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EpicRandy said:
Ryuu96 said:

The Monitoring of Behavioural Remedies.

[...]

4.4 Adjudicator. Microsoft proposes to appoint an Adjudicator to (i) ensure compliance with the parity provisions of the remedy, with the assistance of an Objective Third Party Assessor - see section 4(ii) below; and (ii) resolve any disputes which arise in relation to Microsoft’s compliance with the undertakings – see section 4 (iii) below. The Adjudicator will be appointed at Microsoft’s own expense and will be agreed with the CMA. The Adjudicator will be suitably qualified for the role and will be required to have sufficient expertise of the gaming industry. In the case of any instances of noncompliance, Microsoft agrees to be bound by any directions or requests as may be reasonably required by the Adjudicator. Microsoft notes that an adjudicator role of this nature has been provided for in undertakings accepted by the CMA in previous cases including Bauer Media Group, Macquarie UK Broadcast Ventures / National Grid Wireless Group and Carlton/Granada.

In other words no aunties and grannies appointed by a purely political process that are easily influenced by anyone's opinions like the CMA ;) 

Ryuu96 said:

The Monitoring of Behavioural Remedies.

[...]

G. The Parity Decision may impose reasonable conditions which Microsoft must comply with before, or (if the Adjudicator considers it appropriate) as soon as reasonably practicable after, launching the CoD title. In serious cases of noncompliance, the Adjudicator will have the power to delay the release of the CoD title until appropriate steps have been taken to ensure compliance. The Adjudicator will have regard to the impact of any differences between the Xbox and PlayStation versions on the gaming experience for Xbox and PlayStation gamers in determining whether the parity provisions are complied with. Material differences will only be permitted if these are due to material platform limitations on the relevant PlayStation platform or solely caused by Sony.

So Xbox Series X can still benefits from slight boost in performance and/or resolutions based on the hardware limitation without it being considered a breach of parity. 

Do you know if all of this is conditional to Sony signing the deal with MS or both MS and the CMA are basically side stepping Sony's to ensure the game continue on PS consoles?

Ryuu96 said:

^ How the hell can CMA look at that and say "not good enough" Lmfao.

Goddamn Microsoft...

Edit - Cleaned it up a little, worth a read.

Just wait for the article to come out, the same few suspect will inevitably come and tell US how much a victim Sony still remain.

Anyway great read, what an extensive resolution offered by MS, my confidence is once again really high for the deal (70%+) cause I don't see a way to block the deal without acting solely as a Sony lobbied partisan entity which would likely get sever criticism from the CAT were it to go there. 

I think it doesn't matter if Sony signs it, these are basically Microsoft's proposals to the CMA and it's up to the CMA to accept. Sony doesn't have to sign anything and they'll still come out of this with these conditions due to the CMA enforcing them on their behalf.

I also agree, my confidence in the deal passing has increased, I think it's now more likely than not (again), Lol. There's a lot of momentum in Microsoft's favour recently and it's becoming very hard for CMA to justify a block, it even looks like CMA is more open to behavioural remedies than we originally thought.

So if I understood this right, Microsoft is proposing to pay for 3 people to monitor this deal, a Adjudicator, a Monitoring Trustee and a Objective Third Party Assessor to monitor the technical aspects on behalf of the CMA so CMA wouldn't have to do anything nor pay for anything, Lol. Whilst also giving the Adjudicator the power to literally block CoD from releasing if Microsoft breaches the parity terms.

Pretty damn thorough.

They also mention Digital Foundry once, I think they might be the "Objective Third Party Assessor" to monitor the technical aspects...I feel sorry for DF if that is the case, you know the fanboys will be out in force whenever DF says a 3rd party runs better on Xbox, Lmao. It'll be "OMG DF IS BIASED! THEY'RE FUNDED BY MICROSOFT!"

Microsoft really put down some of CMA's sillier arguments whilst at the same time offered great solutions and CMA spent the majority of the time listening to this and going through these solutions, makes it a bit harder to call now, sure they have an obligation to listen to the proposals but they don't have to listen for long/the majority of the time going through it in such detail.

