Interview with C.Carla :
http://1080players.com/index.php/xb...-id-xbox-parity-clause-rocket-league-and-more
Interview - Chris Charla talks id@Xbox, parity clause, Rocket League and more
We had the opportunity to speak with Mr. Chris Charla, head of the id@Xbox publishing program for Microsoft Xbox One and now Windows 10. We spoke on the process developers go through, the support they receive during development and even Rocket League coming to Xbox One. Take a look and let us know what you think below.
1. The whole parity clause seems to have changes completely with Xbox One's release. You've mentioned before that "a game is a game is a game" and the indie market on Xbox One is huge compared to the 360. The combination of all games in one store I believe has also helped immensely. What was that process like as it seems you've reinvented the whole program for Xbox One and what was the "mission statement" so to speak during its implementation?
C.C :
During the development of Xbox One, there were a lot of discussions about digital games, and how we would take Xbox Live Arcade forward. Later that morphed into discussions about ID@Xbox and where games from independent developers should live. Should it be a separate store, or should all games live together. I think thoughtful people can have a good discussion about this, but I think we made the right call, that a game is a game is a game, and all games should be sold in the same store. We wanted to create a sustainable ecosystem for developers and ensure a great variety of games for players, and having one store is the best way to do that. We have done ID@Xbox specific sales promotions, and we may do more in the future, but fundamentally we have one store.
Our mission statement always boils down to make life easy for developers. If we do that, we know well get great games. So were constantly working to try and improve processes, document processes, etc. so that getting a game on Xbox One or Windows 10 with Xbox Live is as easy as possible for creators!
2. When the program was first announced, Windows 10 obviously wasn't a thing yet so it was only geared toward Xbox One. With Windows 10 here now, what are some of the differences between the Xbox One dev kits and developers who only wish to create for PC/Windows 10 as far as rules or restrictions if any?
C.C.:
Well, architecturally, the games are really similar. On Xbox One you have two paradigms for development, the traditional method using dev-kits, and in the near future, youll also be able to use the Universal Windows Platform to make games that run either on Windows 10 devices like PCs or in the system partition of the Xbox One. Development is really similar.
For games that are going on Xbox, whether they are dev kit games, or Windows Universal Apps, they all need to have Xbox Live, be rated, etc. Theres no difference in rules for games that go on Xbox, whether they are dev kit games or Windows Universal Apps.
For games that are targeting PC, we have resources for developers if they want to use Xbox Live, and if they dont want to use Xbox Live, of course, they dont have to. Weve tried to make it very easy for developers to ship Universal Windows Apps on Windows 10.
3. Now, Microsoft is essentially the retailer for id@Xbox games with the developer the wholesaler. Two part question: 1. How does the prices setting process go with new games between you and the developer? Retailers generally set the price in most places but is it any different with you and 2) How do new games get released some times right out of the gate free via Games with Gold? Games like Massive Chalice in June and Deer God this past month both debuted for free with Gold. Since they aren't getting that big initial rush in sales as most new titles go before that "new shine" wears off , are they compensated by you somehow or how does that work?
C.C.:
We are the retailer, but the developer sets the wholesale price. And we work closely with developers to make sure the game launches when they want and is priced correctly to their wishes. Of course, you can imagine that developers receive compensation if they are participating in Games with Gold!
4. With the program starting at 50 or so developers when it was first announced back in 2013, it has grown exponentially since then. How many developers are in the program currently?
C.C.:
More than 1000 developers currently have kits!
5. One of the games we are looking forward to is Rivals of Aether by Dan Fornace. We actually interviewed him on the show a couple months ago as well. They just announced they will be releasing on PC preview to work out the bugs prior to coming to other platforms like Xbox One. What type of assistance does the id@Xbox program provide developers in in regards to working out kinks and bugs during the process for small teams or even one person teams like on Rivals of Aether as it must be extremely time consuming?
C.C.:
We work really hard to make things as easy as possible for developers to get their game on Xbox One, but as you mention, game development is not easy! We really work to focus on the process side of things, so creators can just focus on their games.
