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For Microsoft, indies aren’t Game Pass extras. They’re the future of Xbox

Xbox may be about as corporate a brand as you can find, but it’s been a surprisingly vital platform for independent developers. That dates back to the Xbox Live Arcade days of old, when small developers were given a place to easily publish their projects on consoles. Rather than pulling away from those days, Xbox has only doubled down on its relationship to indies in the years since through initiatives like ID@Xbox and a Developer Acceleration Program designed to help underrepresented developers get their games out.

Over the past few months, the brand has been on a global tour to reach small developers directly and court them to Xbox. That effort would take the company to New York City on November 18, where Xbox leadership would speak to local developers and students about how to submit to their programs (the event would also feature a questionably timed speech from New York City Mayor Eric Adams amid an FBI investigation into his campaign funds). It’s clear that Microsoft is investing a lot of time and money into signing deals with small developers, but why make the effort when it could comfortably thrive just by publishing major titles through acquired publishers like Activision Blizzard and Bethesda?

To answer that question, I sat down with James Lewis, head of the ID@Xbox Developer Acceleration Program, at the event. Throughout our conversation about Xbox’s history with indies and the independent scene at large, Lewis emphasized the importance of supporting small developers. It isn’t just about making money, but creating a more sustainable future for studios that need that first shot to prove what they’d be capable of with more resources.

“In my mind, we need to always be aware of who are the most vulnerable out there and are we doing the work that we can to ensure that they have opportunities for success as well,” Lewis tells Digital Trends.

Supporting innovation

If you’ve paid close attention to the Xbox brand over the past decade, you’ll have noticed that indie games have become more central to the company’s mission. While lots of attention goes toward major games like Starfield, Xbox routinely uses indies to fill in the gaps between major releases, keeping Game Pass stocked with a steady supply of new releases. That’s made possible by ID@Xbox, which launched in 2014. The program is designed to help smaller developers publish their titles on Xbox by providing tools and support to help reduce friction. For Lewis, that’s an important task when it comes to moving the industry forward.

“To me, independent developers represent innovation in the industry,” Lewis says. “There’s tech innovation and things like that, but then there’s also innovation in representation and storytelling. And I feel like I’ve seen a lot of our independent developers be able to take risks to tell stories you haven’t seen before … I can see some other teams not wanting to try that story, but independent developers are telling the stories that matter to them and reaching more gamers.”

Eric Adams poses with Xbox team members.
New York City Mayor Eric Adams poses with Xbox team members at Xbox’s Discovery Day event. Xbox

ID@Xbox has been a major piece of Xbox’s strategy for nearly a decade now. The banner has shipped over 3,000 games from around 5,000 partners at present. While that’s impressive, Lewis and the team still felt like there was more work to do to push Xbox’s missions further. The company would have to put its money where its mouth was when it came to diversity.

“Back in 2019, we asked how we could make sure underrepresented developers also could feel empowered to bring their games to the platform,” Lewis says. “There’s this mantra that we go by that if you don’t intentionally include, you will unintentionally exclude. So, how can we be very intentional in making sure underrepresented developers knew about Xbox, had opportunities to bring their games to Xbox, and that we were helping them?”

That mentality gave birth to Xbox’s latest initiative: the Developer Acceleration Program. Announced at this year’s Game Developers Conference, the program extends the mission of ID@Xbox by offering support to underrepresented developers. While still new, it’s already helped provide funding to smaller titles like this year’s hit El Paso, Elsewhere.

This is their first game; what happens with their second and third?

The Xbox Discovery Day event in New York City was largely built around giving that initiative more visibility. Lewis, along with other members of the Xbox team, gave developers and students on hand a deep look into how the program works and who qualifies for it. It almost felt like a recruiting event, with Xbox trying to scout new creators. Though finding the next great game maker is only one step in the process; actually getting their game made is an entirely different challenge.

“We’re not just helping developers port their games to Xbox, but helping teams get their ideas off the ground,” Lewis says. “So, that’s why it’s so important for us to pilot this prototype initiative where we’re directly supporting studios. That’s the next step. Once we help teams become more sustainable and build prototypes, I think that puts us on a path for studios to, five years from now, build their best game yet.”

Planning for the future

During my conversation with Lewis, it becomes clear that both ID@Xbox and the Developer Acceleration Program are forward-thinking initiatives. The games that come through them aren’t always the most polished, buzzworthy titles — and they’re not always supposed to be. For Lewis, programs like this are about building to a longer-term success for both the developer and Xbox.

James Lewis stands in front of an Xbox logo.
Xbox

“When I think about a lot of the games coming through our program, I’m looking to that future,” Lewis says. “This is their first game; what happens with their second and third? Those are the games where maybe they’re going to first-party publishing at that point because they’ve reached a level of success. But we don’t get to that point if we don’t start it here when they’re at game one and trying to find their path onto the console.”

