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Thursday, August 17, 2006

Xbox outlines 'YouTube for games'

The software will let non-professionals develop titles and then share them via the Xbox Live online service.
The program will seek to complement a trend that has seen videogames becoming more like film blockbusters, costing up to £20m to produce.
Users will need a PC running Windows XP - or Vista in the future - to operate the tools program, called XNA Game Studio Express.
The tools will be available in trial form from 20 August and there is a $99 (£55) annual subscription.
The boom in videogame development in the UK and US in the 1980s was attributed to teenagers making games on home machines such as the Spectrum, TRS-80 and Commodore 64.
Some basic program skills were still going to be needed for the consumer version if successful titles were to be developed, he said.
Microsoft would regulate the content for appropriateness and intellectual property issues, but users would own their work, he said.
YouTube has become an enormously popular website for video clips - many of which are filmed by users themselves.
Last month YouTube reported that users watched more than 100 million videos per day.
Microsoft said more than 10 US universities, including the University of Southern California and Southern Methodist University, will include XNA Game Studio Express and Xbox 360 development in their curriculum.
User-generated content is not new; it thrives within PC gaming where gamers develop mods of popular games and add content to existing titles.
But producing games for consoles has traditionally been almost impossible because the hardware platform is closed.
Chris Lee, commercial director of FreeStyleGames, said he welcomed the opportunity the tools would give budding game developers.
But he warned that producing DIY titles was far removed from the reality of making professional games.
"I'm concerned that people will think that getting into the games industry is simply a matter of making a few home titles and then working for a professional company."
But Mr Lee agreed that there could be room in the marketplace for professional high-end games and DIY titles.

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