XNA Creators Club Online

frequently asked questions

Have a question? Not sure where to turn for answers? Don't worry - we have answers to the big questions about the Xbox LIVE Community Games, and the XNA Creators Club. Simply browse the list below and read all about it.

If you have technical questions about XNA Game Studio that aren't answered here, check out the Community FAQs on our Forums, on our Forums, written and maintained by our XNA Community MVPs!


xna creators club - creator's guide

Membership

Submitting Your Game

Game Peer Review

Making Money

Regional Support

xbox live community games

XNA game studio 3.0

Non-Zune Questions

Zune Questions

xna creators club - creator's guide
Membership
How do I sign up for an XNA Creators Club premium membership?
Purchase a premium membership through the XNA Creators Club Online web site by clicking here.

Do I need an XNA Creators Club premium membership to create games?
You don't need a premium membership to make games for Windows or Zune. However, you must be a premium member and in a supported region to create games for the Xbox 360, to release Xbox 360 games to Community Games on Xbox LIVE, or to peer-review submitted games.


Can I submit or review community games if I have an XNA Creators Club 12-Month Student Trial Subscription that I got from my school or from the DreamSpark program?
A free XNA Creators Club 12-Month Student Trial Subscription will not give you access to premium content or services on the XNA Creators Club Online web site, including the ability to submit or peer review community games.


Submitting Your Game
Who can submit Community Games for sale in Xbox LIVE Marketplace?
A member of the Creators Club whose premium (paid) account is in good standing and is a legal adult (for the countries we currently serve this means 18 years of age or older).

I'm a Microsoft employee. Can I submit games?
Microsoft Employees may submit games for distribution on Xbox LIVE Marketplace in compliance with the Microsoft employee moonlighting policy.

Contingent staff at Microsoft are subject to the same rules and restrictions around peer review and game submission as Microsoft employees. Contingent staff should check with their employers for any moonlighting concerns.

Am I required to send my game to playtest before submitting it for peer review approval?
No, but we recommend it. Playtest will help you catch hardware and software problems with your game, as well as feedback on gameplay and appropriateness for Xbox LIVE. Much better to find out problems before you annoy customers.

How complex does the game have to be?
There are no complexity requirements for game submission. The only requirement is that the game be complete, which can be defined per game.

So I can make clones of games already on Xbox LIVE Arcade or somewhere else?
Not any more than you can make copies of Halo 3. When you submit a game, you stipulate that you own all the rights to the materials in your game. If you do not own the rights, do not submit the game.

Who owns the IP rights to the game I create? Can I distribute my game on non-Microsoft services?
You own the complete IP rights to your game, and you are free to distribute through any service of your choosing. However, we may provide incentives for exclusive distribution through Microsoft services.

How do I set the rating for my community game?
Community Games on Xbox LIVE are not rated by a ratings board. Instead, the games are reviewed by XNA Creators Club Online members. These games will have a game classification before they appear on Xbox LIVE Marketplace.

Will parental controls affect access to my community game?
Yes. All community games are considered unrated. Unrated is the highest level of restriction on the Xbox 360 console. Community games will be inaccessible on consoles with activated parental controls.

What are the requirements for my game binary?
The game binary must be less than 150MB compressed (as a ccgame package) and compiled to run with the XNA 3.0 Framework or higher. It must be virus-free and contain only intellectual property you own the rights for. More detail is given here about submitting a game.

What are the requirements for promotional materials that accompany my game submission?
They are the following:
  • Title:30 characters
  • Description:400 characters
  • Thumbnail:One, 64x64 pixels, JPG only
  • Box Art:One, 584x700 pixels, JPG only
  • Screenshots:One to Four, 1000x562 pixels, JPG only, < 150K size
  • MSN Video:Many creators find it helpful to promote their game by hosting a video of gameplay (or marketing the game) at video.msn.com. Use this URL in your game submission.
Note: Descriptions in local languages help sell games. You can have descriptions in as many as languages we support, however, you will need to recruit peer reviewers to speak these languages in order to approve your game. A game will not pass peer review if its descriptions are not reviewed.

What are the requirements for game pricing?
Depending on the size of the game, there are two sets of prices:
  • Games with binaries less than 50 MB in size can be 200, 400, or 800 points.
  • Games with binaries equal to or greater than 50 MB in size can be 400 or 800 points.
Can I change the price of my game?
Yes, once every 90 days you may change the price of your game.
 
How will I know what is happening with my game while it is in review?
You can check your game's peer review progress in the game details page in the games catalog.

What happens if my game is rejected?
If your game is rejected in peer review, the email address associated with your profile will receive a notification along with any data the reviewers could offer about the reason for rejection. Remember to playtest your game before submitting to peer review - it allows you to find problems before the game hits peer review.

How often can I update my game?
You can submit an update to your game 7 days after the previous game review ended.

Why do the classification sliders in game submission or review not work properly?
If you encounter strange behavior with the classification sliders, such as suddenly changing values or being unable to select certain values, check your browser's zoom settings - anything other than 100% may cause the sliders to behave erratically. Set your zoom to 100% and try again.

Why does my game package upload not complete properly?
If you attempt to upload a game package and encounter a problem, check the length of the package filename. The filename must be no longer than 100 characters for the upload to be successful.

How do I get paid for my games?
See the Making Money section of this guide.

Game Peer Review
Who can peer review XNA Community Games?
A member of the Creators Club whose premium (paid) account is in good standing and is a legal adult (for the countries we currently serve this means 18 years of age or older).

