A post went up on Joystiq today "Some creators disappointed with XNA Community Games sales" which indicates that developers believe they are not making the kind of sales they were expecting. The service is good as it is, but it's lacking a critical feature: user reviews.
I'll mention from the start that I am in no way associated with Microsoft, and have no stake in XNA succeeding or failing (but as an aside, community manager Kathleen Sanders is a badass). That said, here are 5 ways to improve the sales of community games on Xbox Live.
1) "Dashboard" user reviews - Nothing says "TRY ME" more than 100 other users recommending a product to you. The fact that they're not associated with the product being sold is a bonus to the person at the receiving end of a review. The best example of user reviews that I can think of are the rating systems that iTunes uses. On iTunes I can search for any word, in this example "Nerd Alert" and get an idea of which of the items returned are the most popular. This should not be a written review, rather a 5 star rating that could be used with an Xbox controller very easily.
2) Related Recommendations - It would be nice if there was a place in the community rating which takes into account other games that user has reviewed. Much like Amazon's product recommendation or Netflix DVD Recommendation, there should be a feature that says "It looks like you enjoyed Rumble Massage, 95% of users who enjoyed this application also enjoyed Remote Masseuse."
4) Greater involvement in the game review/preview community - I've never actually seen a site like Giant Bomb or Kotaku or 1up review a community game. I've seen the remote masseuse application show up as a news item, but I've never actually seen these games reviewed by large, or small, gaming review outlets. Perhaps this could be remedied by targeting smaller review blogs, and gifting them Review codes. I also understand it's hard to get "previews" for these games for review because the release schedule is up to the peer review process, but it might be nice to let previewers see a product in it's beta stage, in order to drum up some P.R. for its' release.
5) Internal Advertisements - the problem is that these games are created by users who do not have the P.R. budget of a larger XBLA Game... or any P.R. budget at all. If Microsoft wants to not only provide a place for community games to exist, but also to thrive, they'll have to do advertising out of their own pocket. It's akin to the commercials that Comcast puts on cable TV, or the way a newspaper will sometimes have advertisements for itself in the classifieds. Microsoft owns the billboards, and can put whatever content they want there. If they want more users to download these games, and pay to unlock the full versions, they have to let users know that they exist. The dashboard advertisements are clearly a great way to get more downloads. Major Nelson's podcast is more free billboard space, and could be a good place for gamers and developers to learn more about well recieved XNA games.
It's my hope that Microsoft is already working on some of these suggestions. Of course, I have a few more in mind, but this is just the demo. Please convert your NerdAlert consultant to the full version for unlimited access.
Jonpaul is a media critic at NerdAlertNerdAlert.com. He lives in Portland with his Yorkshire Terrier-Mini Schnauzer-thing "Indiana", and likes those little mandarin oranges that are in season right now.