Last edited by Ryuu96 - on 21 March 2023

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Ryuu96 said:
EpicRandy said:

In other words no aunties and grannies appointed by a purely political process that are easily influenced by anyone's opinions like the CMA ;) 

Ryuu96 said:

The Monitoring of Behavioural Remedies.

[...]

G. The Parity Decision may impose reasonable conditions which Microsoft must comply with before, or (if the Adjudicator considers it appropriate) as soon as reasonably practicable after, launching the CoD title. In serious cases of noncompliance, the Adjudicator will have the power to delay the release of the CoD title until appropriate steps have been taken to ensure compliance. The Adjudicator will have regard to the impact of any differences between the Xbox and PlayStation versions on the gaming experience for Xbox and PlayStation gamers in determining whether the parity provisions are complied with. Material differences will only be permitted if these are due to material platform limitations on the relevant PlayStation platform or solely caused by Sony.

So Xbox Series X can still benefits from slight boost in performance and/or resolutions based on the hardware limitation without it being considered a breach of parity. 

Do you know if all of this is conditional to Sony signing the deal with MS or both MS and the CMA are basically side stepping Sony's to ensure the game continue on PS consoles?

Just wait for the article to come out, the same few suspect will inevitably come and tell US how much a victim Sony still remain.

Anyway great read, what an extensive resolution offered by MS, my confidence is once again really high for the deal (70%+) cause I don't see a way to block the deal without acting solely as a Sony lobbied partisan entity which would likely get sever criticism from the CAT were it to go there. 

I think it doesn't matter if Sony signs it, these are basically Microsoft's proposals to the CMA and it's up to the CMA to accept. Sony doesn't have to sign anything and they'll still come out of this with these conditions due to the CMA enforcing them on their behalf.

I also agree, my confidence in the deal passing has increased, I think it's now more likely than not (again), Lol. There's a lot of momentum in Microsoft's favour recently and it's becoming very hard for CMA to justify a block, it even looks like CMA is more open to behavioural remedies than we originally thought.

So if I understood this right, Microsoft is proposing to pay for 3 people to monitor this deal, a Adjudicator, a Monitoring Trustee and a Objective Third Party Assessor to monitor the technical aspects on behalf of the CMA so CMA wouldn't have to do anything nor pay for anything, Lol. Whilst also giving the Adjudicator the power to literally block CoD from releasing if Microsoft breaches the parity terms.

Pretty damn thorough.

They also mention Digital Foundry once, I think they might be the "Objective Third Party Assessor" to monitor the technical aspects...I feel sorry for DF if that is the case, you know the fanboys will be out in force whenever DF says a 3rd party runs better on Xbox, Lmao. It'll be "OMG DF IS BIASED! THEY'RE FUNDED BY MICROSOFT!"

Microsoft really put down some of CMA's sillier arguments whilst at the same time offered great solutions and CMA spent the majority of the time listening to this and going through these solutions, makes it a bit harder to call now, sure they have an obligation to listen to the proposals but they don't have to listen for long/the majority of the time going through it in such detail.

Pretty sure MS have a lot to thanks the UK development scene for their recent view on the deal, while I'm sure there were more respondent than those exposed by the CMA if they had one that was unfavorable to the deal they would likely have divulgated also if only to contrast favorable views. I'm sure it gave CMA a little more openness to dialog with MS and accept behavioral remedies as well as giving Microsoft more credibility with their assertion of the market. 

For Digital foundry, if ever they were the one chosen I don't think there should be any issue. Like mentioned all this procedure would be confidential and DF would likely be constrained not to use any of their work on the process with their public channel. Essentially forcing them to do the work twice and so they would likely expand a second independent team (if they don't already have one) that operate solely in B2B and may not even operate under the DF name.

Last edited by EpicRandy - on 21 March 2023

gtotheunit91 said:

Very nice to see how GamePass is influencing the industry to shift from copy sold metric to unique player count.





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Love the original crash trilogy, love CTR, love crash 4, even love crash bash. But I can't see Crash Team Rumble being anything but a colossal flop. That it's not f2p is mind blowing to me. It looks so shallow.

