Kabuki Quantum Lover
Member
As Microsoft provide a free/cheap dev kit and a Unity license, isn't it kind of fair for them to demand this?
Absolutely
not
Microsoft has been simply shining this year with a metric fuckton of poor decisions.
As Microsoft provide a free/cheap dev kit and a Unity license, isn't it kind of fair for them to demand this?
As Microsoft provide a free/cheap dev kit and a Unity license, isn't it kind of fair for them to demand this?
Wait. How do you pronounce it?
I'll take one lats stab at laying this out. There are three possible scenarios:
1. You're planning on a day and date release on both platforms. If so, MS clause is irrelevant.
2. You're planning on release on X1 pltform first. If so, MS clause is irrelevant.
3. You're planning on releasing on PS4 first. You conclude you have to sign up with Sony first to get around the MS clause. Fine, but you were releasing on PS4 first ANYWAY, so you haven't changed your plans.
In none of these instances have you altered your game plan based on the existence of this MS clause. So I'm still not seeing what substantive impact this clause has on anyone.
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
so basically they have to launch first on xbox. either that or develop for all at the same time, which would be impossible for some of the really small teams.
You cannot sign up with Sony to get around the clause.
That loophole is closed.
Repeat, with emphasis - that loophole is closed.
We have been talking about that key aspect for the last 3 pages. What thread are you reading?
Well damn.I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
from my understanding... ID@Xbox (currently) isn't exactly intended for small Indies... The windows/xbox dev path that they keep hinting heavily at? That would be for small Indies.
ID@Xbox is one of three dev paths and iirc was part of a compromise to the original requirement of needing a publisher.
first is developing with a publisher
second is ID@Xbox (basically exceptions to those without publishers) - these are vetted by MS and approved on a case by case basis.
third is assumed to be what replaces XNA (which isn't announced yet) but will be far more flexible than XNA could hope to be (thanks to the OS alignment)
I believe its just confusing right now because they haven't fully announced or fully deployed their independent strategy
as a disclaimer -I'm just basing everything off hints and stuff said around build conference through gamescom
from my understanding... ID@Xbox (currently) isn't exactly intended for small Indies... The windows/xbox dev path that they keep hinting heavily at? That would be for small Indies.
ID@Xbox is one of three dev paths and iirc was part of a compromise to the original requirement of needing a publisher.
first is developing with a publisher
second is ID@Xbox (basically exceptions to those without publishers) - these are vetted by MS and approved on a case by case basis.
third is assumed to be what replaces XNA (which isn't announced yet) but will be far more flexible than XNA could hope to be (thanks to the OS alignment)
I believe its just confusing right now because they haven't fully announced or fully deployed their independent strategy
as a disclaimer -I'm just basing everything off hints and stuff said around build conference through gamescom
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
Microsoft wins and literally everybody else lose. Except XB1 exclusive gamers. But I doubt that's why they're forcing this.This is something I was thinking, as well.
Like, we can be mad at MS all we want for something like this, but, the more devs that sign up for it, the more it's enabled. Not exactly sure who wins, here.
Nope. That's stupid. That proposition is dumb in so many ways. You owe nothing to a platform holder for them letting you develop on their platform. No.no i don't really see the irony, its a business plan, if they are giving you free dev tools that is not provided by the competitor, you would think they would want something in exchange. that is parity or exclusivity.
That's what I'm saying. Maybe it'll happen. Maybe not. I'm rooting for it to happen because then MS will be forced to drop it.Maybe developers should just say fuck you to xbone and just roll with PC/PS4 and mobile.
You have posted the exact same thing 3 times now. You. Are. Wrong.3. You're planning on releasing on PS4 first. You conclude you have to sign up with Sony first to get around the MS clause. Fine, but you were releasing on PS4 first ANYWAY, so you haven't changed your plans.
In none of these instances have you altered your game plan based on the existence of this MS clause. So I'm still not seeing what substantive impact this clause has on anyone.
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
This still doesn't change the issue....like at all.
MS doesn't want people buying the games on other consoles before it shows up on theirs.Christ, this sounds horrible. What the hell is the point of the policy? Does this actually benefit Microsoft in any way? I'd honestly like to know, because I don't understand the point of it. Surely if you want indie support on your console you wouldn't be trying with this bullshit?
Glad they were able to get out of that loophole, but it's supremely weird of Microsoft to have a clause like that. Surely the whole point of a program to allow self publishing is to let developers release content on your platform when they want to. Ugh.
