arrogancy:
The Shape of Games to Come:
arrogancy:
3) Size limitations, lack of gamer interest, content prohibitations, and pricing limitations are making it more and more unattractive to many indie devs for various reasons, yes. It's good for casual and app development as of now, though.
XBLA has at various points dealt with all of those issues, except possibly for the lack of interest, and yet games on the platform are generally much more successful, so I don't think those particular limitations are a likely explanation.
Those are all issues that developers at www.tigsource.com, www.indiegames.com, www.gamedev.net, as well as non game focused forums like the somethingawful forums have expressed, where many devs gather, many of which have successful and highly rated PC games games under their belt, express for not wanting to create a game for XBLIG and instead focusing on other methods and going the C++ route for easier porting.
Size limitations - XBLA initially had a size limit of 50MB, which was bumped to 150MB, which was bumped to 350 MB and I think that's where it stands now.
Content prohibitions - is there a single XBLA title that would be banned on XBLIG due to its content? I can't think of any.
Pricing limitations - yes, pricing on XBLIG is limited, but it's also (and always has been) limited on XBLA as well. One of the things that came up during the debate about Braid's price was that Microsoft had much more say in the price point than Jonathan Blow did.
I'm not going to argue about whether or not people are making those arguments, but anyone who is arguing the XBLIG can't be successful because of those restrictions should have been saying exactly the same thing about XBLA titles, which, especially in their early days, faced very, very similar restrictions. Since a number of XBLA games managed to be very successful under the same limitations, the only reasonable conclusion that can be drawn is that the limitations are not the factor limiting sales.
~ Adam ~
Time Flows, But Does Not Return - a game about the feeling that your life is escaping you
Too Big To Fail - a prototype created for September's
Experimental Gameplay Project on the theme of "Failure".
My Gamasutra blog about game design