
When we pick titles, we do it based on careful market analysis. was there a similar title that did well”? When I talk to developers on the system that complain about sales, I usually ask “What made you think that title would be successful, i.e. This is one of the common pitfalls that I see with developers on the system. It is obvious to me that these developers “get it” and know what works on XBLIG and have chosen to be financially successful there. IOS.īesides myself there are a lot of developers that have made a significant amount of money on the system.

#Id xbox one castleminer z free
Isn’t delivering what the consumer wants the goal of any good marketplace? Some people may argue this is “broken” but if you look at the data, I don’t think you will find anything unusual about this versus any other free marketplace, i.e. Some people may argue that this is unfair, but I would argue that there really isn’t anything more democratic than a system that rewards developers based on consumer choices.
The system is skewed toward the highest sellers, which enter a self propagating system where they get continuous exposure, based on sustained sales. It is true that the vast majority of games on the system make little to no money (I would estimate that probably 90% of games make less than $1000). Myth #1: There is no money to be made on XBLIG. This brings me to the first item on my list: I think this idea sort of stabs at the hearts of people interested in “Indie” game development, where there is a romantic idea that the population is starving for a particular type of game. The reality (possibly a sad one based on your particular perspective) is that the titles that the general population enjoy are usually not the ones that the critics appreciate. As a result they tend to gravitate towards people and stories that validate their perspective. I think this upsets a lot of people that have a more idealistic idea of how a marketplace should work and what titles should be successful. Reviews and media coverage make almost no impact. XBLIG is a very effective marketplace, where customer sales and game interest almost completely drive the success of a title on the system. It seems to me that for a long time people have been gunning for XBLIG to fail for some reason. I thought I would take some time to dispel some of the most common misconceptions about the system.

After reading many of these articles, I am very surprised that the authors don’t seek information from some of the more successful developers on the system. They seem to skew coverage directed at developers that have not been successful, painting a dismal picture of XBLIG. The media seems to do a lot of disproportional coverage of XBLIG. At one point we held 5 slots in the top 20 best selling games. Almost every game I have made has grossed at least a 5 figure return (even our first title “Avatar Avenue”). In general, almost all of my games have either been #1 bestselling titles or at least top 5. My games CastleMiner and CastleMiner Z have broke records, holding the top selling slots for about a year, and have become the highest grossing franchise on XBLIG at over 1.5M units sold. If you take a look at all time top selling Xbox Live Indie Games you will notice 5 of my games in the top 30 3 in the top 10. If you are not familiar with us, here is our list of titles: We are also arguably the most successful developer on the system. DigitalDNA Games is a company that has been making Xbox Live Indie Games exclusively for years now.
#Id xbox one castleminer z full
I am the owner of DigitalDNA Games and I am an ex-pro game developer that now has become a full time Indie game developer.
