I wonder what the pricing is like for the game publishers & developers. I've never really been able to find out what the console makers fees are like. With Apple it's easy - buy the standard hardware (an iPod touch or iPhone), pay $99 per year plus 30% of revenue. I also found out that anyone can e-publish with Amazon (for Kindle) and Amazon takes a whopping 65%.
If you're a sole content provider in the Amazon case, getting 45% of the sale price back to you is actually rather good. I don't know what the percentages exactly are as an author who works for publishers, but I know we get far less than 45% of each sale.
As for the other question, this is from the Wikipedia entry: XNA Community Games
Xbox 360 games written in XNA Game Studio can be submitted to the Creators Club community, for which premium membership is required, this costs US$49 for 4 months or US$99/year. All games submitted to the community are subjected to peer review by other creators. If the game passes review then it is listed on Xbox Live Marketplace. Creators can set a price of 80, 240 or 400 points for their game. The creator is paid 70% of the total revenue from their game sales as a baseline. Microsoft originally planned to take an additional percentage of revenue if they provided additional marketing for a game, but this policy was rescinded in March 2009, leaving the flat rate intact regardless of promotion.[16]
Microsoft also distributes a free year premium Creators Club subscription for educational establishments through their DreamSpark program and MSDNAA. These accounts allow students to develop games for the Xbox 360, but a premium Xbox Live account is still required to submit the game for the Marketplace.
That's not awful for an individual or small teams, though it's my understanding that some devs are not happy about general Xbox Live policies and have decided to stop supporting it.
I'm not sure what the numbers are like for "real" Xbox Live Arcade publishing.
I wonder what the pricing is like for the game publishers & developers. I've never really been able to find out what the console makers fees are like. With Apple it's easy - buy the standard hardware (an iPod touch or iPhone), pay $99 per year plus 30% of revenue. I also found out that anyone can e-publish with Amazon (for Kindle) and Amazon takes a whopping 65%.
If you're a sole content provider in the Amazon case, getting 45% of the sale price back to you is actually rather good. I don't know what the percentages exactly are as an author who works for publishers, but I know we get far less than 45% of each sale.
As for the other question, this is from the Wikipedia entry:
XNA Community Games
Xbox 360 games written in XNA Game Studio can be submitted to the Creators Club community, for which premium membership is required, this costs US$49 for 4 months or US$99/year. All games submitted to the community are subjected to peer review by other creators. If the game passes review then it is listed on Xbox Live Marketplace. Creators can set a price of 80, 240 or 400 points for their game. The creator is paid 70% of the total revenue from their game sales as a baseline. Microsoft originally planned to take an additional percentage of revenue if they provided additional marketing for a game, but this policy was rescinded in March 2009, leaving the flat rate intact regardless of promotion.[16]
Microsoft also distributes a free year premium Creators Club subscription for educational establishments through their DreamSpark program and MSDNAA. These accounts allow students to develop games for the Xbox 360, but a premium Xbox Live account is still required to submit the game for the Marketplace.
That's not awful for an individual or small teams, though it's my understanding that some devs are not happy about general Xbox Live policies and have decided to stop supporting it.
I'm not sure what the numbers are like for "real" Xbox Live Arcade publishing.
Books!
Bill Loguidice, Managing Director | Armchair Arcade, Inc.
[About Me]
***************************
Bill Loguidice, Managing Director
Armchair Arcade, Inc.