6. The size of the indie game has increased dramatically in a short period of time with many carrying the full 1,000GS as well as more with DLC. Not too many do you see with dozens of hours of gameplay like some AAA titles. Are there any restrictions limiting how big an id@Xbox title can be and what they can use like Smartglass, companion apps, Kinect, etc from a rules standpoint or is it limited by what the studio can handle?
C.C.:
No there are no limits whatsoever on ID@Xbox developers in terms of what features of the Xbox One they can use. So, Kinect, SmartGlass, the full Xbox Live stack, Achievements and Gamerscore if a game can do it on Xbox, and ID@Xbox game can do it.
7. Kickstarter has become almost a staple in game development nowadays with all sorts of developers from indie to large, AAA studios seeking crowd funding. What type of financial assistance is available for developers through the id@Xbox program if they choose not to use Kickstarter or aren't able to earn enough funds needed?
C.C.:
Were big supporters of devs using Kickstarter and other non-traditional or crowd-sourced methods to fund their games! If a developer is interested in full funding for a title, were happy to introduce developers to Microsofts game publishing arm, Microsoft Studios, which routinely funds games.
8. Rocket League is a smash hit on PC as well as PS4 especially with the cross play between them as well as it becoming an E-sport now. Developer Psyonix has said before they'd like to bring the game to other platforms, specifically mentioning they were happy with how the process was going with Xbox One. Another quick two parter, sorry. 1.) How is its development going as far as they've indicated previously they'd like to release pretty soon? and 2) Would it support cross play with PC/Windows 10 and even PS4 users? I know the PS4 is a stretch, but hey cross play is cross play and the E-sports between Xbox and PS4 would make a great bragging rights tournament **fingers crossed**
C.C :
Rocket League is an *awesome* game and we love it. But for specific Rocket League questions, you should talk to Psyonix, I cant really speak for them!
9. With Mr. Nadella indicating Hololens dev kits would be going out next year, how is the id@Xbox program set up for those developers who may wish to utilize the software in creating a game or app on Xbox One and how many devs are lined up currently expecting a kit in order to begin?
C.C.:
The level of interest in HoloLens has been awesome! And the tech is amazing. We dont have anything new to share at this time.
10. Say if during the course of creation, a developer is having some technical issue arise that was not expected and/or unable to handle at their level. Does the id@Xbox program have any assistance available from Microsoft that can come in and assist and if so, how does that function?
C.C.:
Yes absolutely. If someone is trying to use an Xbox feature and they are having trouble, we work to help them out. It works probably like youd expect a lot of common things we handle in email and then we have various escalation paths, forums, tech people, etc. to help people solve issues. We also publish a lot of white papers for developers, either showing best practices, or new techniques, or if something is an issue a lot of devs run into, well tackle that. And just as we regularly update Xbox One with new system level features, we update the development environment as well, adding features, fixing issues, etc. It goes back to trying to make things easy for developers. We cant make the game, but we work really hard making getting the game on Xbox One as straightforward as possible!
11. I won't ask about your favorite game because I'm sure you wouldn't tell me even if you had one specifically. One thing there must be with this ever evolving program is surprises. What is the biggest surprise you've encountered so far?
C.C.:
Honestly the variety in games weve seen has blown me away, and continues to blow me away on a daily basis. Also the quality and how ambitious and advanced games from independent developers are becoming, thanks in large part to help from middleware like Unity and Unreal. Were really getting to the place where technology is no longer the gating factor in how good a game is, its the creative vision of the developer. And thats awesome, thats how it should be.
12. This may be a reach but, it's been two years since the program's initial rollout with Xbox One's release just about. Where do you see the id@Xbox program in another two years as far as 1) Growth compared to the current status of the program and 2) Rise in digital sales of games increasing over physical disc year over year?
C.C.:
Its hard to predict the future, but I suspect well see independent developers continuing to surprise players with totally new game types as well as games such as Cuphead that take established game types and just do something totally unexpected and delightful with them. The love of games that independent developers bring, and the complete immersion in games and game culture that many younger devs have had for their entire lives is going to continue to deliver amazing experiences. We are still at the very start of this art form, and were not even close to seeing it peak. Its like living when Mozart was alive and composing symphonies. Were getting to experience a true golden age. It makes it a very exciting space to work in!
http://1080players.com/index.php/xb...-id-xbox-parity-clause-rocket-league-and-more
Interview - Chris Charla talks id@Xbox, parity clause, Rocket League and more
We had the opportunity to speak with Mr. Chris Charla, head of the id@Xbox publishing program for Microsoft Xbox One and now Windows 10. We spoke on the process developers go through, the support they receive during development and even Rocket League coming to Xbox One. Take a look and let us know what you think below.
