Tim Schafer is back in the news today with an interesting revelation in a
great interview on indie game site Hook Shot Inc that gives some insight into how expensive patching an Xbox game is:
“But the indie community is now moving elsewhere; we’re figuring out how to fund and distribute games ourselves, and we’re getting more control over them. Those systems as great as they are, they’re still closed. You have to jump through a lot of hoops, even for important stuff like patching and supporting your game. Those are things we really want to do, but we can’t do it on these systems. I mean, it costs $40,000 to put up a patch – we can’t afford that! Open systems like Steam, that allow us to set our own prices, that’s where it’s at, and doing it completely alone like Minecraft. That’s where people are going.”
This is just one number from a single interview - I'm looking for some more confirmation on that figure from other developers, but indications so far is that it sounds fairly accurate. There are a lot of overheads in the patching process and apparently Microsoft deliberately make it an onerous and expensive process to try to ensure that the out-of-the-box experience is as rock-solid as possible.
The figure highlights the cost of doing business on console and goes some way to explaining why post-release DLC on consoles always comes with a price tag. The comparison on PC - where you can get sites like us that will practically beg to let us distribute your patches and updates for free - is pretty striking.
Posted 07:32pm 15/2/12
Posted 07:44pm 15/2/12
Only article I can find. They may have changed policy by now but I doubt it.
http://multiplayerblog.mtv.com/2009/03/20/sony-now-charging-publishers-for-ps3-downloadable-content/
Posted 07:47pm 15/2/12
Interesting angle to the digital distro model I hadn't considered before.. I imagined that the cut apple takes from the sales would have been 'enough'
Posted 07:54pm 15/2/12
Oh the irony that even upon buying a brand new MS game on the day it launches and when I put it in it tells me there's an update. I bet MS don't pay themselves to put up their own patches to their own games.
Posted 09:15pm 15/2/12
Perhaps Microsoft see the fee as incentive to make sure your bugs are squashed prior to shipment.
Posted 09:17pm 15/2/12
Posted 09:36pm 15/2/12
I bet they do. The business units act independently of one another; so the marketplace business unit just sees this as an opportunity to make more $. Ultimately it's just pushing money from one account to another internally, but all the same there will be people who have bonuses riding on hitting a number - and they'll be getting it however they can; even if it means charging an internal customer through the nose.
Posted 11:22pm 15/2/12
Posted 11:29pm 15/2/12
Posted 08:25am 16/2/12
Posted 10:22am 16/2/12
Its pretty easy to fail certification too, the requirements are insanely anal, like I remember on Looney Toons in one of the save dialog boxes we referred to the system as "Sony PS2" instead of "Sony Playsytation 2" and Sony failed us on certification because of that. Theres pages and pages and pages of requirements you have to meet, its an absolute pain in the ass, so yeah I'm not suprised indie devs look to publish on platforms where they don't have to deal with that s***.
Posted 10:39am 16/2/12
Posted 10:46am 16/2/12
I can understand indie developers on a shoestring wanting to avoid a bill like that if it's not necessary though. It's unfortunate that there was no breakdown on costs, so it's difficult to say whether that figure is good value or not.
Posted 11:34am 16/2/12
Posted 11:50am 16/2/12
Posted 06:30pm 16/2/12