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XNA 2.0, Visual Studio 2005 and other languages...

Last post 11/17/2007 3:43 PM by FigIeaf. 133 replies.
  • 8/16/2007 5:27 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Kyle Schouviller:
    Then what's the point in including a networking library in 2.0 at all?

    I guess if you don't use it, it would be like we didn't include it from your point of view. For the people who do want to use it, though, we couldn't not include it and have them pretend we did.

    There is more to the big picture than we are revealing at this time. Unfortunately, not all the pieces can be put together at the same time. We definitely could choose to wait and deliver it all at once later, but we think it's better to deliver more incrementally so that you get a chance to see us making progress.

    Like I said, we know you want more, and we intend to give you more. We just don't have it ready yet.

     

    Stephen Styrchak | XNA Game Studio Developer
  • 8/16/2007 5:32 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    The XNA Folks have said a bunch of times that they want to create the YouTube of video games. Distribution problems are clearly high on the radar. One of the sad facts of life in being Microsoft is that you can't ever half-ass anything. Once you release something, you are comitted to it. You gain customers which you must support.

    The "YouTube of video games" games vision strongly suggests big plans for distribution of XNA games. I have no idea what the current timeline or planned feature set looks like, but I'd imagine it makes a great deal of sense for the XNA team to not have to support additional distribution mechansism that will likely become obsolete in "vNext" whenever that is (3.0? 3.0 refresh? 4.0? 9.0? :-).

    Networking is a particuarly funny bit because it depends on the Live servers. Live for Windows is brand spanking new. In the past, pros had to create seperate networking subsystems for their Windows and Xbox versions. Professional game developers who created networked games for Xbox can afford multiple Xboxes to test on, but indies generally can't. That is why the networking APIs must be available on Windows for game developers. Think of the networking APIs are Xbox only for now; the Windows support is for debugging only. You can create an alternative networking subsystem if you want to support both platforms for now.

    One thing that I find truly facinating is that XNA makes game development so productive that people have created loads of great games faster than Microsoft can create a means to share them! Dream Build Play was expected to give out one contract, but four were awarded! That's poof enough to me that this success of the XNA community has been beyond expectations.
    Brandon Bloom
    Software Design Engineer
    XNA Platform and Tools
  • 8/16/2007 5:35 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    You've all seen the South Park episode featuring the Underpants Gnomes, right?

    That's basically what is going on here.

    Step 1: Add networking support.
    Step 2: ???
    Step 3: Profit!

    The big difference between us and South Park is that we actually have a plan for step 2, and we have some of our little coding gnomes hard at work on it even as we speak. We just aren't ready to talk about the details in public.

    I appreciate this can be frustrating, because if you are looking at step 1 and trying to figure out how you're going to get to step 3, there is obviously a piece missing. There really isn't anything more I can say here (without losing my job anyway!) other than to point out that you do have several options:
    • You could trust that we know what we are doing, and that step 2 will get filled in before too long.
    • Some people will find that what we are providing in step 1 is enough for them to do interesting work (actually I suspect most students and many hobbyists, who are after all our primary customers, will fall in that category) so they can use this productively without even caring about what's coming in step 2.
    • You could ignore our steps 1 and 2, and find your own way to 3.

    The key point, though, is that we have noticed the need for a step 2 and are on the case. I happen to feel that, even if it doesn't yet meet your particular needs, what we have in step 1 is still interesting enough to be worth shipping as soon as possible, rather than waiting and not shipping anything at all until every step is complete.

    I'm sorry I can't talk more about the details, but I can't, so I'm going to stop typing now.
    XNA Framework Developer - blog - homepage
  • 8/16/2007 5:36 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    The ZMan:

    Shaderboy:
    Will all users be able to get access to the new networking API, or will we require a signed title with Microsoft?

    The Networking API is available to everyone, however there are some extensions to the library to allow commercially signed games to get access to things like achievements which will require you so have a publishing agreement with Microsoft on both PC and/or 360.