I'm a Microsoft employee. Can I review games?
No. Microsoft employees are not permitted to act as peer reviewers of games submitted to Xbox LIVE Community Games; this includes, but is not limited to, downloading game packages, viewing screenshots, and/or reading descriptions for any game before it is available to the public on Xbox LIVE Marketplace.

Contingent staff at Microsoft are subject to the same rules and restrictions around peer review and game submission as Microsoft employees.

Why does my game have to be peer-reviewed? Why can't I just send it to Xbox LIVE marketplace?
Peer reviewers help creators write better games, and protect game players from experiencing highly offensive or malfunctioning games. Peer reviewers will reject your game if:
  • Your game contains prohibited content, which is content not allowed on Xbox LIVE services
  • You misrepresent what is in the game play or in the promotional materials for the game
  • The promotional content for your game ( for example, the box art, description, banner or title) is not appropriate for all ages on Xbox LIVE Marketplace
  • The game crashes, it has too many bugs, or it is technically defective in some way
What happens if somebody sneaks prohibited content into a game?
Microsoft reserves the right to take down a game retroactively without notice. Microsoft encourages peer reviewers to report objectionable content in a game. In addition, Microsoft will initiate a series of punitive actions against creators who willfully submit games with misleading content indicators. Punitive actions could include the loss of subscriptions and the removal of the creator or creators from the site. Also, Microsoft will comply with all legal requests where required by law.

How do I get started reviewing games?
Select a game in review from the games catalog where you speak the language listed for the game. If this is your first time, the Peer Review Agreement will pop up, and if you agree with it, you can continue to peer review games. The agreement will only show up once.

What are the rules for a game to be approved?
You need a certain number of peer reviews of average strength to pass a game. The number will vary based on the reviewers' individual peer reviewer score.

Each reviewer must speak a language or languages associated with the game. Its promotional materials must be reviewed in their respective languages as well, so if there is an English game with a Spanish description, you will need at least two Spanish-speaking reviewers to approve the game as well.

Do peer review standards vary per country?
No. Games are now evaluated for "one world" or worldwide approval.

What do you mean by "one world" approval?
Each game has to match the standards of all countries we support - that means the strictest standard will be applied for all countries. A game must pass all criteria before being allowed for sale in ANY Xbox LIVE marketplace.

Peer reviewers, before playing a game they have downloaded, should review the list of prohibited content listed on peer review page 2; that list has changed from the US beta to reflect that a game may be submitted to multiple markets and it needs to pass a worldwide bar.

Is sending a game to playtest required for a game before sending it to peer review?
Though not absolutely required, it is good practice to share your game to playtest beforehand to ensure a smoother peer review process. It wastes the reviewers' time if you have crashing bugs that prevent them from finishing the review, and means you will get a speedy rejection.

How does the peer review system know to present me a game for review?
Your creator profile is now used to indicate what languages you speak (your Xbox LIVE account official language is checked by default in your profile, but you can add more to this list). These are the languages that are used to determine whether you can peer review a game or not so only check those in which you are proficient.

How do you know what language I reviewed the game in, if the game has more than one language associated with it and/or I speak more than one language?
You will confirm at the end of the review that indicates what language(s) you played the game in/reviewed metadata in. This will assist toward the game's overall peer review score and toward its eventual approval.

I want to submit a game for sale. What should I consider before taking the step to help it pass peer review?
You may want to consider these things:
  • You may want to review the list of prohibited content listed on peer review page 2; that list has changed to reflect that a game may be submitted to multiple markets and it needs to pass a worldwide bar.
  • The gameplay language and the language of the related metadata determine the people who will peer review your game. Be sure to go on the XNA forums and recruit peer reviewers who speak these language(s).
  • If your game does not get enough reviewers who speak its language, eventually your peer review for the game will expire and the game will be rejected. You should receive an email if your game is rejected due to expiration. The current setting for expiration is 1 month.
Making Money
How do I earn money with my game?
All royalty calculations are calculated by taking the Points value for the game and multiplying it by the number of units sold. A percentage split is applied to that based, and any promotional adjustments are made. At that point the points are converted to U.S. Dollars (In US Dollars).

Once a creator reaches the minimum payout limit then a currency conversion occurs to the Creators local currency.

I didn't publish my game in the U.S. can the points conversion occur in a currency other than USD?
No, royalty calculations always convert to US dollars. When the creators gets paid, the conversion to the creator's local currency occurs.

What countries do you support payouts to?
We only support payouts to the countries that creators can currently submit from.

I have a bank account in a different country - can I not get paid into that?
No, we only support payouts to countries that creators can submit from.

What currencies do you support?
We support the following currencies, depending on the country being paid out to:

Country Currency
United States

USD

Canada

CAD

United Kingdom

GBP

France

EUR

Spain

EUR

Italy

EUR

Sweden

SEK

Norway

NOK

Netherlands

EUR

Denmark

DKK

Ireland

EUR

Singapore

SGD

New Zealand

NZD

Australia

AUD

Can I get paid out in a currency other than the currency for my country?
We only support paying out in the currency for that country as shown in the chart above.

How do I register to get paid?
On the Creators Club site there will be a link to fill in your Personally Identifiable Information (PII). This data includes your bank and tax details so you are able to be paid.

What are the deadlines for filling in my Personally Identifying Information (PII)?
PII needs to be filled in by the 15th of the month following the quarter end.

