Developing for PS3 PlayStation Network (PSN)
Sony’s follow-up to the massively successful PlayStation 2, the PS3, included an on-line service to compete with XBLA. PlayStation Network (PSN) offered similar game download facilities as its main competitor, although without the Game Points and Awards. That, however, is changing with the constant firmware updates such as the recent – although buggy – 2.4 upgrade.
Like Xbox Live Arcade, the quality of download titles is rather mixed, but does include the excellent Super Stardust, Jonathan Mak’s indie hit Everyday Shooter, and – from Japan – the Pixel Junk series. Unfortunately, like with XBLA, the user interface leaves a lot to be desired, and firmwares thus far have not been without their problems.
Whilst I have no firm sales figures to hand, anecdotal evidence indicates that sales are some way off those of successful XBLA titles. That’s obviously a major consideration given the likely development costs involved.
PSN – Pros
- PS3 user base is expected to continue growing fast.
- PSN is a maturing system which Sony are continually updating.
- Sony are currently more open to new concepts than they have been in the past.
- Sony have been actively funding a number of projects (although some have been dropped before completion leading to problems for the developers involved).
- Lack of significant competition on PSN.
- Download games can be virtually any size.
PSN – Cons
- Barrier to entry: Sony restrict projects based upon a concept approval process. That usually means some lengthy document writing in their standard format and, like Microsoft, they really like to see demos and mock-ups.
- Barrier to entry: Development kits must be bought from Sony.
- Barrier to entry: You may be required to support networked multiplayer, and this can bump development and QA costs considerably. Sony’s supporting systems are not as well developed as Microsoft’s are at present.
- Barrier to entry: Development costs must account for TRC handling.
- As with the other platform holders, Sony control the distribution mechanism and may do as they please.
- Sony have to approve the project, both technically and content-wise.
- Once again, localisation and age ratings need to be considered.
- Development environment said to be improving, but the PS3 is considered a trickier beast to develop on than the other home console platforms, at least by some.
- Exclusivity restrictions possible.
- Sales seemingly lower than on XBLA.
With the PS3 selling well as well as the frequent system updates, I personally think PSN has a very promising future. Whilst apparent sales figures are a concern – and I don’t have solid figures to back that up in all fairness – as a system I believe it to be more open to indies than XBLA currently is. Remember that it only takes one or two hits for developers and publishers to follow each other like Lemmings, and PSN hasn’t quite grabbed people’s attention yet.
To register for PS3 development, you’ll need to visit SCE DevNet (the Licensing Information page).
I continue this series with an article about the good old PC, as well as Mac and Linux.
Tags: indie, playstation network, ps3, psn 
Developing for WiiWare (Nintendo Wii)
The Nintendo Wii. Apparently it became the fastest selling games console in British history. It’s certainly the first home console to cross demographics so effectively, with everyone from young children to their grandparents prepared to have a go.
Has that success come at a price, however? Anecdotal evidence is that the Wii is kept as a party machine, or for very specific games, such as Wii Sports or Wii Fit. That’s not so bad for Nintendo, but it is a concern for mainstream publishers and indie developers.
WiiWare is Nintendo’s answer to Xbox Live Arcade. It was only launched in May across most regions, and as such there is little data out there right now as to its success. The big worry is that many Wii users simply won’t know or care about it since the Wii may be seen more as a toy or party game than a console.
WiiWare – Pros
- An abundance of Wii units in people’s homes.
- Expect the games to be smaller than recent XBLA titles; that should mean cheaper to develop.
- Nintendo will let you get on with your product – the content is up to you.
- Nintendo claim to be more open to game concepts than Microsoft or Sony.
- You get to code for the WiiMote!
- Nintendo are promoting it to indie developers.
- The Wii is a reasonably easy piece of hardware to develop for.
- No requirement for a Wii exclusive.
- Can still get in early whilst there is a lack of competition (at the time of writing).
WiiWare – Cons
- Barrier to entry: Registering for development has been harder than indies expected. It may help to have a prior relationship with Nintendo or a game development track record. Like the other platform holders, Nintendo still have to approve the core concept although the process seems to be far simpler than with Microsoft or Sony, and with less content-related feedback.
- Barrier to entry: Development kits must be bought, although they are comparatively well priced.
- Barrier to entry: Development costs must account for TRC handling, although Microsoft and Sony are generally considered stricter.
- Right now, no one knows how WiiWare titles will sell.
- As with Microsoft and Sony, Nintendo control the distribution mechanism and may do as they please.
- Nintendo still have to approve the project, although content-wise they may be more open than the other platform holders.
- Localisation and age ratings are again a consideration and expense.
- The WiiMote is the only controller Wii owners are guaranteed to own and it’s not very good at being a regular joypad. This may make it more difficult to design a game for use across multiple platforms.
- Game size is very limited.
- Nintendo don’t allow their hardware in home offices, which conflicts with their pro-indie stance.
