to spend the time and money to port a game, let alone have to add features.
That was a hell of a jump.