1. The whole parity clause seems to have changes completely with Xbox One's release. You've mentioned before that "a game is a game is a game" and the indie market on Xbox One is huge compared to the 360. The combination of all games in one store I believe has also helped immensely. What was that process like as it seems you've reinvented the whole program for Xbox One and what was the "mission statement" so to speak during its implementation?
C.C :
During the development of Xbox One, there were a lot of discussions about digital games, and how we would take Xbox Live Arcade forward. Later that morphed into discussions about ID@Xbox and where games from independent developers should live. Should it be a separate store, or should all games live together. I think thoughtful people can have a good discussion about this, but I think we made the right call, that a game is a game is a game, and all games should be sold in the same store. We wanted to create a sustainable ecosystem for developers and ensure a great variety of games for players, and having one store is the best way to do that. We have done ID@Xbox specific sales promotions, and we may do more in the future, but fundamentally we have one store.
Our mission statement always boils down to make life easy for developers. If we do that, we know well get great games. So were constantly working to try and improve processes, document processes, etc. so that getting a game on Xbox One or Windows 10 with Xbox Live is as easy as possible for creators!
2. When the program was first announced, Windows 10 obviously wasn't a thing yet so it was only geared toward Xbox One. With Windows 10 here now, what are some of the differences between the Xbox One dev kits and developers who only wish to create for PC/Windows 10 as far as rules or restrictions if any?
C.C.:
Well, architecturally, the games are really similar. On Xbox One you have two paradigms for development, the traditional method using dev-kits, and in the near future, youll also be able to use the Universal Windows Platform to make games that run either on Windows 10 devices like PCs or in the system partition of the Xbox One. Development is really similar.
For games that are going on Xbox, whether they are dev kit games, or Windows Universal Apps, they all need to have Xbox Live, be rated, etc. Theres no difference in rules for games that go on Xbox, whether they are dev kit games or Windows Universal Apps.
For games that are targeting PC, we have resources for developers if they want to use Xbox Live, and if they dont want to use Xbox Live, of course, they dont have to. Weve tried to make it very easy for developers to ship Universal Windows Apps on Windows 10.
3. Now, Microsoft is essentially the retailer for id@Xbox games with the developer the wholesaler. Two part question: 1. How does the prices setting process go with new games between you and the developer? Retailers generally set the price in most places but is it any different with you and 2) How do new games get released some times right out of the gate free via Games with Gold? Games like Massive Chalice in June and Deer God this past month both debuted for free with Gold. Since they aren't getting that big initial rush in sales as most new titles go before that "new shine" wears off , are they compensated by you somehow or how does that work?
C.C.:
We are the retailer, but the developer sets the wholesale price. And we work closely with developers to make sure the game launches when they want and is priced correctly to their wishes. Of course, you can imagine that developers receive compensation if they are participating in Games with Gold!
4. With the program starting at 50 or so developers when it was first announced back in 2013, it has grown exponentially since then. How many developers are in the program currently?
C.C.:
More than 1000 developers currently have kits!
5. One of the games we are looking forward to is Rivals of Aether by Dan Fornace. We actually interviewed him on the show a couple months ago as well. They just announced they will be releasing on PC preview to work out the bugs prior to coming to other platforms like Xbox One. What type of assistance does the id@Xbox program provide developers in in regards to working out kinks and bugs during the process for small teams or even one person teams like on Rivals of Aether as it must be extremely time consuming?
C.C.:
We work really hard to make things as easy as possible for developers to get their game on Xbox One, but as you mention, game development is not easy! We really work to focus on the process side of things, so creators can just focus on their games.
