Xbox Live Indie Games: no way to make a living
If you want to publish a console video game, there's no easier route than the Xbox Live Indie Games program. But while it's relatively easy to get your game on the service, it's hard to get it noticed. There's a lot of junk on XBLIG, so much so that a group of developers banded together at the end of last year to promote quality indie titles. There have been success stories—like the recently released FortressCraft magazines, the game only managed to sell around 2,000 copies, which Wishnov describes as "a bit of a flop."
The team did manage to recoup the cost of development, but that was largely due to a very successful Kickstarter campaign , which raised $2,600 on an original goal of just $600.
While Wishnov doesn't have any regrets, he explains that Iridium is looking at PC and mobile as potential options for future projects, and would likely only return to XBLIG for a much smaller scale project. Sequence . The former managed to sell around 50,000 copies for $1 each, while the latter moved a little more than 16,000 copies at $3 apiece. Those are impressive numbers by XBLIG standards, but that doesn't necessarily make them satisfying for the development team.
"I think our games could sell a lot better than they did with a better platform and more visibility," Zeboyd's Robert Boyd told Ars. "The sales for Cthulhu Saves the World were particularly disappointing—we put a lot of heart and soul into the game over a significantly longer period of development time and yet that extra effort didn't result in a similar increase in revenue."
In order to test this theory, Boyd will take both games, bundled together, to the PC. The enhanced versions will be available on both Steam and Gamersgate later this month, and one of the main motivating factors appears to be money. Zeboyd managed to raise nearly $7,000 to support development of the PC versions of the games, and is hoping that the much larger PC user base will be a more financially viable platform for the studio's games. While Zeboyd's next game will also be released on both XBLIG and PC, it's likely that the studio will leave Microsoft's indie platform for good after this.
"We'd like to make games for a living and make even more impressive games than we've already made—this isn't possible without more money than we've been making so far," Boyd explained.
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It's those hours that are important: people play mobile games. They play them a lot – and that gives developers more chances to monetise them. The revenue channels for mobile gaming haven't really been figured out yet. It's still a young industry.

Towards the end, he recognised the importance of using digital technology in the classroom, and highlighted the role games can play in teaching: "Computer games developed by Marcus Du Sautoy are enabling children to engage with complex mathematical
While Wishnov doesn't have any regrets, he explains that Iridium is looking at PC and mobile as potential options for future projects, and would likely only return to XBLIG for a much smaller scale project. Sequence took around two and a half years to

But very few companies are able to create games for mobile, social, console, PC and tablet as well as enjoying long-established links to toy manufacturers, sports companies, movie studios, book publishers and the media. Mike Hickey says, "Trans-media

I'm also really keen to hear about the games coming soon that have you salivating. As in January, my Top 10 is a formidable list, and it will no doubt be significant bolstered by many smaller gems from indie developers for the PC, handheld, mobile and
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