Now that you know how much game makers make, perhaps you'd like to try making your own game. Apparently, Microsoft's XNA Game Studio Express is easy enough for 10th graders to land a game on the X07 show floor, so this would be a great place for newbs to start. You're in luck, as Ed Dunhill's blog has laid out exactly how to get started.
After reading this, my eyes fell into a blur and I felt a bit dizzy, but that's why I only write about games, and it looks like the technically inclined should be able to get things running fine with these step-by-step instructions.
Dunhill gets would-be game makers set up with the XNA Game Studio installation, talks them through XNA going on your Xbox 360 (creators' club membership required), and even walks them through building their first game.
Now get going! Let's see your hit game. Be sure to put at least one Destructoid robot in it.
[thanks, AB]
Dale North is Destructoid's Editor-In-Chief, a founding editor, and specialist in Japanese gaming. An accomplished musician, Dale was reporting from Japan during the earthquakes of 2011. Luckily, he got the fuck out alive and is home in America now with his wife and beloved corgi, Einstein. Dale is also a co-founder of Destructoid's sister anime site
Japanator. Likes Corgis, Sega Saturn, PSP, iPhone, Photographic tools.
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Normally the difference in performance doesn't mean much since most apps are user / network / database bound so some small runtime overhead is dwarfed by other latencies in the system. For example I'd wouldn't think of using C++ for most server applications since stability and up-time are far more important than saving 12ms on a database call that takes 300ms either way.
I suspect the same cannot be said of games. Speed is critical for most console style games. Game loops are going to be very tight and performance is going to be critical. It may be that you can still do some awesome games in C# but it's never going to approach C++. In C++ you could code critical routines in assembly if you wanted, or do some crazy tricks with memory reuse or the GPU that you can't from C#, at least in XNA. The consequence is that C# will never be anywhere near as fast.