Microsoft’s plan to open up its console ecosystem to a wider pool of game developers emerged just two years after the original Xbox launched. And it began with a disc in the post. When the Xbox Live Arcade (XBLA) service launched in 2004, interested players had to request the software from Microsoft. That approach would blossom considerably further, of course, in the Xbox 360 era – something with which Chris Charla was all too familiar. At the time, he was working as a producer at Backbone Entertainment, bringing arcade classics such as Joust, Defender and Robotron: 2084 to XBLA. He soon found himself on the other side of the table, however, joining Microsoft as XBLA portfolio director in 2010, where he quickly realised the company could be doing more to spotlight the work of smaller developers.
As a result, in 2013, ID@Xbox was born with Charla at the reins as programme director. As the service marks its tenth anniversary, it has been part of the launch of over 3,000 games, and paid out $4bn to independent developers. Now, in advance of his keynote at this summer’s Develop Conference in Brighton, Charla tells us how ID@Xbox has evolved, and where it might be headed next.
What motivated the move from XBLA to ID@Xbox a decade ago?
This story is from the July 2023 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the July 2023 edition of Edge UK.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart