Digg it up for Cletus Clay on PC and XBLA

Today I can reveal that Cletus Clay is going to appear on both PC and Xbox LIVE Arcade platforms!
We’ve also got a new blog post revealing why Anthony chose to work with clay, as well as a little more about the game itself, complete with one of our early images.
Please read for the blog post and Digg members can Digg us up!

 
Castle Crashers and Braid XBLA Price Storm!
LATEST: Shacknews is reporting the pricing as an error, however the debate is still very relevant as XBLA prices are definitely on the increase and I expect Castle Crashers to be 1200 or perhaps 1600 points personally.
A storm is brewing over indie games Castle Crashers and Braid. A Japanese website has published the proposed price points for these much anticipated titles, 1800 points and 1200 points resepectively. Meanwhile the blogs at Behemoth and Destructoid (amongst others) are filling up with riled users unsure what to make of it all, as you can see by the Destructoid image below:

The first thing to say is that I expect the Western price point of Castle Crashers to be 1600 points rather than 1800, but I can’t confirm that with any insider knowledge right now. I’m sure the matter will be cleared up ASAP, possibly even today.
So what’s the problem? Assuming 1600 points, that’s $19.99 for a top quality game. Here are some of the issues along with my take on them.
If I’m paying more than $10, I want a boxed copy and no DRM rubbish
There are two issues here. Firstly, it looks like it will take some time for console game buyers to get used to the idea of buying games without a box attached. PC users have been doing this for years, and at a standard price point of $19.99 (casual games and bigger indie games), so there is nothing fundamentally wrong with this model. Secondly, there is distrust of Microsoft’s DRM model. Console gamers are used to take/loaning discs to mates, and Microsoft currently provide no adequate method to deal with this, or to transfer ownership (for a fee perhaps). Also, if Microsoft stop supporting the system, you may not be able to play the game in future.
It’s too expensive for a download game
Not really. Castle Crashers is competing time-wise with the big games out there. Sure, it isn’t Halo, but so what? I’ll play Castle Crashers more than Halo, so what does it matter?
Developers are money grabbing because they know we want Braid and Castle Crashers
Indie developers struggle to get their games made, and are unlikely to get rich off them. In fact, they are just trying to make enough to develop their next game, with Microsoft et al wanting ever bigger, flashier titles.
Game development, particularly console game development, is extremely expensive. While a Flash game may take 2-6 weeks for 1-2 people, a console game - even on XBLA - may take 1-2 years and 4-8 people, as well as a lot of additional QA/localisation/hardware/rating/marketing related costs. You don’t have to be an accountant to see the difference. It’s very high risk and profits are hard to come by, especially for an understaffed, overworked indie with no corporate investors to pay for production.
Microsoft are charging me more than 1600 points = US$19.99 because I’m in Canada, UK, etc
Now this I am sympathetic with. As a developer, we base everything on the US rates because that’s what affects us. Microsoft charge more elsewhere because of sales tax and their own reasons. I suggest people write to MS to discuss that particular issue, but don’t blame the poor indie for a console pricing policy.
It’s only a simple brawler / platformer. I’m not paying more than $10 for that!
You know what? Give the games a go and if you think they are worth the money then buy them. If not, then leave them alone. Anyone who thinks a game should be priced by genre is rather foolish in my opinion. You don’t do this with film or music or television! Tetris and Dr Mario were super simple yet have taken more of my gaming hours than most FPS titles. It’s all about value for money, about entertainment.
In summary, console users are still very new to the whole download thing and the lack of a boxed copy still resonates as a problem. I think Microsoft (and Sony and Nintendo) should look at their DRM systems as I think there are ways to mitigate some of people’s concerns. Also, perhaps a boxed copy could be part of the deal with a little extra $$$?
However, give the games a go and treat them as with any other game you’ll buy. It doesn’t matter how much they cost, what the license is, who made them (indie or otherwise), retail or digital - if you like them enough then they are good enough.
For the record, I’m a huge fan of both games - although I’ve played Braid more than Castle Crashers as I have access to it - and I’m a fan of the talented and friendly people behind them.
EDIT: Great opinion piece on Gamasutra where 2D Boy (World of Goo) explains issues with XBox Live Arcade for indies.
Tags: braid, castle crashers, indie, price, xbla 
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 






