Let me end this with a story…
I’m sure Microsoft and the XNA team heard feedback on the “Xbox LIVE Community Games” name long before we ever voiced our opinion. That’s not the credit Jason was asking for. Take a step back and realize how we arrived here, and with such a strong opinion that the name needed to be changed to begin with:
I would like to think that we at Xona Games are role model developers, hear me out, in the sense we don’t rush and try to make a quality product (11 months development so far), and we have spent thousands on marketing (XNA Roundup ads and much more). That alone separates us from most XNA developers. I like to think we will never be an example of how XBLCG “sucks” unlike so many of our games here. And, I would like to think, it would probably be a good thing if more XNA developers developed with the care that we do.
With our extended efforts we run into problems others do not. One was marketing our game. And when you are spending a couple thousand dollars, money we don't have, problems such as a poorly chosen names can hit close to home. Another developer spending nothing will not care as much. When we made marketing materials, we ran into major hurdles with the “Xbox LIVE Community Games” name. We had to drop a feature mention it in the XNA Roundup ad. We had to spend time and energy explaining what a “community game” was, where “indie game” was self-explanatory. “Community Games” had already developed a poor reputation (which was pissing us off even though we were never vocal about this), whereas “indie games” was respected. “This game may be good” (indie game) has a better ring than “this game probably sucks” (community game), however similar they are mathematically speaking. Marketing is an artform.
Anyway, and we took some flak for dropping the “Community Games” mention out of our ad. There was some misunderstandings there, but it was all settled. No harm done. The point is, there was a deeper problem: The name was bad and had to be changed. We felt it more than others, because we were marketing that name along side of our own names. Xona Games... Duality ZF... XBLCG... every "new" thing is a marketing hurdle. Realize, as I am saying this, that this was our opinion, even if you don’t agree, according to our experiences as a indie developer trying to promote our game. We all have different points of view.
Our view may be wrong, but we viewed our job as promoting “Duality ZF” not “Xona Games, Duality ZF, and Xbox LIVE Community Games”. When you are stuck with many hard-to-promote things you start to feel the issues that others don’t see. Anyone not marketing their game is not going to relate to what I say. And it’s easy to be misunderstood as selfish (ie., “I don’t want to promote XBLCG”). We were not saying that. That’s why Jason started the thread on the name change. We weren’t saying we don’t want to promote the platform. We were asking for help in doing so, because, in doing so, we ran into significant problems. Go spend a couple thousand dollars on marketing, and you get into that mind frame where everything needs to be explained as easily as possible (lowest barrier of entry to customer understanding); And you will also run into the same problems we did. What is our game? A 2d shooter? A shmup? A shoot’em up? A spaceship shooter? A top down shooter? An overhead view shooter? A bullet hell shooter? Understand our mind is at work on details like this. And the same detailed work transitioned over to the XBLCG name and all the problems within it.
Give credit where credit is due? I think that’s a fair policy. But figure out what the credit Jason is asking for before jumping down on him. After all we went through (above story) he started a thread on the issue, properly suggesting a much better name (ask anyone in marketing). The system is now named to his exact suggestion. Jason is not saying he deserves 100% credit for a name change, but for credit of being involved, doing all that work outlined above, for asking for a change, for an improvement, and for asking for something that really mattered to us being “role model developers” (ie, ones who good for the system), and therefore it probably mattered to everyone and to the system as a whole. Stop counting the games we have reviewed and realize this is us giving back to the community. And he was right, but that’s not the point. Understand being right is not the point. Everything I am saying here is valid even if the name was never changed. Jason would still have been "right" in doing what he did. But, we were bashed in that thread, our reputation ruined that extra bit more, and it never should have happened. That’s the point. That’s the credit we deserve.
If you think Jason or I ask for too much, or are selfigh, or arrogant, then you do not understand us.
Developers that spend more time and energy (and money) are likely to run into deeper issues not encountered by other developers. This is especially true on marketing issues as most XNA developers do not market their games. Jason was merely asking for credit that the thread he started was worthwhile, that he and his voice was worth something. Like it or not, he played a part in the name change (even if nothing but a notification that devs want this name changed, too) and deserves whatever credit he deserves. Now, read the thread again and look at the non-constructive posts. The posts that get in the way. Who are they from? An MVP threatened to shut down the thread hoping an XNA team member would give the opportunity to do so. This is wrong. Why was there a battle over the existence of a discussion? Let us talk. Sometimes it’s those threads, the ones that everyone loves to join in on however absurd they seem, where great ideas come from. Creativity is not robotic and organized. What should have happened, you may agree, is the thread should have continued without interruption. New ideas would foster. The ones who have run into the problems will try to solve them. If it goes no where, no big deal. Clean up the trollers, not the dreamers. If only 1 out of 100 such threads makes a difference, then all 100 threads were worth while. Don’t make fun for 99 wrongs, congratulate for the 1 right. Isn't that how geniuses do it? The whole point of this community is innovation and new ideas and the lack of restrictions. There’s a lesson to be learned here. Amazing things have happened here. The “never say never” applies to all of us. If you knew my life you would see I live in a “do what cannot be done” world. The thread never lived long enough to have a connect issue filed.
I hope this clarifies and ends most of the misunderstanding. I could honestly write for hours on this.
How easy it is to be understood!
(Apologies that this post is obviously way off topic... but it serves a huge purpose and I hope you respect it for its deeper meaning in helping us all understand one another and collaborate in this community better.)