    One thing of interest that came up on the second day of the networking talk (i.e. NOT the one that was broadcast) is that the networking APIs will NOT be available in the XNA redist. So to run a networked game on 360 OR Windows using the XNA network library will require your end users to have Game Studio 2.0 installed (and therefore one of its dependencies like VS or C# express). In addition your end users will of course need an XBL gold account to play match making games and a creators club membership if they want to run on the 360.

    I won't comment or speculate on why since I like being an MVP....

    ???
    So how are we expected to make any money with this, at all?

    I am developing Lexagon, a fast-paced multiplayer word game.
  • 8/16/2007 5:38 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Kyle Schouviller:
    that leaves full VS integration as one of the few truly useful features of GS 2.0.


    In the list of new features on the XNA Team Blog, there are a bunch of other features I'm dying for:
    • Improved Visual Studio integration
    • Processor parameters (no more Scale20PercentProcessor, Scale25PercentProcessor :-)
    • XNA games hosted on a form (great for level editors!)
    • Use the virtualized GraphicsDevice: no more special code to handle device reset and recreate! (This will make life so much easier)

    Brandon Bloom
    Software Design Engineer
    XNA Platform and Tools
  • 8/16/2007 5:39 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    I would like to congratulate the XNA team for all they have done.  I understand you have to crawl before you can walk, and since XNA is not even a year old yet, it is still finding it's legs.  I am more excited than anything to give this Networking bit a try, even if it is not yet mature.  Keep it coming boys ( and girls ).  I'm ready for XNA 6.0.

    - Matt D

    Avatar Golf - On the Marketplace

    Blog: www.barkerscrest.com - Easy Golf
  • 8/16/2007 5:43 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Shawn Hargreaves:

    Step 1: Add networking support.
    Step 2: ???
    Step 3: Profit!

    I love the analogy... very well put :)

    Nick Landry, MVP
    Principal Architect - Infusion
    XNA Advocate, Speaker, Author, Blogger
    Read Microsoft XNA - Ready for Prime Time?
  • 8/16/2007 5:48 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Shawn Hargreaves:

    • You could trust that we know what we are doing, and that step 2 will get filled in before too long.
    • Some people will find that what we are providing in step 1 is enough for them to do interesting work (actually I suspect most students and many hobbyists, who are after all our primary customers, will fall in that category) so they can use this productively without even caring about what's coming in step 2.
    • You could ignore our steps 1 and 2, and find your own way to 3.
    Thanks for your reply Shawn. My only problem is not trusting you guys, I know that you've made awesome work in what, not even a year, which is unprecedented for a library of that quality. But I also know that the vision of developers are often not the same as the marketing guys.

    So while I fully trust the XNA team, we cannot be sure of what Microsoft will decide concerning user generated content distribution, which is at the center of all GameFest news on the internet (regarding Bands of Bugs, Unreal, etc), and unfortunately not in a good way.

    Anyway, I know that you can't reply to that without breaking a NDA, so I won't insist :)
    I'll probably play with the network feature, because I have to admit that playing with profiles etc will be a lot of fun.
    epsicode.net
    Little Gamers: Teh Game
    IceCream
    Free 2D XNA engine and authoring tool
  • 8/16/2007 5:56 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Righteous Tool:

    In XNA Game Studio 2.0, we are still focused on enabling scenarios that no one else can do. Adding a networking API to the Xbox 360 is one of those things. One major utility of the API being there on Windows is that you can use Windows to develop and test your multiplayer games for Xbox 360. After all, every XNA Game Studio user has both a PC and an Xbox 360 console, but not everyone has two Xbox 360 consoles.



    This helps me understand the decision. I was surprised when I first read this thread but thinking about it as a 'network API for XNA on Xbox 360' makes more sense. We are already limited with how we can distribute Xbox 360 games until 'step 2' is finished, so it's fine that the Xbox 360 network API is limited in the same way - in fact, thanks for making it work on my developer PC, so I can test without 2 Xbox 360 machines.