What information do I need prior to filling in my PII?
In order to get paid for your games that have been purchased on Xbox LIVE, you will need to fill in your personal and tax information:

Tax Information

The following information can be entered:

  • First Name, of the person filling in the form (Required)
  • Last Name, of the person filling in the form (Required)
  • Country, where the entity is based (Required)
  • Account Type, Individual or Business (Required)
  • Company Name. If you selected Account type Business then you need to provide a Company Name
  • Street Address. Where the Individual/Business resides (Required)
  • City (Required)
  • State/Province/Region (Required but this may not show depending on your country)
  • Zip code/Postal Code (Required but this may not show up depending on your country)
  • Primary Telephone Number (Required)
  • Fax Number
  • Email Address (Required)
  • U.S Taxpayer Identification Number (May be required, see below)

You will also need to gather the additional tax information depending on
where you are based:

U.S.-based Creator
A U.S. based Creator is one who for federal tax purposes is considered a U.S. Person as described by the U.S. Internal Revenue Service Form W-9.

According to the U.S. Internal Revenue Service Form W-9, the definition as of November 2008 is as follows:

Definition of a U.S. person. For federal tax purposes, you are considered a U.S. person if you are:

  • An individual who is a U.S. citizen or U.S. resident alien*,
  • A partnership, corporation, company, or association created or organized in the United States or under the laws of the United States,
  • An estate (other than a foreign estate), or
  • A domestic trust (as defined in Regulations section (301.7701-7).

[*You can find more information on the definition of a U.S. resident alien on page 3 of the Form W-8BEN Instructions.]

If you are a U.S. Person you will require one of the following Taxpayer Identification Numbers (TINs) in order to be paid:


Non-U.S. based Creator
Non-U.S. Creators are those not considered a U.S. Person as per the W-9 definition. In order to get paid, you must submit the relevant Form W-8.

Creators who are residents of certain countries may be eligible for a reduction or exemption from U.S. income tax on their revenue. The list can be found in Publication 901 (see Table 1, Column 12 – Copyright Royalties, Other, and Footnotes). The publication was last updated April 2008.


A Taxpayer Identification Number is not strictly required to get paid, although without it you will be subject to an automatic 30% U.S. tax withholding even if your country provides for a lower rate of U.S. taxation. If your country has a tax treaty with the U.S then you will be able to take advantage of that providing you have a relevant Taxpayer Identification Number and submit a properly completed treaty claim on Form W-8.

In order to take advantage of any treaties between the U.S. and your country you will require one of the following Taxpayer Identification Numbers (TINs):


IRS Form W-7 may be used to apply for an ITIN. IRS Publication 1915, including the example on page 27, provides information on how to complete this form and file it directly with the IRS. You may need a letter from Microsoft confirming that you need a US TIN. Click here to download the form.

The form is provided in PDF format in English only. The following information has to be entered to be considered a valid form:

  • Date. The date you print the form in MM/DD/YYYY format
  • To. The Creator’s physical name
  • Royalty recipient Account Number. The Creator name as registered on the Creator’s Club Online

Microsoft does not provide tax advice. For more information refer to the U.S. Internal Revenue Service website.

Bank Information

In order to get paid you need to provide Bank Account Information

Country Account Number
Routing Number
Swift Code/BIC
IBAN
US Required ABA, Required N/A N/A
Canada Required Transit Number, Required Required N/A
Italy N/A N/A Required Required
Netherlands N/A N/A Required Required
Ireland
N/A N/A Required Required
Spain N/A N/A Required Required
France N/A N/A Required  Required
Sweden Required N/A Required Required
Norway Required N/A Required Required
Denmark Required N/A Required  Required
UK Required Sort Code, Required Required Required
Australia
Required BSB Code, Required Required N/A
New Zealand
Required BSB Code, Required
Required N/A
Singapore Required N/A Required N/A

The other Bank Account information that can be entered includes:

  • Account Holder Name (Required)
  • Bank Name (Required)
  • Branch Name
  • Street Address, of the bank
  • City
  • State/Province/Region
  • Zip code/Postal Code

My country has a tax treaty with the U.S., but it may take several weeks for me to receive an ITIN from the IRS. Should I wait to complete my PII and send you my Form W-8?
It is your choice. You may wait or you may complete your PII details, accept the 30% withholding and mail your Form W-8 now (with no US TIN). If you do, after you receive your ITIN you can revise and resubmit an original Form W-8 with your U.S. TIN and a treaty claim properly completed.

I am eligible for a treaty reduction or exclusion on my income, but I did not obtain an ITIN and so withholding was deducted from my payments. Is there anything I can do to receive a refund of the US taxes paid?
It may be possible to receive a refund by filing Form W-7 with a completed tax return after the calendar year in which the withholding was deducted. See the instructions to Form W-7 and consult your tax advisor for more details.

If I submit a Form W-8 without a TIN, get paid, then submit a Form W-8 with a TIN can I get the refund back from Microsoft?
No, the withholding is paid to IRS and the only way to get a refund is from the IRS directly

What does the US withholding apply to?
For a non-US person the withholding, whether 30% or a treaty rate, will only apply to content sold within the US. Any content knowingly sold outside the US is not eligible for withholding.

I'm based outside of the US. What are the tax implications?
Non-U.S. based persons will need to fill in the PII form and will also need to send the relevant W-8 form. Once the relevant W-8 form has been received and processed, they will be able to be paid. If required, you will be mailed an IRS Form 1042-S annually. This form reports any taxable royalties you received and U.S. income tax withholding deducted from your payments.