WiiWare is the new kid on the block and that makes it difficult to properly evaluate. On the positive side, games can be developed far cheaper and far quicker than for some competing systems. That alone makes it very attractive for independent developers. The home office thing is an issue, but I’d hope people can find ways around that.
I’ll end with some useful links; IGN have a good interview covering a few WiiWare issues with Tom Prata here, there’s a good developer-oriented blog post on BigRedPimp, and to register for development you should head for Wario World (yes, really!).
My next article in this series is about developing on Sony’s PlayStation Network for PS3.
Tags: indie, wii, wiiware 
Developing for Xbox Live Arcade (XBLA)
EDIT: I’ll be updating this article shortly following Microsoft’s XNA / XBox Live Community Games announcement. Suffice to say, XNA is now a potentially fantastic route for indies to take, but it does depend how it is promoted to users. If they don’t ever see your games, they can never buy them however good they are. Also, where exactly does this leave XBox Live Arcade? EDIT END.
Originally available for the Xbox, XBLA was an integral part of the Xbox 360 at launch. This makes it by far and away the most mature of the console digital distribution platforms.
By all accounts it’s also the most successful. Figures on Wikipedia claim it to have a high attach rate and conversion rate, although true numbers are hard to come by if you aren’t under NDA with Microsoft. VGChartz attempt to estimate real sales figures but don’t expect them to be particularly accurate.
Titles on the system are a very mixed bag of indie games, poor retro ports, half-decent retro ports, casual games, and – increasingly – original titles and sequels from the traditional publishers you know and love.
From a user point of view, the biggest issue is the dashboard interface. Users are faced with long lists of titles making it difficult to find anything. That’s important because it means your game could disappear very quickly indeed, and it’s undoubtedly costing Microsoft users. The quality of many of the titles has also been hotly debated. Both of these factors have lead to the much discussed delisting policy of which I’m certainly not a fan.
Below are some of the pros and cons developers should be considering.
Xbox Live Arcade – Pros
- Established system with existing user base and proven sales record.
- The most popular console downloadable game environment.
- Successful indie games exist on the system, e.g. Penny Arcade’s Precipice of Darkness, N+, Alien Hominid, Eets and the Mutant Storm series.
- It is possible to do well financially if you’re game does well, and some of the above certainly have.
- Good development environment.
- Similar to PC platform allowing a PC version to be developed at low cost.
Xbox Live Arcade – Cons
- Barrier to entry: Microsoft restricts projects based upon a green light process. This can take months even with a good project, and perhaps most projects are turned down. That may be to avoid clashes with other titles, pre-existing PC release, lack of experience in the development team, or for any other reason they see fit. Being green lit is not an easy process and it can take a lot of work, proof of concept demos included.
- Barrier to entry: Development kits must be bought.
- Barrier to entry: You may be required to support the Live! service, and this can bump development and QA costs considerably.
- Barrier to entry: Development costs must account for TCR handling – that means following strict Microsoft rules for how things should work. If you’ve never done this before, you’re in for a shock. There’s an awful lot that can and will go wrong that you would never have thought of, or you think is unimportant or crazy.
- Microsoft control the release slots, payments, how your game is handled on the system – well, everything! Announcements such as the delisting policy show that they are quite prepared to change the rules.
- Microsoft have to approve the project, both technically and content-wise. The submissions and approval process can be unexpectedly lengthy, especially if you are self-publishing.
- Unicode localisation and age ratings are required. There are time and money considerations to both of these factors.
- Simply having a game on the system doesn’t mean it will sell, despite what people seem to think. You still need to market your game and it still needs to have an audience.
- It is unclear how pro-indie XBLA really is right now. It could end up being dominated by traditional publishers, and some will say it already is. Microsoft are pushing indies to XNA, a cheaper alternative.
- Self-published XBLA game royalty rates may be different for an indie compared to a regular publisher.
- Xbox hardware is reportedly not selling as well as Wii or PS3.
- Exclusivity restrictions are likely.
- Interface usability issues given the large number of games available.
XBLA is certainly a cut above the rest at the moment and has strong positives, but it’s future is unclear. If you can get through the green light process then you will probably be able to find funding or a publisher, but that first stage is much harder than you might imagine.
Developers without commercial experience should consider XNA before XBLA. Besides, a good XNA project could be successful in its own right and may also help with a future jump to XBLA.
More information on Xbox Live Arcade developer submissions can be found here.
The next article in the series can be found here, and this time it’s about WiiWare.
EDIT: Great opinion piece on Gamasutra where 2D Boy (World of Goo) explains issues with XBox Live Arcade for indies.
Tags: indie, xbla 
Indie help! XBLA, WiiWare, PSN or PC?
Choosing which gaming platform to develop for is a difficult decision, yet it’s one which many indie developers take too quickly. I’m going to share a few thoughts that I hope will help guide developers in the right direction, and that may provoke discussion amongst developers of all levels of experience.