    Cheers,
    Leaf.
  • 8/16/2007 6:08 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Don't get me wrong - I think that the networking stuff we've seen is absolutely amazing, and I can't wait to play around with it.  However, if I want to send a networked game I've made to my friend (who has a gold account) and say, "Hey, try this out with me," he's not going to be able to play it without installing GS 2.0, whether on his Xbox or his PC.  So then I start telling my friends, "go install GS 2.0, then get my game and play it."

    Now someone is going to eventually come along and say, "everyone download this dll and put it in this directory - it's got the networking stuff from GS 2.0 so you don't have to install it all."  While that's definitely not legal, it'll happen, and for hobbyists who want to let other people play their games, I'd worry it'll happen before there's any official solution.  However, if these libraries were included with the XNA Redistributable (which seems to only be a non-technical issue at this point), then this wouldn't happen.

    I know you can't tell us exactly why this isn't happening already, but if there's some way we can rally enough support to get it done, let us know.  I've opened the issue on Connect, and if there's anything else I could do, I'd love to know.

    Shawn Hargreaves:

    Some people will find that what we are providing in step 1 is enough for them to do interesting work (actually I suspect most students and many hobbyists, who are after all our primary customers, will fall in that category) so they can use this productively without even caring about what's coming in step 2.


    I also had some comments about this.  What I saw at Gamefest was a huge push to make professionals aware that XNA can be used for professional game development.  This seems to be supported by the Live support coming with 2.0, and the extra libraries that are apparently available/nearly available for developers to add achievements and such if they've got all the stuff together and are making a professional title with XNA.

    That's great, and I hope it all works out - it would definitely help XNA develop further.  However, where does this leave the "primary customers," who are seeing all these features come along that they can't make full use of unless they're developing a professional title?

    Shawn Hargreaves:

    The key point, though, is that we have noticed the need for a step 2 and are on the case. I happen to feel that, even if it doesn't yet meet your particular needs, what we have in step 1 is still interesting enough to be worth shipping as soon as possible, rather than waiting and not shipping anything at all until every step is complete.


    I love what's happening with XNA, and I'm very impressed with how far it's progressed so far.  However, even without a step 2, it seems like step 1 is perfect for satisfying the needs we currently have (playing our games with friends and family) - except for the redistributable not including the same files that the development package has (even though both are free downloads).
    http://www.kyleschouviller.com
  • 8/16/2007 7:17 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    JunkMailer:

    This helps me understand the decision. I was surprised when I first read this thread but thinking about it as a 'network API for XNA on Xbox 360' makes more sense. We are already limited with how we can distribute Xbox 360 games until 'step 2' is finished, so it's fine that the Xbox 360 network API is limited in the same way


    That's not a bad way to think about this: in fact the reasons networking is limited on Windows are actually very similar to why distribution of your games (regardless of whether or not they are networked) is limited on Xbox. In many ways, Games for Windows - LIVE is bringing a subset of the Xbox platform over to Windows (a limited and secure platform with a certification process, verified executable and user identities, and access to protected resources such as Live), so the challenges for us to expose those secured platforms to a wider audience are extremely similar.

    In fact, it would be a very reasonable guess to assume the missing "step 2" involved in distributing Live games on Windows is probably not at all dissimilar to the missing "step 2" that currently prevents you from distributing your games at all on Xbox...

    XNA Framework Developer - blog - homepage
  • 8/16/2007 7:22 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Kyle Schouviller:

    What I saw at Gamefest was a huge push to make professionals aware that XNA can be used for professional game development.  This seems to be supported by the Live support coming with 2.0, and the extra libraries that are apparently available/nearly available for developers to add achievements and such if they've got all the stuff together and are making a professional title with XNA.

    That's great, and I hope it all works out - it would definitely help XNA develop further.  However, where does this leave the "primary customers," who are seeing all these features come along that they can't make full use of unless they're developing a professional title?


