2008년 05월 21일
Xbox Live 아케이드 담당 David Edery 인터뷰
http://www.gamesindustry.biz/articles/xbox-live-arcade-s-david-edery
인터뷰 전문은 위의 링크를 참고 하시기 바랍니다. 그나저나 라이브 아케이드 용량 제한이 350메가로 다시 증가했네요.
Xbox Live Arcade's David Edery
The last time GamesIndustry.biz spoke with Xbox Live Arcade's David Edery he told us how excited his team were about the possibilities of getting user-generated content on Xbox Live. Since then, at GDC 2008, the company revealed its Community Games initiative, where through development tool XNA anyone from indie developers to keen amateurs will be able to create modest titles for the service and see them rated by users and creators.
At the recent Nordic Game event in Malmo, Sweden, Edery expanded on the integration of XNA titles into the Xbox Live Arcade portfolio, how he hopes these titles will differentiate Microsoft's download service in the face of increased competition from Nintendo's WiiWare and Sony's PSN, and how a left-field idea could become the next big thing in games.
Q: And you're upping the size of Xbox Live Arcade games as well to 350 megabytes?
David Edery: Yeah, it's a steady progress. We've been listening to our partners, listening to our customers to try and get a feel for what's right. We don't want the size limit to hit the roof because we think there's some value in promoting small pick and play experiences that don't cost USD 20 million, it's good for the ecosystem.
Q: How about scheduling of titles – how far ahead are games lined-up for release?
David Edery: We have a big backlog but one thing we've found is that precisely because we've been working with a lot of independent developers or those making a console game for the first time, they may target September 2008, but they'll miss it by a year. We have a big pipeline, and I bet you something that we may have announced from small indies in the past three months – you won't see it for the next two years.
인터뷰 전문은 위의 링크를 참고 하시기 바랍니다. 그나저나 라이브 아케이드 용량 제한이 350메가로 다시 증가했네요.
Xbox Live Arcade's David Edery
The last time GamesIndustry.biz spoke with Xbox Live Arcade's David Edery he told us how excited his team were about the possibilities of getting user-generated content on Xbox Live. Since then, at GDC 2008, the company revealed its Community Games initiative, where through development tool XNA anyone from indie developers to keen amateurs will be able to create modest titles for the service and see them rated by users and creators.
At the recent Nordic Game event in Malmo, Sweden, Edery expanded on the integration of XNA titles into the Xbox Live Arcade portfolio, how he hopes these titles will differentiate Microsoft's download service in the face of increased competition from Nintendo's WiiWare and Sony's PSN, and how a left-field idea could become the next big thing in games.
Q: And you're upping the size of Xbox Live Arcade games as well to 350 megabytes?
David Edery: Yeah, it's a steady progress. We've been listening to our partners, listening to our customers to try and get a feel for what's right. We don't want the size limit to hit the roof because we think there's some value in promoting small pick and play experiences that don't cost USD 20 million, it's good for the ecosystem.
Q: How about scheduling of titles – how far ahead are games lined-up for release?
David Edery: We have a big backlog but one thing we've found is that precisely because we've been working with a lot of independent developers or those making a console game for the first time, they may target September 2008, but they'll miss it by a year. We have a big pipeline, and I bet you something that we may have announced from small indies in the past three months – you won't see it for the next two years.
# by | 2008/05/21 01:38 | Xbox 360 | 트랙백 | 덧글(0)





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