It's going to bomb hard.

No one was clamouring for a 4v4 GAAS crash bandicoot arena game.



GDC 2023: Looking Back at 10 Years of ID@Xbox 

GDC 2013 was tough for independent developers and Xbox. It was clear that the way we were working with indie devs – which had seemed so progressive and groundbreaking just five years earlier when 2008’s “Summer of Arcade” launched indie games into the gaming mainstream with titles like Castle Crashers, Braid, and Geometry War: Retro Evolved 2 – was just not working. The indie dev scene was growing faster than anything we’d ever seen, and our business processes and back-end just couldn’t keep up. And devs knew it, and they were not happy. 

As we looked ahead to the future, it was clear that indie games and independent developers were crucial to our strategy of providing Xbox players with the broadest variety of content to play. So at GDC 2013, we took it on the chin when devs took swipes at XBLA and Xbox, and we got down to the hard work of listening, suggesting ideas, taking feedback and listening some more. Things had to change. 

Over the summer of ’13 we worked hard to develop a new program at Xbox, one that would address the needs of devs in 2013, as well as be able to grow to address the continually changing and growing needs of the indie dev community. The program (after three name changes in the week before we announced it at Gamescom 2013!) was ID@Xbox, and we’re celebrating our ten-year anniversary this year. 

I don’t ever like to declare success, especially when I see how much more we have to do, but ten years on, I think we’ve done a pretty good job so far with ID@Xbox. 

We’ve enabled more than 3,000 games to ship on Xbox from independent developers (more than the total number of games that released on the original Xbox and Xbox 360 combined), onboarded more than 5,000 developers into the program, and paid developers more than four billion dollars. Let’s talk more about Game Pass in a sec, but first – wow! Four billion dollars is really a lot of money! It’s such a testament not only to the power of videogames as an entertainment medium, but the power of independent development, our fans and players, and proof that when you listen and work to empower developers, good things happen. 

Our first goal in the program has always been to make shipping games on Xbox as straightforward and easy as possible, whether that’s technically getting a build working on Xbox, working through the backend store provisioning work, or signing a contract. We still work on this goal every day.  But we are also keen to listen to other needs our devs have, and to respond – that’s how we introduced self-publishing in the first place!  

Over the years, several programs have started at Xbox in direct response to independent developers’ feedback, from our early access program, Xbox Game Preview, to cross-platform play with friends on PC and other manufacturers’ consoles, as well as cross-progression, so players’ progress in a game elsewhere can carry over to Xbox. That last one took a minute to happen, and we thank all the devs who worked closely with us to make it happen in a way that was robust and safe for our player community. Ironically, we’ve even enabled retail disc publishing for developers in ID@Xbox, Xbox’s digital self-publishing program. This retail program is still in the pilot phase with a limited number of partners, but developers can make physical versions of their games with only a low “minimum order quantity” of physical units from Xbox. We look forward to rolling this out to more broad participation in the near future (devs, please watch for our April newsletter for more info here). 

We’ve also been excited to help developers participate in programs such as Game Pass, which help them find audiences as much as they help players find their new favorite games. One thing that’s become clear as the ID@Xbox program has grown, especially over the last few years as the pandemic curtailed travel, is that it’s become hard for us to know every developer in the program, and that can make it a challenge for devs to share their concepts with us. When we hear a dev say, “I don’t know who to talk to at Xbox,” we wince, because while we want to be as accessible as possible, clearly this is a place where we can be doing better. This GDC, we’ve booked more than 200 meetings, but there are still dozens and dozens of partners we’d love to meet with that we haven’t been able to find time to schedule, to say nothing of the amazing, serendipitous encounters that make events like GDC so magical. 

Meeting partners new and old and looking at games is one of the most amazing parts of getting to work on a program like ID@Xbox, and we’re never going to slow that down. But to ensure all developers get equal access to decision makers at Xbox, and to provide faster feedback to developers on concepts submitted – especially for Game Pass deal evaluations – we’re going to be launching a new process that provides a template that has all the info developers need to submit a concept for deal consideration, and that will be looked at by the key decision makers from our Game Pass, business development, ID@Xbox and Portfolio teams.  