    I don't think you need to worry about us losing focus on the little guy. Bear in mind that Gamefest is an event for commercial developers, so it makes sense that we spent most of it talking about the areas commercial developers are most interested in.

    Unsigned community developers are absolutely, and will remain, our most important customers. It made me personally very happy that we were able to give four such developers a chance to publish on XBLA, but I don't believe that is anywhere near enough. There are way more than four of you out there with great ideas and games just waiting to find an audience! Believe me, we are in no danger of forgetting about that.
    XNA Framework Developer - blog - homepage
  • 8/16/2007 7:26 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Ok, here are my thoughts... I mean, on one side I can agree with them limiting the use of the Xna networking because of Live. But that should still not limit the use of the XNA networking as a whole. I'd be fine with just letting us use the networking, but not being able to use an of the Live capabilities of it. How about we just get a "lite" version of Xna networking until said 'step 2' is ready. Just let me plugin to the networking portion of xna and leave out the Live stuff. That way, if I do start developing a networked game now, I will be able to contiune using my same code (if not for adding some stuff for handling the Live capabilities) later. I just want a way to send packets easily for now. Then later I can worry about Friends lists, status, etc...

    Shawn Hargreaves:
    JunkMailer:

    This helps me understand the decision. I was surprised when I first read this thread but thinking about it as a 'network API for XNA on Xbox 360' makes more sense. We are already limited with how we can distribute Xbox 360 games until 'step 2' is finished, so it's fine that the Xbox 360 network API is limited in the same way


    That's not a bad way to think about this: in fact the reasons networking is limited on Windows are actually very similar to why distribution of your games (regardless of whether or not they are networked) is limited on Xbox. In many ways, Games for Windows - LIVE is bringing a subset of the Xbox platform over to Windows (a limited and secure platform with a certification process, verified executable and user identities, and access to protected resources such as Live), so the challenges for us to expose those secured platforms to a wider audience are extremely similar.

    In fact, it would be a very reasonable guess to assume the missing "step 2" involved in distributing Live games on Windows is probably not at all dissimilar to the missing "step 2" that currently prevents you from distributing your games at all on Xbox...

    Eric "TehOne" Lebetsamer
    http://tehone.com
  • 8/16/2007 9:07 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Brandon Bloom:
    Kyle Schouviller:
    that leaves full VS integration as one of the few truly useful features of GS 2.0.


    In the list of new features on the XNA Team Blog, there are a bunch of other features I'm dying for:
    • Improved Visual Studio integration
    • Processor parameters (no more Scale20PercentProcessor, Scale25PercentProcessor :-)
    • XNA games hosted on a form (great for level editors!)
    • Use the virtualized GraphicsDevice: no more special code to handle device reset and recreate! (This will make life so much easier)


    I think the VS integration will open up lotta possibilities for cool dev tools!  That's one of my major gripe earlier on, so I am thankful that they enabled the other VS for GS.  I was all happy about the networking announcement before I read this thread for the first time.   Now I kinda wish MS had focused more on the dynamic audio apis instead.  Oh well, maybe in the 2.0 Refresh/3.0...

  • 8/16/2007 11:06 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Shawn Hargreaves:
    You've all seen the South Park episode featuring the Underpants Gnomes, right?

    That's basically what is going on here.

    Step 1: Add networking support.
    Step 2: ???
    Step 3: Profit!

    The big difference between us and South Park is that we actually have a plan for step 2, and we have some of our little coding gnomes hard at work on it even as we speak. We just aren't ready to talk about the details in public.

    Hah, nicely done, and it's great to see someone with a sense of humor for a change.  ...but here's a question, is step 3 profit for developers or for Microsoft (or both?  ;)

    So no direct answer as to why the restriction?  It seems the community has already grabbed the torches and pitchforks and are heading towards the castle.  Is it for security, or to funnel people to the future youtube of games (or both yet again)?

