Microsoft Can Pocket Up To 60 Percent Of Revenue From XNA Titles

by Mike Bendel on March 30, 2009 @ 2:03 pm


Update: As a clarification to the original article, the described advertising cut is currently not an immediate factor, as all XNA developers are receiving 70 percent of profit regardless of whether their game was given a feature spot or not. However, if Microsoft begins to impose fees on advertising, the situation could change. For now, though, the cut remains as a flat 30 percent across the board.

Microsoft is taking in a large chunk of revenue from titles released through its XNA Community Games label — as much as 60 percent, according to developer Mommy’s Best Games. This is giving developers little room to recoup development costs or fund future efforts, especially if sales are less than stellar.

President Nathan Fouts lamented over sales figures for the company’s well-received XNA effort Weapon of Choice, revealing that it pushed only 10,000 units, placing revenue stream in the category of “that hurts.” Based on what was spent during development, 20,000 units and above would be palatable according to Fouts, but he does not anticipate sales picking up all of a sudden, seeing as the title was released four months ago.

Fouts explains that Microsoft imposes a baseline cut of 30 percent and a potential 10 to 30 percent on top of that for advertising fees. This is all in addition to paying for royalties, taxes, as well as hardware and development costs.

It’s clear developers on XNA have it tough, and the fact that the Community Games section is a relative unknown to most 360 owners isn’t helping one bit.

Big fish in a shallow pond [Mommy's Best Games]

Follow this author on .

Read moreXbox Live Community Games Not Financially Viable, Says Clover DevMicrosoft Entertainment Division Sees Record Year, Q4 Revenue Up 30 PercentRumor: Microsoft Slashes Indie Royalties Down To 35 PercentTake-Two: GTA IV Ships 11 Million, Sales Hit 8.5 Mil UnitsMicrosoft To Cut 5,000 Jobs

Comments
jx233 says:

Is homebrew development allowed on the Xbox 360 using the XNA SDK?

x3sphere says:

Yeah it is. I believe the SDK is licensed out for a yearly fee, and any games created with it can be sent to MS for inclusion on Xbox Live. You can find more info here: http://creators.xna.com/en-US/

jx233 says:

Thank you, but I was just curious about it. I wasn't really planning to develop for the 360.

Unless Microsoft allowed kernel mode homebrew... 8)

the_zman says:

All developers are keeping 70% of the gains so far. Microsoft can CHOOSE to take an extra 10-30% if and while they give you extra promotion - which should map into lots of sales. Nathan has updated his blog with that clarification now.

Your blog title while possibly technically correct in the future is not currently correct. Of course you probably don't care - its all about sensational MS bashing headlines right?

If you have any more questions feel free to drop me an email zman@thezbuffer.com (XNA Game Studio MVP). I'd be happy to fill you in on any details you would like to know.

x3sphere says:

@the_zman: Thanks for the clarification. I have amended the original article. This wasn't an attempt to slag off Microsoft, just seems the facts were a bit mixed up.

you say:

Login with your username and password below. New User?





Quantcast