2/24/2019 0 Comments Complete Xbla GamesXBLA Game Collection List. This is a fun two-or-more player game that plays just like the. This is one of the best XBLA games available and is worth every. XBLA Arcade « 4PLAYERs Games Direct Download IXtreme JTAG RGH DVD ISO XBLA ARCADES DLC []. Canadian developer Brian Provinciano spent two months negotiating his contract with Microsoft to get Retro City Rampage on Xbox Live Arcade. It was, to say the least, a tough process - and one that he could have done without. It delayed the creation of the game, but in the end he thought f*** it, and signed on the bottom line. Retro City Rampage was first announced as a WiiWare game. Then, all of a sudden, it was delayed on Wii and coming to Xbox first. Money hats, the Nintendo faithful claimed. 'I got a lot of flaming and hate and trolling from when I announced it was delayed on the Wii because it's coming to Xbox first,' Provinciano tells Eurogamer. 'Everyone thinks I got this big, huge chunk of money from Microsoft. I'm poor and I've got nothing. They haven't given me anything.' So why go with the big M rather than the big N? Put simply, Provinciano had had enough. 'I had been pitching the game, doing documents, vetting all sorts of review stuff for months and months and months,' he recalls. 'The contract negotiation alone was two months for Xbox, trying to negotiate the nickel and dime of it. ![]() It was a really rough process. I'd say a good 85 per cent of developers you talk to have had unpleasant experiences. It's like, stop nickel and diming us. If you just let us make our awesome game it'll be better and it'll make more money for all of us anyway. That's my opinion. 'It's one thing to go through the difficult process of going through the gate and getting your game approved, but once it's approved it's a really rough process of negotiating and trying to get a fair deal for yourself. That's a tough part everyone has to waste time on. In any case, I was talking to a number of other big publishers as well, and some smaller ones. And I was talking with Sony. But it got to a point where I was so drained. 'It was the most unpleasant experience of this whole project. It's like, years and years and years have gone into this and the worst part of it all was doing the contract. I was so drained with it, and so tired. Every day I wanted to finish the game and get the game out the door, but I had to deal with emails and contract negotiation. After all of that time I was like, okay fine, I'm just going to sign it! I just want to get it over with! And so I did.' Provinciano's contract stipulates that Retro City Rampage must not appear on other platforms for a limited period of time. But some other platforms, which he refuses to divulge, are not covered by the clause. 'If I really get screwed on the launch I can put it out on some other platforms immediately, because they aren't covered in the contract,' he says with a glint in his eye. Provinciano's story will be familiar to most who have made or are making games for Microsoft's hugely successful downloadable platform - and even to some who haven't. Take Amanita Design, the Czech Republic maker of enchanting adventure games Samorost, Botanicula and Machinarium, a game due out on PS3 early next year. 'First we wanted to create an Xbox Live version of Machinarium,' Amanita boss Jakub Dvorský says. 'Microsoft contacted us some time ago. They were interested and very nice. But after about half a year of negotiations, they told us they were not interested anymore because they decided they don't want to support games which are not Microsoft exclusive. We had already released the game for Mac and Linux, so they said they were not interested anymore.' Dvorský's experience is in part the result of a. In short, Microsoft reserves the right to not publish games on the Xbox Live if they have appeared on other platforms, such as the PlayStation 3 or Steam, first.
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