  • 8/17/2007 5:03 AM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    TehOneAndOnly:
    I just want a way to send packets easily for now. Then later I can worry about Friends lists, status, etc...


    On Windows, we already have libraries to do that (and easy access to the networking systems to write your own), no need to wait for XNA 2.0. On Xbox 360 the networking is restricted but only as much as we are already restricted in distributing Xbox 360 games. If you think about it like that there really is very little restriction here.

    Cheers,
    Leaf.
  • 8/17/2007 12:20 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    LoneRockstar:
    So no direct answer as to why the restriction?


    It's very much the same reason that Xbox distribution is currently restricted.

    Games for Windows - LIVE  (like Xbox) is currently a closed platform. It has rigid security features, and a rigid quality bar, both of which are enforced by a certification process. The only way you can release a game either on Xbox or Games for Windows - LIVE  is to send it to the Microsoft certification team, who will test it to make sure it complies with all the requirements, and only then allow it to go to retail.

    For consumers, this is a great thing. It gives a certain guarantee of quality. You know that the game will support all the required features in exactly the same way as all other games on the platform, so you get a consistency of user experience. You know that it will be (reasonably) secure, and that Microsoft are hard at work to detect and ban cheaters. You also know basic things like the game doesn't contain any malware that will email your personal information off to some spammer site.

    The Community Game Platform Team that makes the XNA Framework is all about opening up technology to a wider developer audience. When we look at something like Xbox or Games for Windows - LIVE,  we think "hey, this is cool, but imagine how much cooler it would be if EVERYONE could use it!". So we go talk to the teams that make those other products, and the debates begin :-)

    If any developer could make a game on this secure platform, and could distribute it without having to go through a certification pass, how would we prevent them including malware in that game?

    How would we ensure the game provides the sort of consistent user experience that our platform is designed around?

    How can we take on the burden of policing the service for cheaters, if we don't even know what games are out there, don't know who wrote them, and don't get a chance to check them for basic security problems before they are released?

    It's a fun, and hard, problem to solve. At one extreme we could get scared and lock everything down, say no untrusted games will ever be allowed, and keep the service secure. Great for Live, but not so great for the community developers we are trying to enable. At the other extreme we could just throw everything wide open, let anyone do anything they want, and watch the chaos begin. I don't think that would be too great for anyone: I personally value the fact that Live is a somewhat trustworthy service, with minimal cheating and where I can let kids play with a degree of confidence that the platform is going to keep them safe.

    So we end up somewhere in the middle. At the moment we're probably a little too far toward the "get scared and lock everything down" end of the spectrum, but I think that's right for a first step: it makes sense to start small and then build up from there. First we crawl, then we walk, then we run...

    For us, the crawl is that developers can access Live without needing any kind of signing or certification process, but they can't yet distribute those Live games to non-developer consumers. This makes the platform security people happy, because the number of developers is relatively small, and they are self selected, so we aren't that worried about things like malware and cheating (we assume that developers, unlike consumers, understand concepts like "running untrusted executables is a risk because they might be trojans"). Plus we have the Creators Club subscription fee: it's not a lot of money, but just enough to discourage bad behavior. If you try to break Live, we can cancel your subscription. If you buy another subscription and carry on trying to hack it, well hey: if we're getting a new subscription fee each time you attempt a hack, that means we can afford to hire the guy who has to sit here on our end to look out for these hacks and ban you :-)

    Obviously, getting these games out to a wider audience is interesting and important. But before we can do that, we need to make sure both consumers and the Live service are properly protected. We often refer to the Creators Club as the Wild West: pretty much anything goes. We can't let gunslingers into the safe, protected consumer facing side of Live, so before we allow you guys in there, we need a reliable way to tell which of you are bandits!