6. The size of the indie game has increased dramatically in a short period of time with many carrying the full 1,000GS as well as more with DLC. Not too many do you see with dozens of hours of gameplay like some AAA titles. Are there any restrictions limiting how big an id@Xbox title can be and what they can use like Smartglass, companion apps, Kinect, etc from a rules standpoint or is it limited by what the studio can handle?
C.C.:
No there are no limits whatsoever on ID@Xbox developers in terms of what features of the Xbox One they can use. So, Kinect, SmartGlass, the full Xbox Live stack, Achievements and Gamerscore if a game can do it on Xbox, and ID@Xbox game can do it.
7. Kickstarter has become almost a staple in game development nowadays with all sorts of developers from indie to large, AAA studios seeking crowd funding. What type of financial assistance is available for developers through the id@Xbox program if they choose not to use Kickstarter or aren't able to earn enough funds needed?
C.C.:
Were big supporters of devs using Kickstarter and other non-traditional or crowd-sourced methods to fund their games! If a developer is interested in full funding for a title, were happy to introduce developers to Microsofts game publishing arm, Microsoft Studios, which routinely funds games.
8. Rocket League is a smash hit on PC as well as PS4 especially with the cross play between them as well as it becoming an E-sport now. Developer Psyonix has said before they'd like to bring the game to other platforms, specifically mentioning they were happy with how the process was going with Xbox One. Another quick two parter, sorry. 1.) How is its development going as far as they've indicated previously they'd like to release pretty soon? and 2) Would it support cross play with PC/Windows 10 and even PS4 users? I know the PS4 is a stretch, but hey cross play is cross play and the E-sports between Xbox and PS4 would make a great bragging rights tournament **fingers crossed**
C.C :
Rocket League is an *awesome* game and we love it. But for specific Rocket League questions, you should talk to Psyonix, I cant really speak for them!
9. With Mr. Nadella indicating Hololens dev kits would be going out next year, how is the id@Xbox program set up for those developers who may wish to utilize the software in creating a game or app on Xbox One and how many devs are lined up currently expecting a kit in order to begin?
C.C.:
The level of interest in HoloLens has been awesome! And the tech is amazing. We dont have anything new to share at this time.
10. Say if during the course of creation, a developer is having some technical issue arise that was not expected and/or unable to handle at their level. Does the id@Xbox program have any assistance available from Microsoft that can come in and assist and if so, how does that function?
C.C.:
Yes absolutely. If someone is trying to use an Xbox feature and they are having trouble, we work to help them out. It works probably like youd expect a lot of common things we handle in email and then we have various escalation paths, forums, tech people, etc. to help people solve issues. We also publish a lot of white papers for developers, either showing best practices, or new techniques, or if something is an issue a lot of devs run into, well tackle that. And just as we regularly update Xbox One with new system level features, we update the development environment as well, adding features, fixing issues, etc. It goes back to trying to make things easy for developers. We cant make the game, but we work really hard making getting the game on Xbox One as straightforward as possible!
11. I won't ask about your favorite game because I'm sure you wouldn't tell me even if you had one specifically. One thing there must be with this ever evolving program is surprises. What is the biggest surprise you've encountered so far?
C.C.:
Honestly the variety in games weve seen has blown me away, and continues to blow me away on a daily basis. Also the quality and how ambitious and advanced games from independent developers are becoming, thanks in large part to help from middleware like Unity and Unreal. Were really getting to the place where technology is no longer the gating factor in how good a game is, its the creative vision of the developer. And thats awesome, thats how it should be.
12. This may be a reach but, it's been two years since the program's initial rollout with Xbox One's release just about. Where do you see the id@Xbox program in another two years as far as 1) Growth compared to the current status of the program and 2) Rise in digital sales of games increasing over physical disc year over year?
C.C.:
Its hard to predict the future, but I suspect well see independent developers continuing to surprise players with totally new game types as well as games such as Cuphead that take established game types and just do something totally unexpected and delightful with them. The love of games that independent developers bring, and the complete immersion in games and game culture that many younger devs have had for their entire lives is going to continue to deliver amazing experiences. We are still at the very start of this art form, and were not even close to seeing it peak. Its like living when Mozart was alive and composing symphonies. Were getting to experience a true golden age. It makes it a very exciting space to work in!