This will help ensure that whether a developer knows someone at Xbox personally or not, they can get their game into deal consideration quickly. And that will help us ensure we continue to bring the widest variety of games to our players on Xbox and in Game Pass – as well as meeting lots of new developers! Of course, this process will require a mutual NDA to ensure folks’ IP rights are protected. We’ll have more details to share in the April ID@Xbox newsletter. If you’re not a member, now is a great time to join at xbox.com/id! 

Ten years on from the dawn of ID@Xbox, one thing is crystal clear – games from independent developers are foundational to the Xbox offering, and this GDC we’re excited to talk about our efforts to ensure that players get to experience games and stories from the broadest number of Creators too, with the ID@Xbox Developer Acceleration Program. We’re also excited to meet with developers in person, keep listening and keep planning how we can improve our offerings for independent developers on Xbox, whether that’s through discovery improvements, promotional amplification, sharing more data to help developers maximize their success on our store, or ways we haven’t even considered yet. We hope everyone has a great show – there’s so much more for us to do and we can’t wait to get started! 

GDC 2023: Looking Back at 10 Years of ID@Xbox   - Xbox Wire



The New ID@Xbox Developer Acceleration Program Will Empower Underrepresented Creators

Xbox has set out to reach billions of gamers, which means creating gaming experiences that appeal to new audiences. Because players expect new stories, experiences, and mechanics, we are actively seeking out and empowering developers with unique perspectives to create games that appeal to the diverse audiences on Xbox. 

In 2019, we saw an opportunity to bring more games to Xbox from underrepresented creators. The team took action by carving out funding to ensure that new developers with diverse perspectives and unique content had the resources needed to bring their games to Xbox. More specifically, we offered non-recoupable funding to help teams offset the cost of porting their games. This effort has since helped 100 emerging independent developers offset the cost of bringing their games to players on Xbox, allowing players to enjoy titles like Onsen Master, ValiDate and Paper Ghost Stories 7PM

Today, we are publicly announcing the ID@Xbox Developer Acceleration Program. The program’s mission is to empower underrepresented creators with the resources and information needed to bring their creativity, innovation, and originality to Xbox. We aim to achieve this mission by focusing on the following areas.  

Porting: For emerging developers the investment required to release on multiple platforms can easily conflict with other priorities such as further development, polish, or marketing. For this reason, the funding offered by the Developer Acceleration Program is non-recoupable and does not require exclusivity or company equity. Instead, it is intended to help developers find success on the platform by offsetting their porting investment. Offers are unique to each developer’s situation and take into account the developer’s need and experience. 

Information: In addition to funding, participating developers gain access to information and best practices in the form of monthly webinars called Green Room events where developers engage with members of team Xbox covering topics like game lifecycle, marketing tips, certification prep and more. These topics are not exclusive to the program, but the goal is to create an environment where new teams can connect directly with subject matter experts and ask questions in an open and welcoming environment. 

Prototypes: Many underrepresented developers have lacked access to resources and networks to get their ideas off the ground. The Developer Acceleration Program is piloting a prototype initiative with the goal of partnering with a small number of promising developers with great ideas and offering the funding and support needed for the teams to create a prototype that accurately communicates their vision. The funding offered is non-recoupable. 

We are excited to announce the program as a way of ensuring that we are reaching the developers that most need our support. By removing longstanding barriers to entry for creators and normalizing diverse storylines and characters in gaming, both players and developers win.  

The types of developers that we seek to support includes but is not limited to developers who are led by those from Black, Indigenous, Latino or LGBTQIA+ communities, women, developers with disabilities, developers from emerging markets or teams with unique perspectives. This also includes independent developers working on a game that responsibly centers the experience around diverse characters or that prioritizes accessibility. 

The New ID@Xbox Developer Acceleration Program Will Empower Underrepresented Creators  - Xbox Wire

Last edited by Ryuu96 - on 21 March 2023



Microsoft Flight Simulator: Famous Flyers #5 - Available now - YouTube