    XNA Framework Developer - blog - homepage
  • 8/17/2007 12:31 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Well, I hate to admit it, but what Shawn says makes a lot of sense. It's a tough call... now get crackin' on the whole XNA marketplace/sharing/ranking/commenting-XouTube-thingie then... that's another huge reason why we need it more than ever!!!
    Nick Landry, MVP
    Principal Architect - Infusion
    XNA Advocate, Speaker, Author, Blogger
    Read Microsoft XNA - Ready for Prime Time?
  • 8/17/2007 12:35 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    I don´t think so but ho knows, I think some say yes some say no but I think that what I know is that I don´t know what I know, and I know that Aristoteles say tha the only thing that he Know was that he don´t know eanything but Ho knows.
  • 8/18/2007 5:44 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Shawn Hargreaves:


    If any developer could make a game on this secure platform, and could distribute it without having to go through a certification pass, how would we prevent them including malware in that game?

    How would we ensure the game provides the sort of consistent user experience that our platform is designed around?

    How can we take on the burden of policing the service for cheaters, if we don't even know what games are out there, don't know who wrote them, and don't get a chance to check them for basic security problems before they are released?

    First off, thanks for the thorough explanation, Shawn.  It really shows the commitment of the XNA team to keep in touch with the community like this.

    Well I'm just going to throw it out there then...who says Microsoft needs to police for malware & cheaters?  I mean yes, a 100% trusted and secure service is always nice, but wide-open services (like wikipedia, youtube, myspace, the internet itself) have flourished despite the few "bad apples" that try to ruin it.  Legally, it would be as hard to find Microsoft liable for user-created malware as it would to find an ISP liable if an email with a trojan is sent over their service, or find FedEx liable for delivering a mail bomb.  Of course they screen for those things to try and minimize the amount of problems that come up, but ultimately, the creator/sender is the one who is responsible for what they have created/sent.

    It seems to me that there already exist enough methods of screening/policing to open it wide open.  Things could work like this:

    1. Someone creates a network game through XNA, which starts off only working with fellow creators club members.  Major things like achievements and access to any potentially dangerous areas are withheld for professional developers.
    2. Before being allowed network access for non-creators club users, they have to submit their game to microsoft for a small screening fee (400 points or something) using their creators club name for tracking purposes.  Microsoft then runs a thorough virus scan on the game and certifies it for public use
    3. People have fun!
    4. Any problems that come up, it should be relatively easy to track down the creator.  Since all games need to be submitted through the creators club account, that obviously means that their XBOX live accounts and creators club accounts will be cut off, resulting in a loss of money as you mentioned earlier.  Since you have to enter your name, phone number, and address, and also pay with a credit card when you set up the accounts, MS can track the person down for legal remedies if that becomes a necessity.

    So really, the only thing that needs a little bit of work is setting up #2, everything else is already ready to go. 

    I heard something about creating digitally signed executables, which seems dangerous to me.  Is our personal information going to be included in that signature for hackers to pull out?  Don't you already know enough about the creator through the creators club info? 

    If the holdup is really to wait until the upcoming youtube of games (yes, we're all still really excited for this!), which will allow a centralized place for all the games to be located and easier tracking of issues, its worth the wait.  I'm just a little nervous about the digital signatures scenario, and am wondering if it is even really necessary.

  • 8/18/2007 5:58 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    LoneRockstar:
    Legally, it would be as hard to find Microsoft liable for user-created malware as it would to find an ISP liable if an email with a trojan is sent over their service, or find FedEx liable for delivering a mail bomb.  Of course they screen for those things to try and minimize the amount of problems that come up, but ultimately, the creator/sender is the one who is responsible for what they have created/sent.


    Google gets many many takedown notices from Viacom, the RIAA, the MPAA, etc., every day for copyrighted content on YouTube. Microsoft gets many many takedown notices every day from the Chinese government for things on MSN Live Spaces. Colleges are ISPs, and they receive threatening legal noticies of all sorts regularly over student file-sharing. Legally, there is a lot precidence to be afraid of these so called Wild Wild West networks.