If I'm a non-U.S. based person. Which is the relevant W-8 form?
There are four types of W-8 forms available on the IRS website. While Microsoft does not provide tax advice, we can let you know that Form W-8BEN is the most frequently submitted form and please note the following language on the top of Forms W-8EXP, W-8IMY and W-8ECI: "Do not use this form for: A beneficial owner solely claiming foreign status or treaty benefits. Instead, use Form W-8BEN."

If you have a TIN and are claiming a treaty benefit on your Form W-8, you may wish to refer to this IRS page which has a link to all U.S. Double Taxation Income Tax Treaties where the relevant Article numbers can be found.

For further information, please contact a tax professional.

What’s the address I need to mail the W-8 form to?
The address is:
Microsoft
Attn: Finance Department
29011 Commerce Center Drive
Valencia, CA 91355
USA

I received an email stating that my SSN/TIN and name combination doesn’t match. What does this mean?
Every TIN is validated against an IRS service to confirm that the TIN is valid. The matching is done against the TIN and Name. If they do not match what’s on the IRS records then it’s considered invalid and is rejected. Another possible reason for this to fails is that your TIN details have not yet been entered into the IRS database.

But I entered my correct name and I still received the email...
You name must match exactly what the IRS has on record.

But if my TIN is invalid I’ll still get paid, right?
If you’re TIN is invalid then you will not be paid out until you enter a valid TIN

When will I get paid out?
Payments will occur up to 45 days after the quarter ends.

Does December 2008 count as the end of the quarter?
Due to the closeness of the launch of Community Games to the end of the Calendar Year, any revenue generated in November or December will get rolled into the first full quarter, January-March 2009.

What happens if I haven't received a payment, when can I ask questions about the payment?
We don't support payment request questions until the last US business day of the month, which is two months after the quarter ends.

When are the dates of these quarters?
See the table below:

Quarter Last PII change date "Where's My Payment" Requests
Launch-March 2009 4/15/09 - Wednesday 5/29/09 - Friday
April - June 2009 7/15/09 - Wednesday 8/31/09 - Monday
July - September 2009 10/15/09 - Thursday 11/30/09 - Monday
October - December 2009 1/15/10 - Friday 2/26/09 - Friday
Jan-March 2010 4/15/10 - Thursday 5/31/10 - Monday
April - June 2010 7/15/10 - Thursday 8/31/10 - Tuesday
July - September 2010 10/15/10 - Friday 11/30/10 - Tuesday
October - December 2010 1/15/11 - Saturday 2/28/11 - Monday
Jan-March 2011 4/15/11 - Friday 5/31/11 - Monday
April - June 2011 7/15/11 - Friday 8/31/11 - Wednesday
July - September 2011 10/15/11 - Saturday 11/30/11 - Wednesday
October - December 2011 1/15/12 - Sunday 2/29/12 - Wednesday

Using the example of the quarter April-June 2009:

  1. The Quarter ends. The Creator has earned royalties over the following last three months: April 2009, May 2009, June 2009.
  2. The last date the user can change their PII is on the 15th of the month after the period ends. That would be July 15th, 2009.
  3. We only accept support requests of "Where is my payment" on the last US Business day of the month that payments have been processed. That would be August 31st, 2009.
I need some tax advice, do Microsoft provide such a service?
Microsoft does not provide tax advice. Please contact a tax professional.

I'm based in the US. What are the tax implications?
U.S.-based persons must fill in a W-9 replacement form online using the PII form. Once the form is filled in and the person's Tax Identifier Number(TIN) is confirmed as being valid, they will be able to be paid.

I'm based outside of the US. What are the tax implications?
Non-U.S. based persons will need to fill in the PII form and will also need to physically mail the relevant W-8 form. Once the relevant W-8 form has been received and processed, they will be able to be paid.

If I'm a non-U.S. based person which is the relevant W-8 form?
Microsoft does not provide tax advice. Please contact a tax professional.

If I mail the relevant W-8 form before the 15th of the month following the quarter end, can I still get paid?
No, the relevant W-8 form needs to be processed prior to any payments.

What happens if I don't fill in my PI/get the relevant W-8 form processed in time? Can I get paid at a later time?
Payments occur up to 45 days after the quarter end and occur at the same time for all Creators. We do not support payments outside of that time. If the PII comes in late then the royalty is rolled over to the next quarter.

I plan to submit the game but a number of us worked in the game. Who's liable for the tax?
You can submit as an individual or as a company. If you choose to submit as an individual, then you are liable for the tax.

What is the exact promotional fee going to be?
It will be between 10-30 percent for all featured games. It has not yet been determined what that percentage will be.

When will you decide what the exact promotional fee is?
It will be decided prior to the end of the initial quarter.

If a developer only makes $2.50 (in US Dollars) a quarter, will he still receive payment?
There will be a minimum payout limit per quarter and if you do not reach this limit there will be no payout. The minimum payout limit will be $150 US dollars.

I can only get payments directly to my bank account. What if I don't have a bank account?
You will need to get a bank account in order to get paid.

Regional Questions
In which regions will Xbox LIVE Community Games be available for purchase this holiday?
Consumers in the U.S., Canada, United Kingdom, France, Italy, and Spain will be able to download Xbox LIVE Community Games for purchase at launch. We'll be adding support for other regions later in 2009 and beyond.

Developers from which countries will be able to sell their games at launch?
Creators Club Premium members in Australia, Canada, Denmark, France, Ireland, Italy, Netherlands, New Zealand, Norway, Singapore, Spain, Sweden, United Kingdom, and the United States will be able to sell their games. We'll be adding support for other regions later in 2009 and beyond but these are the only countries where XNA is enabled to pay their residents.