A question I hear all the time from indie developers is:
How do we get on Xbox Live Arcade?
To which my answer is:
Are you sure you want to be on there?
That’s when they look at me with wild, ‘are you mental?’ eyes. They often don’t really have an answer – it’s just because they heard that it was popular. Don’t get me wrong – XBLA is a platform with a lot of potential and it can really work for indies. However, developers need to carefully consider what platform they want to develop on – companies live or die on this decision.
Over the next few days I’ll post up some pros and cons of XBLA, WiiWare, PSN and also digital distribution on the PC.
Follow me here where I’ll discuss the most well known of the platforms, Xbox Live Arcade.
Tags: console, development, indie, pc, platforms, psn, wiiware, xbla 
NESTA games event report
NESTA announced their support for the game industry at a launch event yesterday. There were a few short speeches from a somewhat eclectic mix of people including Rory Cellan Jones (BBC Technology Correspondent), Adam Gee (Channel 4), Paul Durrant (Dare to be Digital), Richard Wilson (TIGA), Jon Kingsbury (NESTA), and Charles Cecil (Revolution Software). Frank Boyd (Unexpected Media) also said a few words about his creative labs and Crossover in particular.
While this was an interesting line up, I was disappointed to have little in the way of developers represented. Even Charles – who seems to be stalking me at events this year(!) – is more of an IP holder and outsources his development these days. In fact, I was one of very few people there, if there were any others at all, representing pc/console studios; I wouldn’t class our little indie outfit as mainstream either.
Adam Gee spoke about 4IP, a £50 million 2 year fund which “aims to deliver publicly valuable content and services on digital media platforms with significant impact and in sustainable ways.” Roughly translated, they’ll part or fully fund innovative interactive projects across almost any platform – no requirement for a television component. Indies, get yourself on their mail list right now – this could be for you. I’ll write more on 4IP in the future. It should be noted that Channel 4 are already working with Introversion according to Adam Gee, although I’m not sure he was supposed to let that slip yesterday.
Rory Cellan Jones made the point that, as a journalist, he finds it very hard to talk to the game industry, including to some of our trade associations. I found that quite a surprising comment and I wondered if one or two indies may be able to get some TV time if they play clever.
I spoke briefly to Richard Wilson of TIGA over the better than average buffet lunch – no soggy egg mayo sarnies here! I’ve generally had the opinion that TIGA are for the bigger boys and nothing to do with us, but there is a sense that this may change. Richard seems quite keen to provide more support for smaller developers. We shall see.
As for the support itself, that is to be delivered in four components: Crossover, company mentoring, a resource sharing portal and a new talent initiative. I may talk a little more about these in a future post, partly to give myself time to digest the options. Each of these has potential but, Crossover apart, a lot will depend upon the actual implementation. Crossover is something I already know about and thoroughly recommend.
Tags: indie nesta support 4ip tiga crossover introversion 
NESTA to announce game industry support
A few weeks ago I was lucky enough to be invited down to a workshop at NESTA, a UK science and arts innovation support agency. Along with a small number of other developers and representatives from the likes of TIGA and BERR, we discussed how NESTA could potentially help the UK game industry. Today I’m off to London to attend the launch event at which NESTA will announce their intended support.
Obviously I’m looking forward to hearing the outcome, although I’m not so sure about the journey itself.
Taking a trip down to London on the motorway is not an enjoyable experience so I tend to travel by train where possible. Unfortunately, the UK’s frequent transport network problems lead to the the following nightmare picture on a recent excursion.

This was only a week after I’d been refunded for my previous cancelled London-Sheffield train! Bring back British Rail?
Tags: berr, humour, nesta, rail, tiga, travel 
A day in the life of Tuna
Ever wanted to know what a creative director gets up to at work? The truth is out. Our Andy likes to do a spot of sewing. This is our idea of “research”.

Also, a prize kudos to any old hands who recognize the books to the left of the LCD.
Tags: creative director, humour, sewing, tuna 
Yahtzee yawns over MGS4
Yahtzee, the fastest speaking presenter since that rather bizarre French bloke on Rapido, has posted his review of Solid Snake’s latest adventures in Metal Gear Solid 4. I’d love to give my take on the game but I have a pathological hatred of games with lengthy cut scenes and piecemeal gameplay. Actually I wouldn’t know about the gameplay because I’d rather stick my head in an overused tube station toilet than sit through 20 minutes of cut scenes before I get to do anything.
It’s fair to say that I’m probably not best placed to judge this game but it seems to keep one of the Tuna team busy and if he thought the game sucked then he’d say so. Several times. He hasn’t (yet), so it must be pretty damn good.
More seriously, narrative within games is a huge talking point these days and is something I will no doubt discuss in a future post. MGS obviously does something right in this regard, despite Yahtzee’s reservations.
Tags: podcast, review, story, yahtzee 