    But ignoring the legalality of it (because the XNA Team is pushing hard for a way to make this work, and they will certainly figure it out) there are a lot of other concerns. For example, a young gamer downloads a game you made that is labeled "BETA! Highly Experimental! Might blow up your Xbox!". He laughes, downloads it, tries it out, has a little bit of fun, and then BOOM! His Xbox explodes. Seeing as he doesn't have your phone number, who is he going to call to complain? Is he more likely to tell his friends "My Xbox blew up!" or "LoneRockstar's game blew up my Xbox!"?

    Microsoft Windows has historically gotten a lot of negative press over instability, slow performance, etc. But the truth is, if you only run Microsoft software and never download 3rd party anything. Your machine will be quite stable and performant. As Shawn said, there is a level of high expectations for Xbox games and experiences. The XNA Team just wants to ensure that everyone who downloads an XNA community game has a positive experience because it is just as good for the customers as it is for Microsoft.
    Brandon Bloom
    Software Design Engineer
    XNA Platform and Tools
  • 8/18/2007 6:06 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    LoneRockstar:

    I heard something about creating digitally signed executables, which seems dangerous to me.  Is our personal information going to be included in that signature for hackers to pull out?  Don't you already know enough about the creator through the creators club info? 

    If the Windows signing works similarly to the xbox, theres no personal information involved.  Without going into details, it's not a way to track the creator, its just a way to ensure that the binary code is not changed by third parties after signing.

    Microsoft DirectX/XNA MVP
  • 8/18/2007 7:40 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    LoneRockstar:

    It seems to me that there already exist enough methods of screening/policing to open it wide open.  Things could work like this:

    1. Someone creates a network game through XNA, which starts off only working with fellow creators club members.  Major things like achievements and access to any potentially dangerous areas are withheld for professional developers.
    2. Before being allowed network access for non-creators club users, they have to submit their game to microsoft for a small screening fee (400 points or something) using their creators club name for tracking purposes.  Microsoft then runs a thorough virus scan on the game and certifies it for public use
    3. People have fun!
    4. Any problems that come up, it should be relatively easy to track down the creator.  Since all games need to be submitted through the creators club account, that obviously means that their XBOX live accounts and creators club accounts will be cut off, resulting in a loss of money as you mentioned earlier.  Since you have to enter your name, phone number, and address, and also pay with a credit card when you set up the accounts, MS can track the person down for legal remedies if that becomes a necessity.

    So really, the only thing that needs a little bit of work is setting up #2, everything else is already ready to go. 



    My gripe with this idea is number 2. Not only will 400 points be vastly insignificant to recoup the cost of such a thing (that's only $5 afterall), there's a difference between quality product and virus-free product. Just because you don't have viruses doesn't mean you don't have a bunch of easy-to-find, game-halting infinite loops or other bugs. It doesn't actually even test if you have a game; it just checks for files. You can make malware that is virus free. Just make an exe and have it do bad things. Sure it's hard in managed code, but far from impossible. The point is that virus scanning is nowhere's near the level of certification I would appreciate for such a service.

    From a purely consumer angle (what I would expect when I download games from this), I would want a certain level of polish. I would want some standards applied. I would love to know that games will use A or Start to move forward through menus as opposed to clicking in the left joystick. I would like to know that games I'm downloading aren't half-implemented ideas that never flourished. I'm pretty much assuming that any game I download is, in fact, a fun game. Obviously the developer side of me realizes the costs involved with assuring these things, but remember that the goal is to find middle-ground. If you start flooding it will half-done games, betas, and a bunch of worthless crap, eventually the world will disregard the "YouTube of games" as nothing but another file sharing client.

    To summarize via code:
    virus-scan != (!malware && quality)

    There is pretty much no way around Microsoft hand checking files before they go up to scan for bugs, glitches, malware-issues, and quality which will cost them lots of money. I don't have any ideas on how to make this possible or cheap for them, but as a consumer I know that's what I would expect downloading these games.
  • 8/18/2007 8:20 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    LoneRockstar:

    It seems to me that there already exist enough methods of screening/policing to open it wide open.  Things could work like this:

    1. Someone creates a network game through XNA, which starts off only working with fellow creators club members.  Major things like achievements and access to any potentially dangerous areas are withheld for professional developers.
    2. [...]
    3. People have fun!
    4. [...]