Will everyone, from every region, be able to distribute a game just like it is currently in the beta?
No. Selling games will be limited at launch to the Xbox LIVE marketplace countries that enable purchasing above.

I am served by an Xbox LIVE marketplace that does not yet have community game purchasing enabled. Can I still playtest games? Can I still peer review games?
Yes, creators from any country can help their fellow game creators by play testing or peer reviewing a game. The only requirement is that they speak the language of the game and/or its metadata.

If someone makes a game in Language A, can they sell that game to Region B where most people do not speak that language?
Our plan is to give Creators the option to sell the game in multiple markets regardless of language that the marketplace supports . Peer reviewers will need to understand the language in order to effectively review the game, of course and Creators need to think hard about whether their game will sell effectively if their intended customer does not understand the language of the start menu, help and so on.

Will there be a restriction about which region you must be located in, in order to be allowed to publish a community game?
Yes, you will need to be located in one of the countries where we support Creator payouts in order to be paid.

In the Beta, the only restriction for publishing was that you needed to have a premium membership. Premium membership is not available in all countries. Will you expand the membership opportunities?
We are still working out the details of what we will support after launch. Stay tuned for details.

Will developer support will be expanded to additional regions more quickly than the Community Games service itself?
Possibly. The issues between Creators and Consumers are really very different, and from our perspective it is a little easier to enable regions with developer education content for Creators markets than for the Consumer purchase in marketplace. It's likely that Creators will be able to have games submitted from additional countries before we are able to publish games into those same countries.

Why don't I see the XNA Creators Club premium membership offered on Xbox LIVE Marketplace?
If you don't see the XNA Creators Club Online subscription service, it could be you live in a country that doesn't offer that service currently. The list of countries that the XNA Creators Club is currently offered in is Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Hong Kong, Ireland, Italy, Japan, Mexico, Netherlands, New Zealand, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, United Kingdom, United States.

It is not currently available in India or the Republic of Korea.

Other countries not listed above are still being investigated for future inclusion into the XNA Creators Club.

What if you haven't answered my question yet?
Stay tuned and visit creators.xna.com often for more details. You may also post your question at forums.xna.com.

xbox live community games
What does the business model look like? How much is Microsoft making off of these user-generated games?
We've developed a business model that we believe will create the best possible experience for both consumers and developers. We're announcing the opportunity for independent and hobbyist developers to benefit from their hard work with a business model, similar to those available to professional developers. Xbox 360 is the first console to open up development to the masses, and allow for anyone to turn fledgling talent into a couple of extra bucks, or potentially a full blown career.

What percentage of the developer's revenue will be used for publicity efforts?
The exact percentage of additional revenue used to showcase the game has yet to be determined. The bottom line is that Microsoft is headed into uncharted territory with Xbox LIVE Community Games. We don't yet know the effect our merchandising efforts will have on the sales of games and we don't want to make any premature decisions that could potentially be detrimental to creators. Our ultimate goal is to allow developers to benefit from their creations, so we will be monitoring sales figures through the launch of the New Xbox Experience this holiday.


Why do creators only get such a small percentage? This seems like significantly less than what creators could get from Steam, Apple, PSN or WiiWare.
The revenue split percentages offered by Xbox LIVE Community Games are among the highest paid out to any game creator in the industry.

Creators will receive up to 70 percent of the total revenue from their game sales as a baseline. We will also invest in and feature a handful of games at a time by promoting them both on the console as well as on Xbox.com. During that time we may use an additional portion of the revenue to support our publicity efforts. Basically, the developer will always benefit from the sales of their games and we'll be working with our merchandising team to help boost the game's revenue when we see potential for even greater success. This business model will act as an additional incentive to for game creators ensure that the best, most innovative games continue to be made for Xbox 360.

Can creators choose to opt out of being featured?
No, all creators agree to a common set of terms when they submit their game to the service. The majority of sales and revenue a creator earns will be generated by our promotions. The Creator will always benefit from the sales of their games and we'll be working with our merchandising team to help boost the game's revenue when we see potential for even greater success.

How much will Community Games sell for?
Creators can chose to sell their 50 MB games for 200 Microsoft Points, or sell their larger 150 MB games for either 400 or 800 Microsoft Points.

What happens if peer reviewers reject a game because they don't believe it's worth the specified number of points?
We will not display the price of a game during Peer Review. Peer Review is not a review of the "worth" of a game.

Can creators release free games?
At the moment there is no mechanism to distribute free games, but we're always exploring new ways to distribute Xbox LIVE Community Games.

How big will this business be in comparison to blockbuster titles or Xbox LIVE Arcade games?
We're pioneering the industry with Xbox LIVE Community Games, and believe that user-generated content is an area with incredible growth potential in the gaming industry. However, this has never been done before, so we can't speculate just how large this will grow the business. The community will define how big this business becomes.

How often will creators get paid?
Payments will occur once a quarter as is standard for all of Microsoft's developers.

How will you be making payouts to community game developers, in cash or in Microsoft Points?
We will not payout creators in points. All points generated by games will be converted to U.S. Dollars and then converted to the relevant currency.

Will earnings from Community Games be taxable?
Yes.

Will professional AAA, and Xbox LIVE Arcade developers be able to create Community Games?
Absolutely, this distribution channel is for anyone who is developing games using XNA Game Studio. As long as your game meets the requirements, and you are a premium member of the creators club, you can submit games to the service.

