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Blow: Microsoft harms XBLA game quality photo

Jonathan Blow, the twisted mastermind behind critical darling Braid, has criticized Microsoft's certification requirements, suggesting that the overall quality of an Xbox Live Arcade game can be hurt if too much time is wasted making the platform holder happy.

"They removed some of the requirements for XBLA games, but there are still a lot of requirements, and I believe that, at least for a single-player game like my game, the vast majority of these requirements are unnecessary," Blow explained. "I put in a tremendous amount of work meeting all these requirements, when I could have put that work into the actual game, and made it even a little more polished, little bit better."

Blow stated that the certification process certainly wasn't bad enough to stop him releasing the game on Xbox Live (obviously), but that the requirements are geared toward triple-A titles, which isn't useful for everybody. On a differing subject, he also stated that money wasn't his goal, and he actually doesn't care how well Braid sells. He also stated he has no sequel planned, nor is he "waiting in the wings with a level pack, or DLC or anything."

Microsoft's problem, as it always has been, is that it's far too controlling. If it wants XBLA to have a library of fun, creative games, then it needs to stop applying chokeholds to everything that passes through its hands. Maybe XNA will be a fertile soil for budding developers, but I don't know if The 'Soft will ever lose its megalomaniacal tendencies long enough for indie developers to want to stick around.








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28 comments | showing # 1 to 28
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Amaru's Avatar - Comment posted on 08/08/2008 12:09
Amaru
i played the trial version of braid and if the creator thinks it could have been better, well microsoft; FUCK YOU because i thought that game was amazing.
Brilliam's Avatar - Comment posted on 08/08/2008 12:09
Brilliam
As an indie dev who's been on the other side of the fence (I did compliance QA for 360 games), I'll say this: those requirements may have hurt his game a lot, but they made a LOT of other games WAY more tolerable. I'd love to know which rules, specifically, he means. Leaderboard/Achievement/etc integration?
Josh Tolentino's Avatar - Comment posted on 08/08/2008 12:35
Josh Tolentino
I hope Braid hits the PSN. PLEASE PLEASE PLEASE JONATHAN BLOW
Samit Sarkar's Avatar - Comment posted on 08/08/2008 12:36
Samit Sarkar
On a differing subject, he also stated that money wasn't his goal, and he actually doesn't care how well Braid sells.

Right. Wasn't this the same guy who was talking about the pricing of the game at $15 and citing "the Space Giraffe problem"? I don't mean to call him out, but it's obvious that he does care how well it sells -- it's only natural, so why even pretend that the opposite is true?
dantevsninjas's Avatar - Comment posted on 08/08/2008 12:36
dantevsninjas
It's a shame that microsoft still feels the need to lock down everything on XBL. This is just a continuation of the same failed policy that they had to backpedal on during the original Xbox days in order ot get online in EA games. With LittleBigPlanet on the way for Sony, and XNA in the pipeline, not to mention games like Spore, there's huge potential for user-generated content to breathe new life into games, and MS is basically putting the kibosh on that. That's the one sticking point where PSN has the advantage: Sony is embracing the idea of having an open platform for gamers to create and share content. There was a lot of buzz in that area when the Live Marketplace first launched, with the potential for individuals to make/sell game content, and while XNA shows them inching in that direction, the whole thing just feels like a missed opportunity.
Timmeh's Avatar - Comment posted on 08/08/2008 13:06
Timmeh
I'm with Samit, this guy flip flops every time the subject of money is brought up. Just tell us you wanted to at least make a little money and be done with it.
Crunshii's Avatar - Comment posted on 08/08/2008 13:06
Crunshii
"Microsoft's problem, as it always has been, is that it's far too controlling."

and this will never change.
Tubatic's Avatar - Comment posted on 08/08/2008 13:13
Tubatic
I guess I'll check the source, but what type of requirements? It seems like the speed runs were something required for some sort of leaderboard quota, though they kind of work (outside the context of the game.

I'm all for quality control and platform standards, though. If you're gonna show up to dinner party, its good to follow the customs.
Brian Szabelski's Avatar - Comment posted on 08/08/2008 13:16
Brian Szabelski
Johnny Boy wants to make money. Well all know that. That's the only reason anyone actually makes games. Just admit it, Blow.
falinter's Avatar - Comment posted on 08/08/2008 13:34
falinter
@Nihon
Not necessarily. Not all artist create art for profit.