MS got the same parity rule on the 360. It's nothing new (but it still sucks for developers)
Trying to handcuff indie developers like this is pathetic.
gamereck
Banned
(Today, 12:26 PM)
yes, it does... Actually.
ID@Xbox is essentially for dev teams without a publisher who are unwilling or unable to wait to be accepted by one or who are unwilling to wait for the proper dev path.
this release path is essentially the XBLA dev path. Difference here? You aren't limited to one platform and they aren't taking 50%+/- of the revenue.
stuff that is coming later for all? That's the true indie dev path. You know... For those 10 or less employee dev teams.
its going to be like iOS most likely except with a clear separation of big indie/published games and small indie titles.
people keep making the weird assumption that the dev paths are remaining the same as 360 (they aren't and that is good)
yes, it does... Actually.
ID@Xbox is essentially for dev teams without a publisher who are unwilling or unable to wait to be accepted by one or who are unwilling to wait for the proper dev path.
this release path is essentially the XBLA dev path. Difference here? You aren't limited to one platform and they aren't taking 50%+/- of the revenue.
stuff that is coming later for all? That's the true indie dev path. You know... For those 10 or less (or more!) employee dev teams.
its going to be like iOS most likely except with a clear separation of big indie/published games and small indie titles.
people keep making the weird assumption that the dev paths are remaining the same as 360 (they aren't and that is good)
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
You seem to be missing what issue I am talking about....the release parity.
But why?
The distinction makes no sense.
Why is it called a different program, then, if it's the same old shit?
More importantly, do you have any actual evidence of this?
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
Does this mean games like Mighty No. 9 might get delayed just so they can do a simultaneous launch?
Does this mean games like Mighty No. 9 might get delayed just so they can do a simultaneous launch?
watch the build conferences.
they were deploying educational metro apps on Xbox ones but then dancing around it by saying "you want to develop for Xbox one? Learn how to code on Windows 8 and you will be ready!"
Dayum!I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
seems like a really poorly thought out policy...
they're trying to strong arm from a poor position, it would be something that could work if you're valve/steam or during the early xbla days when ms were on top.
I linked Brian Provinciano to this thread and asked if this was the "strings attached" he was referring to when discussing the program a little while back. This is his response....
Does this mean games like Mighty No. 9 might get delayed just so they can do a simultaneous launch?
I was under the impression they were going to launch on all platforms simultaneously.
He isn't missing it. He is ignoring it.
I am not ignoring it. Again. Its not intended for small Indies. Its for large Indies who want to self publish (on equal terms with big publisher games) that's why release parity is the bait.
the upcoming dev path you'd be able to self publish but may be a) limited in your retail pricing b) be limited in terms of discoverability.
this is the XBLA dev path originally in place where Microsoft locked the product to their platform and took higher revenue (as they took publishing rights)... MS vetted those too just like ID@Xbox... Instead of this they essentially drop the publishing rights and have parity clause which is a win all around for devs that previously needed to use this dev path.
He isn't missing it. He is ignoring it.
MS doesn't want people buying the games on other consoles before it shows up on theirs.
Seems logical. However, there are better ways to do this that don't involve limiting developer freedom.
I read stuff like this and I'm thankful as fuck MS hasn't gotten control of the console business.
Right, but isn't the launch date set by MS in this instance? If MS doesn't want to release your game for another month, you now have to wait another month before the PS4, PSV, Wii-U, and STEAM versions can release.
So judging by the posts and replies this loophole is no longer an option moving forward
Can't they temporarily leave the program re-do the loophole with said company and enter again if they are suffering from production fatigue
Right, but isn't the launch date set by MS in this instance? If MS doesn't want to release your game for another month, you now have to wait another month before the PS4, PSV, Wii-U, and STEAM versions can release.
I am not ignoring it. Again. Its not intended for small Indies. Its for large Indies who want to self publish (on equal terms with big publisher games) that's why release parity is the bait.
the upcoming dev path you'd be able to self publish but may be a) limited in your retail pricing b) be limited in terms of discoverability.
this is the XBLA dev path originally in place where Microsoft locked the product to their platform and took higher revenue (as they took publishing rights)... MS vetted those too just like ID@Xbox... Instead of this they essentially drop the publishing rights and have parity clause which is a win all around for devs that previously needed to use this dev path.