How does a title's rank get determined and displayed on the console and Web site?
As part the bold New Xbox Experience, the Community Games store front will be an easy-to-use addition to the existing marketplace when it launches on Xbox LIVE. Eventually, consumers will be able to view and rate community games on Xbox.com, watch trailers, and even play a trial of each game before buying as a simple way to discover fun and quirky titles.

Will Xbox LIVE Community Games Marketplace generate as much revenue as games on Xbox LIVE Arcade?
It is too early to say how much revenue we expect to generate from Xbox LIVE Community Games. What we can say is that we expect Community Games and Xbox LIVE Arcade to be complementary to one another. Community Games will be an outlet for the masses to experiment and create the craziest, quirkiest games imaginable, while Xbox LIVE Arcade will continue to feature the crhme de la crhme of refined, polished, casual arcade games.

You have been talking about your vision for a "community arcade" or "YouTube of games" for a while now. What does the announcement of Community Games mean?
Microsoft's Xbox LIVE Community Games is the realization of the promise to truly democratize game development and revolutionize the way consumers get, play and even create their games. For Xbox 360 owners, Xbox LIVE Community Games will usher in a flood of new, creative games, with the potential to introduce hundreds of fresh, innovative community and indie games as part of the existing game library by the end of 2008.

This new offering is a friction-free, community game distribution on Xbox LIVE that provides the opportunity for members of the community to participate in the global game industry economy. Using XNA Game Studio, the community will have the opportunity to create games, submit them into a peer-review system, and upon successfully being peer-reviewed, their game will get added directly to Xbox LIVE Marketplace and immediately available for consumption by Xbox 360 consoles connected to LIVE. The availability of Community Games for Xbox LIVE Marketplace represents Microsoft's fulfillment on its promise to provide the best, most accessible tools and the an open game distribution channel over Xbox LIVE to ensure that the best games continue to be built for the Xbox 360 platform.

Now we're announcing the opportunity for independent and hobbyist developers to benefit from their hard work with a business model, similar to those available to professionals. Xbox 360 is the first console to open up development to the masses, and allow anyone to turn fledgling talent into a couple of extra bucks, or potentially a full blown career. The business model will act as an additional incentive to ensure that the best, most innovative games continue to be made for Xbox 360.

Why is this Community Games effort so important to indie gaming and development?
Xbox LIVE Community Games will be the realization of the promise to truly democratize game development and revolutionize the way consumers get, play and even create their games. For Xbox 360 owners, Community Games for Xbox LIVE will usher in a flood of new, creative games, with the potential to introduce hundreds of new, innovative community and indie games as part of the existing game library by the end of 2008.

Will the everyday Xbox 360 player be able to create Community Games for Xbox LIVE?
Absolutely. Using the XNA Game Studio software along with purchasing a membership to the XNA Creators Club, anyone with the desire and know-how can create a game for Xbox LIVE. We designed the ability to offer Xbox LIVE Community Games with the intent to open development up to the masses, but also to bring more choices and greater innovation to the everyday Xbox 360 player.

With Microsoft saying that it will begin to "delist" underperforming games from its flagship Xbox LIVE Arcade download service, what are the guarantees that players' favorite Creators Club games will be allowed to suck up bandwidth on Microsoft's servers?
We currently have no plans to delist or remove any game successfully approved by the community and listed in our catalog. Inappropriate games can still get removed of course through our abuse reporting mechanisms.

Will delisted Xbox LIVE Arcade games have the option to move to Xbox LIVE Community Games?
Those interested in doing so should initiate that conversation with their account manager.

How long will Creator's Club games stay around?
We currently have no plans to delist or remove any game successfully approved by the community and listed in our catalog. Inappropriate games can still get removed of course through our abuse reporting mechanisms.

Does this pose a threat to publishers? Is it encouraging professional developers to moonlight/work for themselves and make their own games?
This is not a threat given professional game developers, studios and publishers already have commercial avenues for getting their games published and into consumers' hands. The offering of Xbox LIVE Community Games is designed to give consumers the opportunity to create games by the community and for the community in addition to playing the incredible commercial game content from our professional development and publishing partners.

Is there a certification process for Community Games?
Games created by the community do not go through the same certification process which professional games do. Instead, this new offering employs a unique community driven peer-review and validation process to ensure game details accurately reflect the game's subject matter and content through our game classification system.

Will Microsoft decide which Community Games are published?
No. While games must be created within the submission guidelines, this new offering truly democratizes game development and distribution by placing the tools and processes in the hands of our Xbox LIVE gaming community.

Will Xbox LIVE Community Games creators be able to incorporate "Avatars" into their games?
That isn't something we're supporting at the moment, but we're always looking for new development opportunities for our creators.

Does opening up community creation expose the system to security breaches?
The design of XNA Game Studio and Xbox LIVE Community Games distribution are driven with stringent security and system integrity principles in mind. The process is designed to protect Xbox 360 owners safe from security breaches at every step, from development to gameplay. The closed sandbox XNA communities on Xbox 360, as well as the gauntlet of validation each game must go through prior to publication are just two of the ways we have guarded the system from these types of failures.