That is if you subscribe to the school of that thought that games are art.
Tubatic's Avatar - Comment posted on 08/08/2008 13:39
Tubatic
@Nihon

Jason Rohrer doesn't get paid for Passage, or any of his games.
Sharpless's Avatar - Comment posted on 08/08/2008 14:28
Sharpless
@Nihon
Um, cynical much? Money certainly isn't the only reason anyone makes games. It's a factor, more for some than for others. You can't honestly tell me that no one does it for the love, though. You don't make a game like Braid to make tons of money. If he makes Braid 2: Back In The Habit, then yeah, but as it stands...
lvl54spacemonkey's Avatar - Comment posted on 08/08/2008 14:49
lvl54spacemonkey
Xbox Cert isn't actually too bad. They are willing to let any minor fails go by. Really it's only major things like crashes, hangs and major graphical corruption they will bock on. there's more to it obviously but they aren't all that bad. They are real bug finding machines though. Much better than Sony are.
Miguelcar808's Avatar - Comment posted on 08/08/2008 14:53
Miguelcar808
How did Yaris got out ?
dtomek's Avatar - Comment posted on 08/08/2008 15:00
dtomek
If the regs had anything to do with the game looking like what we got, and not what was in the pic in the article. I say that was time well spent.
manasteel88's Avatar - Comment posted on 08/08/2008 15:27
manasteel88
Blow seems to not care if his game puts up Penny Arcade type downloads, but it seems he does care about the money. Probably right now he's just sitting back and hoping that his work is accepted as both critically and commercially.

Now take your XBLA money and make us another excellent game Mr. Blow.
Dan CiTi's Avatar - Comment posted on 08/08/2008 15:35
Dan CiTi
Is Johnny familiar with the PSN's requirements? It seems a lot more lenient. I'd get Braid again for PSN(better controller).
Leathersoup's Avatar - Comment posted on 08/08/2008 15:54
Leathersoup
@Samit Sarkar

What I think he was trying to say is that he's not trying to make a ton of money off of the game but he doesn't want to end up in debt because of it.
okenny's Avatar - Comment posted on 08/08/2008 15:56
okenny
@To-Those-Concerned:

Before you become to critical of Nihon, watch the 1Up Interview with Jonathan Blow where he clearly states he wants to make money on this game.

I think this is partly the maturity of Indie developers as they are dealing with bigger publishers. They make these statements partly because they are not very accustomed to how big publishers do things and also, on a lesser level, they want to control expectations. Before N+ came out, that developer went shooting off at the mouth about XBLA quality and how it would hurt his game... he ended up having one of the best XBLA launches ever. The fact is XBLA games have online, achievements, Standard definition support as well as HD, and a whole slew of other things because Microsoft tries to get as much of that in for us, the consumers.

Yeah, certs suck but it does the end-user good in the long run. I'm okenny and I approve this message.

- Paid for by Microsoft.
monosylabik's Avatar - Comment posted on 08/08/2008 16:06
monosylabik
and psn will gladly welcome you with open arms good buddy. ahahaha
Vitamin Awesome's Avatar - Comment posted on 08/08/2008 16:08
Vitamin Awesome
Hmmm.... Methinks I'm going to get into this "Game Making" thing. I've dabbled a bit here and there, nothing more than a ROM hack or a mod, with the exception of making a cube that spins depending on the controller input for the dreamcast, but With all this talk of indie developers making games for companies like Sony and Microsoft, I say why not? I know M$ is sporting the XNA, but what does Sony have that's the equivalent for the PS3? I haven't heard anything, so any input would be helpful.
Wedge's Avatar - Comment posted on 08/08/2008 19:03
Wedge
Hay that's nice now gimme the PC version you've had done for months =<
Poopface Morty's Avatar - Comment posted on 08/08/2008 21:03
Poopface Morty
"@Nihon
Not necessarily. Not all artist create art for profit.

That is if you subscribe to the school of that thought that games are art. "
No. But only the ones with any business sense and a hope to make a living, do.
Crumpet Lips's Avatar - Comment posted on 08/08/2008 22:30
Crumpet Lips
You know what also hurts the XBLA? Releasing games for 1200-1800MS Points. -_-
AKK's Avatar - Comment posted on 08/08/2008 23:36
AKK
Wait....

So, first he says it wasn't his fault, it was Microsoft's fault that it costs this much.

Then he tells 1up that he priced it at 1200 points so he would break even because it was not well known and he wanted to at least not lose anything.

Now, he doesn't care how well it sells?

Make up your fucking mind.

Or blow me.

Hah. ._.
TheStripe's Avatar - Comment posted on 08/09/2008 01:12
TheStripe
I feel like those of you giving this guy static haven't played the game yet.

This gentleman deserves paid for his art. So what if he's talking out both sides of his mouth?
mistic's Avatar - Comment posted on 08/09/2008 03:59
mistic
I'm still getting his game as soon as I unpack my 360 :-)
Burnt Meatloaf's Avatar - Comment posted on 08/09/2008 05:26
Burnt Meatloaf
This whole article is pointless unless specific grievances are cited. Complaining that there are interface and API guidelines you have to follow is not a valid reason in itself. This was also in the article:

"They didn't try to dictate the game design, as many publishers might -- they were very hands-off there, and what is in the final game is exactly what I wanted to put there."

So, does that mean that Microsoft's guidelines are largely biased towards product presentation and compatibility, and not game content? What exactly is the problem?

Making games for a distribution network is not like making them for the PC. A lot of small developers do not understand this.
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