Well, I'm not sure about the exace semantics of how XNA works, but if the game passes a "community test" of sorts, then it is offered for a price on the Xbox Live Arcarde. As for a stream of revenue, I'm not sure how great that would be. Paying for things over Xbox life is, I must admit, more of a pain then paying for things over the iPhone. I guess the influx of cash would be more limited than that on the iPhone, but I'm sure with time the XNA framework will become just as popular with games on the iPhone... at least, I hope. I'd reccomend a simple port to XNA in the case of considering income: two platforms is better than one.HanClinto wrote:@Sparkworker / RealmMaster: Is there any avenue for monetizing Xbox community games? That seems to be the big attraction of iPhone games -- it's so blazingly easy to make a game and see a revenue stream come in from it.
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