How does an independent developer or enthusiast go about getting his XNA Game Studio -developed game published on Xbox LIVE Marketplace?
This will be done through following a simple 4-step process:
  • Create
  • Submit
  • Peer Review
  • Play
We understand that with great power comes great responsibility, and if we're going to allow the community to have that breadth of content, we need to provide the tools to allow the community to manage it. We've already talked about the first step, "create." The next step in the process is "submit," where as a creator you need to provide information about your game and classify it using consistent guidelines. After you submit your game, it is in the hands of your peers who will review the game based on a few basic principles. Your fellow Creators Club reviewers will be making sure there is no prohibitive content like IP infringement or seriously objectionable subject matter. Then they will make sure you have classified your game correctly. This isn't to put constraints on your game, but rather, it is to make sure consumers are accurately informed about what they are downloading. Once your game successfully passes peer review, it is pushed through to Xbox LIVE. It is as simple as "create," "submit," "review" and "play."

What is keeping Creators Club members from certifying games that have inappropriate sexual or violent content?
There are checks and balances throughout the peer review system which enables community created games to be submitted, approved and ultimately distributed over Xbox LIVE. Each peer reviewer is rewarded with a better reviewer reputation by the system for accuracy. Conversely, reviewers can get penalized or even banned from the ability to review games should the need arise. If inappropriate content makes it through the peer review process, the process has mechanisms to support reactive takedown measures as needed.

How many Creators Club members will be needed to approve a game?
We will not be publicly disclosing this number in order to maintain the security checks and balances already in place.

How many members are currently in the Creators Club?
While we can't share the specific membership numbers, we can share that we've had more than 1,000,000 downloads of the XNA toolset since it was introduced. To give you a little perspective, that is more than 25 times the number of professional developers in the industry.

Do I need to be an XNA Creators Club member to publish my Xbox LIVE Community Games?
Yes. A Creators Club Premium membership is required to create and publish games for Xbox 360. An XNA Creators Club Premium membership for Xbox 360 may be purchased through Xbox LIVE Marketplace for $99 (in US Dollars) a year or $49 (in US Dollars) for a four-months.

Can I submit games with my $49 (in US Dollars) a year Creators Club Membership?
Yes. Any active XNA Creators Club premium member can submit and peer review games.

What is the Creators Club Online?
The XNA Creators Club is a community all about games made by you and creators like you. It's free and easy to join at creators.xna.com. You'll get powerful tools for making your own games on Windows and Xbox 360, and an arsenal of educational and community resources on the XNA Creators Club Online Web site. Create your games, submit them for review by the community, and get the games you create onto Xbox LIVE Marketplace. It's game development for everyone.

Premium membership - $99.00/year (in US Dollars) or $49.00 (in US Dollars) for 4 months

You have to be a premium member to be able to submit and review games for Xbox LIVE Marketplace.

How do titles get filtered for potentially offending or copyright-infringing content?
The ability to distribute Xbox LIVE Community Games is designed with a robust proactive and reactive screening process in mind. The core design is based on the community peer review process where a peer group of XNA Creators Club members are empowered to be self policing. Each game submission must be played and validated by several members of the community and assessed against the service's Terms of Use (TOS). When reviewers identify in a game unauthorized or inappropriate content that doesn't comply with the policies, the game will not be listed on Xbox LIVE Marketplace until the submitter removes such content. Post publication on Xbox LIVE Marketplace, Microsoft will actively remove infringing content when properly notified by the copyright owner(s) and will remove inappropriate content when notified by the community.

Can I create multiplayer LIVE game and publish via Xbox LIVE Community Games?
Absolutely. We've upgraded XNA Game Studio to include multiplayer and matchmaking functionality. This new offering is capable of publishing any title developers can create using the XNA Game Studio development tools.

Once I publish my game to Xbox LIVE, how will the community find my game among hundreds or thousands of other games?
As part the bold New Xbox Experience, the Community Games store front will be an easy-to-use addition to the existing marketplace when it launches on Xbox LIVE. Eventually, consumers will be able to view and rate community games on Xbox.com, watch trailers, and even play a trial of each game before buying as a simple way to discover fun and quirky titles.

Can I give out Achievements and Gamerscore in my community-created title?
No. Achievements are reserved for commercial games.

Now that you've announced Community Games for Xbox LIVE, when will there be Community Games for Games for Windows - LIVE?
The changes announced to Games for Windows - LIVE are proof of Microsoft's commitment to provide Windows gamers and developers with the best possible online gaming experience. We believe that the future of PC gaming is a connected, social platform, and while we have nothing else to announce at this time, we will continue to invest in Games for Windows - LIVE to enhance our users' online gaming experience.

What are your plans for supporting Windows Mobile?
We are always interested in broadening the platforms supported by XNA Game Studio however at this time we have no announced plans for platform support outside of Windows, Xbox 360, and Zune.

How will the Xbox LIVE Community Games service differ from Xbox LIVE Arcade?
We expect Community Games and Xbox LIVE Arcade to be complementary to one another. Community Games will be an outlet for the masses to experiment and create the quirkiest, most irreverent games imaginable on a console, while Xbox LIVE Arcade will continue to consistently feature the refined, polished, casual arcade games.

When we launch Xbox LIVE Community Games later this year, we're going to be opening up the platform to absolutely anyone who has a dream to create their own game and publish it for millions to play on Xbox 360. While Xbox LIVE Arcade remains a managed portfolio with a limited number of publishing slots, Xbox LIVE Community Games won't undergo a certification process and will not be a part of a managed portfolio. Xbox LIVE Community Games will be managed entirely by the community. We are pioneering the way for an entirely new segment of game developers, unlike any other next-gen games console. This will allow us to offer more than 1,000 games by the end of this year, which is more than twice as many games than our closest competitor.

