Market Influence
The Xbox 360 marketplace launched in 2005, with PlayStation 3's store following in 2006. Nintendo's WiiWare didn't launch until 2008, the same year the iPhone's App Store and Xbox Live Community Games launched. Microsoft was clearly influenced by these different ecosystems, but went a step further with a nearly-completely community driven process. Microsoft pioneered open console development and continues to lead the way with XBLIG. Though quality output and management of XBLG may be sore subjects, I believe XNA and XBLIG pushed other big-platform decision-makers to consider making more room for independent developers.

XBLIG launched many a successful game studio, starting with Ska Studios, creators of The Dishwasher series, also Zeboyd Games, creators of Cthulu Saves the World, Radiangames with its popular twin-stick series, and Magical Time Bean, creators of Escape Goat, in addition to our own work.
The XNA game forums have more than 500,000 registered users. There are over 2,800 games made with XNA Game Studio for XBLIG.
Games released on XBLIG have cracked millions of downloads, millions of dollars in revenue, and some have even topped a million sales. Dozens of Xbox LIVE Arcade and Steam games such as Bastion, Fez, Dust: An Elysian Tail, and Terraria have used XNA Game Studio in part or in full.

#BecauseOfXNA
Nick Gravelyn, long-time XNA developer and supporter started a hashtag a few days ago, which quickly exploded into hundreds of developers responding with what the platform meant to them. Some remarks centered on business, some on artistic inspiration, and many mentioned having made their first game because of the platform.

The most amazing pair of posts had to be from Ska Studios:

And the simplest but probably most important, echoed by others:

Where Do We Go From Here
Skulls of The Shogun was originally built in XNA and was just released on XBLA. My own Serious Sam Double D XXL was created in XNA and releases to XBLA in mid February. Charlie Murder and Terraria (the XBLA version) are just down the road. While "abandoned", it's still in heavy use. For those that wish to continue using XNA, MonoGame looks to be a solid choice on PC. While there's no spoken commitment yet to bringing XBLIG back to the next Xbox I'm still hopeful Microsoft will have some open-develop option available.

As always, there are options for PC, such as Unity and GameMaker, but for many gamers, PC development doesn't hold the same mystique. Will Android consoles such as the Ouya and the GameStick fill in the gap? Clearly, the issue there is user base. If those consoles fail to sell, it won't be the same opportunity as it is with XBLIG -- having millions of potential gamers being able to play your creations.
Regardless of where the future leads, XNA came at a time when indie games were growing and it helped them grow. Despite being created by a multibillion-dollar corporation, XNA still managed to facilitate volumes of honest game creation and foster new careers in development. XNA will be missed. Let's remember the high notes of open console development and well-designed game libraries as we move forward...
Thank you. It will be missed. It has made its mark in history, and has made indie development what it is today.
|
Thanks, Nathan, for taking the time to write this! It really brings back memories!
Thanks so much for the article. It was a great read.
I've purchased all of "Mommy's Best Games" on XBLIG. What's next for you, Nathan?
We're still working in XNA, but also Java as we're looking at the Ouya. Obviously our next big game is in XNA and will be on XBLA, which is thrilling. After that, a smaller, strange party game for Ouya, then maybe something bigger. I plan to look at MonoGame as well down the road. Seems like it's still maybe a touch rough, but is shaping up nicely.
Obviously, I really, really hope Microsoft offers some way as open as XBLIG for their next console, and that Sony considers it as well.
IMO i'd rather see Microsoft offer the same open development environment and marketplace on the next Xbox as they do today on Windows 8.
This leaves room for projects like MonoGame (http://monogame.net) to support it as well as a bunch of other non-Microsoft platforms.
That it was platform locked to Windows systems was irrelevant as I was never interested in releasing games for smartphones and there was no viable path onto any other console. Being able to release games on the 360 and Windows PC with a very low barrier to entry, not to mention the great tools, is a tremendous boon.
To be honest, I feel glad that I already moved to another platform creating game around 1 year before it announces. But after reading this article, it takes me back to think about the old day making a game with my old team at University, and opens a whole bunch of opportunities.
Yes, you will be missed.
The reality was not quite so enticing, but the PC builds are no slouch. Garbage collection is rarely a problem for a pc, so you can just be sloppy and get things done quick. Need a fast tool? Fire up a winform next to the xna window. Ludum Dare? No problem.
I suppose ending support means killing the xna redist download link at some point? That will be a sad day, but surely by then Monogame will have the 3D side sorted. (go go monogame!)
Although I haven't finished the game I started with XNA, just making things appear on screen and respond to a controller was a fantastic feeling! Plus, I worked in particle physics and had to use code libraries written by physicists having taking a few C++ introductory courses only. Tens of thousands of classes. After using XNA for the first time, I knew that bad documentation and obscure variable names where not necessary :)
The defining aspect of XNA for me was the whole mid-level-concept. You can prototype so easily in XNA, because you get a set of tools (for programmers that is) but not a set of hurdles unlike in full-grown engines like Unity where you get a set of "here-let-me-do-that-for-you-buttons".
I have to admit, I don't have nearly enough experience with Unity to judge that specific engine, but in all my projects with engines I sooner or later encountered the situation where you get stuck because you did not build your project from the ground level but jumped onto a construct that you couldn't know in the beginning and that might or might not fit perfectly.
If you ask me, the number one risk in game developlment is using a toolset that does not really fit your needs. 99% of your tasks will be easier than without a toolset but the last percent might eat up that saved time or even break your back.
XNA offeres less help (no built-in culling, no built-in animations etc.) but on the good side you do not have to rely on black-box code.