XNA: Do It For The Love
After reading an article about the XNA business model being a failure, I wonder if people actually do things for the love and the fun any more.
I'm just starting out in XNA and in all likely hood won't get anything decent working, I just don't have the skill or the dedication for this sort of thing, but I'm certain that the experience will be a fun one.
For those of you who don't know, XNA is Microsoft's games development SDK that allows someone to easily develop for either PC or Xbox360. It's a fantastic idea in contrast to the difficulty small-time Sony developer have getting indie games to market.
I started looking at using XNA to develop a game Idea I have, although I feel that my ambition outweighs my abilities but a good bit, but I'll take a stab at it. I've had a stab at games development before (I may try to convince you I was THE Matthew Knott that worked on Gunship 2000) but nothing like what I have in mind.
Although I would consider putting the game into the Xbox Live Arcade store, it's not an idea drive by profit, but rather by love for the concept and the joy of creating something, if other people enjoy my game, that would be the biggest compliment I've been paid in my life. While delving into the back story of XNA and what sort of cut Microsoft takes, I found this article, which is actually quite interesting if you were looking to make money from your game.
The advice appears to be don't get into XNA if you want to make money, however, the old addage will almost certainly apply. If you make something that you find fun, there's a good chance other people will, and the money will come, but if you enter into the development of a game with purely commercial interests, you'll almost certainly fail.
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