How is the pricing different from the games on Xbox LIVE Arcade?
Community Games creators can chose to sell their 50 MB games for 200 Microsoft Points, or sell their larger 150 MB games for either 400 or 800 Microsoft Points. Xbox LIVE Arcade games can be up to 350 MB and sell anywhere from 400 to 1600 Microsoft Points.

xna game studio 3.0 beta
Non-Zune Questions
What do I do if I find a bug?
Please post any bugs you find to the XNA Game Studio Connect web site . This site allows you to search for similar bugs as well as suggest new features for the product.

Which versions of Visual Studio are supported?
Visual Studio 2008 Standard Edition and higher (C# language support must be installed), plus Visual C# 2008 Express Edition.

Can I use Visual Studio 2005 with XNA Game Studio 3.0?
Visual Studio 2005 SKUs are not supported with XNA Game Studio 3.0 and later. However, you do not need to uninstall Visual Studio 2005 or XNA Game Studio 2.0 as those products will work side-by-side with Visual Studio 2008 and XNA Game Studio 3.0.

Can I use the new C# 3.0 features with XNA Game Studio 3.0?
The new C# 3.0 language features are fully available for all platforms, with the exception of LINQ Expression Trees, which are available only on Windows.

What is the Sound Effects feature in XNA Game Studio 3.0?
We've added a new code-based audio API to XNA Game Studio 3.0, which allows you to use the content pipeline to build and load your individual audio assets, and then play them back with a few short lines of code. This API is available on all platforms.

XACT provides a very powerful content-driven approach to audio, and we will continue to support our existing XACT audio API in XNA Game Studio 3.0.

How do I use the new content compression feature?
Content compression is available for Windows and Xbox 360 game projects in XNA Game Studio 3.0. To enable or disable the compression feature for a project, right-click on the project node in the solution explorer, and select Properties. In the window that opens, select the Content Build tab, then either check or uncheck the box marked Compress content pipeline output files.

How do I set rich presence information for my game?
Set the SignedInGamer.Presence.PresenceMode property to a value from the predefined set of rich presence messages available in the GamerPresenceMode enumeration. Some of these messages allow you to set an optional numerical value - set this using the SignedInGamer.Presence.PresenceValue property.

How do I handle safe areas in my game with XNA Game Studio 3.0?
XNA Game Studio 3.0 now provides safe area values to help your drawing stay inside the generally-accepted safe area for most TVs. Use the Viewport.TitleSafeArea property to get a rectangle representing the safe area for the current viewport, or the DisplayMode.TitleSafeArea property which gives you the safe area rectangle for a given display mode (not necessarily your current viewport).

Zune Questions
Will XNA Game Studio 3.0 only work with newer Zune devices?
XNA Game Studio 3.0 currently supports all Zune devices running the Zune 3.0 firmware.

Can I build ccgame files to share my Zune game with my friends?
Yes, You can build .ccgame files for the Zune platform in XNA Game Studio 3.0.

Can I transmit the game to another Zune device wirelessly?
No, you must deploy the game to your Zune through your device connection on your PC, using XNA Game Studio 3.0 to deploy.

How does the wireless support work?
The Zune device can support multiple Zunes that have wireless turned on and are within range of each other. If all the Zunes have the game deployed, and the game is written to work in a multiplayer mode, you can join in and play games with other Zunes.

Can I talk to a webserver or an RSS-feed through the wireless connection?
The Zune wireless connection has no Internet support. It only enables you to play games with other nearby Zunes, along with other standard Zune features (for example, music sharing).

Do I need an XNA Creators Club premium membership to deploy the game?
You do not need a premium membership to deploy the Zune game from your PC.

Are there any limitations on how I can use the music that?s stored on the Zune?
DRM-licensed music cannot be played. Otherwise, you have full access to the music and pictures stored on the Zune.

Does XNA Game Studio 3.0 allow you to create and deploy Zune games in 64-bit mode?
Yes, you can deploy Zune games to the Zune media device if you are running a Windows Vista 64-bit operating system.

What are the input differences between the Zune 30 and newer Zune devices?
The newer Zunes have the new Zune Pad input device that allows users to navigate the Zune interface with touch. The Zune 30 devices only have the capability for button presses. When designing your game, you should make sure that it works with both types of input devices.

What graphical capabilities do I have on Zune?
The Zune supports 2D graphics through the XNA Framework SpriteBatch APIs. Rendertargets and the ability to directly set pixel data to textures enable developers to be creative with their Zune games. 3D APIs and capabilities are not supported on Zune.

How much memory is available for Zune games?
Games on Zune are allowed up to 16 MB for code and content.

Does the Zune support Xbox LIVE?
No, the Zune doesn?t connect to Xbox LIVE. All networking takes place over a local ad-hoc wi-fi network. However, the networking APIs are similar to what is available in XNA Game Studio 2.0.

Will Zune games be able to store XML save data?
Yes. The same System.Xml.dll assembly that is available on Xbox 360 is available on Zune. Likewise, Microsoft.Xna.Framework.Storage is fully supported for save game containers.

When will the Zune be supported in my country?
The XNA Game Studio team has no information about the Zune team?s future release plans. Please visit the Zune team?s Press release page for more information.

Can the Zune play games in landscape mode?
Definitely, but the process isn?t automatic ? you must manually switch the rendering view appropriately.

What do I do if my Zune device is not detected by my PC?
If your device is not detected by your PC, or the Zune software displays a "No Zune Device Connected" message, try following the steps in this Knowledge Base article .

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