    So really, the only thing that needs a little bit of work is setting up #2, everything else is already ready to go. 

    Exactly! The thing that needs work is the part between 1 and 3. As we said, we are working on that part. Unfortunately, even what you described would not be simple, and couldn't be done quickly.

    Let's just entertain your "simple" scenario for a minute...

    LoneRockstar:

    Before being allowed network access for non-creators club users, they have to submit their game to microsoft for a small screening fee (400 points or something) using their creators club name for tracking purposes.  Microsoft then runs a thorough virus scan on the game and certifies it for public use

    Here are a couple questions I have about this solution:

    1. Where does a Creator submit his game?
      • If it's a website, someone needs to design and build the website.
      • If it's open to international submissions, how many languages does the website have to be in?
    2. What does a Creator submit?
      • The game in binary form, or source code?
      • If source code, how long should someone spend trying to compile it if it doesn't work on the first try?
      • Is there a limit to the size of the game? What if a Creator submits a 4GB game?
      • How much storage do we need? What if 10,000 people submit games of the max size?
      • How does the Creator know what problem to fix before resubmitting if his submission was dead on arrival?
      • Do we keep the 400 points if we spend time looking at the game, but it doesn't work?
    3. How long do we spend verifying the game?
      • We are only getting 400 points. That doesn't pay someone's salary for very long...
    4. What does "Microsoft certification" mean?
      • Are we liable for copyright or other intellectual property rights infringement?
      • Does certification mean we condone the content? Consider what people might think if the content is offensive to certain individuals or groups? What if it's illegal in some countries but not others?
      • Are we liable if a game we certified turns out to be malicious?
    5. What makes a "certified" game able to access the additional features that uncertified games can't?
      • Think about this again in terms of what is submitted.
      • Think about this in terms of how the developer did not test the submission with achievements or leaderboards, or anything else restricted, turned on. How does Microsoft know any of those features will work after certifying it?
      • What will prevent a "certified" game from being modified by a hacker to gain access to the things that only certified games get access to?
    6. How does a Creator pay for the submission?
      • Points are great, but how do you use points on a website?
      • How do you buy the points to populate your account?
      • How many people do we need to hire to handle disputes?
    7. How many times can a Creator submit a game and fail?
      • What if the Creator is trying very hard to get malicious content certified?
      • What if the Creator is a newbie who doesn't understand that it's a malicious third-party physics engine that is flagging his game as uncertifiable (for example)?
      • Should the cost eventually go up, or stay the same?
    8. How many people do we need to hire to support this submission process?
    9. How do we not hemorrage money through this business?
    10. How do we revoke a game that we later find to violate some terms of certification?
    11. What are the terms of certification?
    12. Once a game is certified, how do users get it?

    Some of these questions can be addressed with time and manpower, while other require attorneys and legal experts to weigh in. Others require business people to find a way to make the whole venture sustainable. And finally, some need technical solutions to be designed and implemented.

    Unfortunately, we can't just fire up FrontPage and slap together a submission website over the weekend. There are a few more pieces involved, and not all of them are technical.

     

    Stephen Styrchak | XNA Game Studio Developer
  • 8/18/2007 11:43 PM In reply to

    Re: XNA 2.0, Visual Studio 2005 and other languages...

    Nick Gravelyn:

    There is pretty much no way around Microsoft hand checking files before they go up to scan for bugs, glitches, malware-issues, and quality which will cost them lots of money. I don't have any ideas on how to make this possible or cheap for them, but as a consumer I know that's what I would expect downloading these games.


    Interesting problem, isn't it?

    Luckily, we have some particularly clever gnomes (both of the technical and legal varieties) on the case :-)
    XNA Framework Developer - blog - homepage
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