![]() ![]() ![]() Hopes were high leading into the launch of the service, with representatives from Microsoft speculating that developers would not only be given a great venue in which to showcase their games, but could make a great deal of money in the process, “taking home more income from four months of sales than the average U.S. Regardless of the price point, Microsoft retained 30% of the game’s revenue, with the remaining 70% going to the developer. The 50MB limit for the lowest tier was increased to 150MB, and eventually the file size restriction was raised to 500MB for all tiers. ![]() The new structure allowed for a minimum $1 price, as well as $3 and $5 tiers (80, 240, and 400 MSP), after which an increasing number of games were released with a $1 price tag. In August of 2009, the pricing structure changed, due in part to Xbox Live Arcade games and other digital releases appearing with greater frequency at the $10 price point. The service launched with a tiered pricing structure, allowing developers to release games at 200, 400, or 800 Microsoft Points (MSP), which was equivalent to US $2.50, $5, and $10, with the limitation that games over 50MB could not be priced at the lowest tier. On the other hand, Microsoft did allow developers to create games using its avatar system (running contrary to Nintendo, which refused to let outside developers use their Mii characters) and create online multiplayer games. Certain limitations were placed on the developers, such as a maximum eight minute demo time (originally four minutes), a required network connection to launch games, and the inability to have official Achievements and leaderboards (although clever developers were able to create their own leaderboards). something that was unprecedented in the historically tightly-controlled console market. As such, for a time, Xbox Live Indie Games was one of the best ways for resource-constrained developers to get their products in front of players.Īside from a low annual developer’s fee ($99), and a community-centered peer review process, there was little in the way of developers putting their games onto a home console and taking advantage of the Xbox 360 hardware. Additionally, not all games were available in all territories.Īt the time of XBLIG’s inception, PC digital distribution platforms had yet to become prolific, Steam was a largely closed system, Apple's App Store had just launched, and mobile development was limited the kinds of games that could be created for touch-driven platforms. The service was rolled out in some territories at later dates, and remained unavailable in some parts of the world. Wizorb * Note: Numbers and dates in this article refer to those in the United States.Treasure Treasure Fortress Forage: Extra Edition.Panic Attack - The Devil's Favorite Game.NOTABLE 2D ACTION GAMES ON XBOX LIVE INDIE GAMES The XBLIG marketplace continued to operate until it was taken down on October 7, 2017. ![]() Games for the service were created using XNA Game Studio, which received periodic updates until the program reached its end of life in April 2014. Xbox Live Indie Games (XBLIG) launched on Microsoft’s Xbox 360 platform on November 19, 2008* as Xbox Live Community Games, and eventually expanded into a library of more than 3,000 games. ![]()
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