lolfaqs / Member

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M$ takes up to 60% of revenue from developers who sell games on Xbox Live.

http://www.gamesindustry.biz/articles/Microsoft-takes-up-to-60-per-cent-of-Community-Games-revenue


The developer's president, Nathan Fouts, received the sales data for the company's XNA title, Weapon of Choice, describing the results as "sobering", with less than 10,000 units sold, stating "that hurts".

In hisblog post, Fouts explained that Microsoft takes a baseline cut of 30 per cent and remittance rate, plus an additional 10-30 per cent cut for advertising. This put the developer under strain, he explained, as it also pays for membership, software licenses, hardware and marketing as well as royalties to contractors.

"What all that means to our bottom-line, we do not yet know, but it does not feel great," he wrote. "Maybe rational people hang up their keyboard and call it quits. But if you played Weapon of Choice, you realise we're far from rational."

http://www.joystiq.com/2009/03/30/one-creator-disappointed-with-xna-community-games-sales/

If indie devs thought that XNA Community Games would be the ticket to untold riches well, let's just say they may not want to toss their name tags and hairnets just yet. Mobeen Fikree, the force behindcaffeine monster software, revealed his XNA sales numbers, which he deemed disappointing. Of the 7595 downloads his gameDUOtrixhad received, only 157 were converted into full purchases, a conversion rate of around two percent. Unsurprisingly, Fikree doesn't think its an issue with his game's quality, rather blaming the lack of a user-rating system that allows the best games to rise to the top.