During the Discover Day event, Xbox doubled down on the idea that it wants to provide the right tools to make that happen. Curiously, Lewis quickly referenced AI during one of his talks as a way Xbox is helping indie devs. That mention came shortly after Microsoft announced it was partnering with Inworld AI to create new tools for its studios that could assist with dialogue and narrative. The announcement was met with mixed feelings, especially from the same indie developers Xbox aims to support. Immortality director Sam Barlow would poke fun at the announcement, giving a list of things that would actually empower him as a creator, including “better discoverability” and “free health care.”

Things that would empower my creativity as a designer:
– Free healthcare
– Better discoverability
– A mobile market that hasn’t eliminated premium games from existence
– Fixing R&D tax amortization
– Making billionaires illegal

— Sam Barlow 🔥 IMMORTALITY (@mrsambarlow) November 6, 2023

When I asked Lewis about the resistance from indie developers, he was careful not to get too specific about how Xbox plans to use AI. Instead, he said the goal of tools like that is to give developers more “options” when it comes to creating their games.

“We’re trying to do our best to provide options to our developers,” Lewis says. “Anything that we can do to make the process development easier is what we’re looking to do. A lot of this is ‘Hey, here are some options.’ And some options may be better for some teams than others, but we want to make sure we’re providing ones that can ease the process as much as we can.”

While that move could create friction within its community, it’s consistent with Xbox’s current goal when it comes to indies. The keyword for Lewis is growth. That’s reflected in a few different facets of the business. There’s financial growth, but there’s also the growing expectations from Xbox players who want more games and a greater variety of them. Investing in indies helps Xbox accomplish those goals “This is not something we can do by ourselves,” Lewis says.

Being seen is the most important thing.

But what’s more important is how games coming through ID@Xbox and the Developer Acceleration Program can help the wider industry grow. When discussing what success looks like for these initiatives, Lewis doesn’t mention sales or Game Pass subscriptions. Instead, he focuses on the more human goals of the creators that have come through the programs.

“The ways that we can support our teams to continue to grow as we grow is important,” Lewis says. “Sometimes we talk to some developers who come through the program and we ask how they measure success. Sometimes they say ‘we want more awareness and empathy for the current thing we’re talking about in our game.’ For them, being seen is the most important thing. For that to be their leading answer tells me something about why they’re doing this.”

It’s those goals that underline the importance of indie development and why Xbox is eager to support it. Big-budget releases like Starfield will always be the games that get Xbox consoles into homes, but the idealistic hope is that players naturally gravitate toward those more meaningful, personal experiences once they’re in Microsoft’s ecosystem. It’s a long shot, but perhaps one day we’ll see a world where a game like Venba is as important to Xbox players as Halo.

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Giovanni Colantonio
Giovanni is a writer and video producer focusing on happenings in the video game industry. He has contributed stories to…
Play Xbox Game Pass’ weirdest game before it leaves on September 30
weird west leaving game pass september 2023 art

Earlier this year, Arkane Studios disappointed on Xbox Game Pass with Redfall, a game that dropped much of the studio’s immersive sim expertise for an underbaked multiplayer adventure. But what if I told you that the person who founded Arkane and helped create series like Dishonored had left the studio prior to Redfall and made an excellent immersive sim that is also available on Xbox Game Pass?
Well, that actually happened, and the game in question is Weird West.
In March 2022, former Arkane Studios founder Raphaël Colantonio released Weird West under the newly formed WolfEye Studios. While it swaps out a third-person perspective for an isometric one, Weird West is a joyfully odd supernatural Western game that manages to tap into the immersive sim design philosophy that made many of the games Colantonio worked on excellent.
Unfortunately, Weird West is leaving Xbox Game Pass on September 30, so we recommend you give it a shot before it’s gone.
Embracing the weird
Surprisingly, there aren’t a lot of games set in the Wild West, and even fewer that lean into creepy, supernatural elements like Weird West does. The game’s world is full of supernatural cults, magic, and creatures like pigmen, zombies, and werewolves. Its story is told across five distinct campaigns, starting with one about a retired bounty hunter whose child is killed and husband kidnapped, setting her off on an adventure to get them back.
The individual stories of all five of Weird West’s playable characters are emotionally captivating and quite distinct from each other. That’s very noticeable as soon as you jump over to the second story, which follows a human turned into a Pigman. Still, it’s a living and reactive world, so decisions made and characters killed in an earlier character’s journey do have an impact on subsequent characters’ adventures; you can even find and recruit characters that you previously played as.

It’s here where Weird West’s immersive sim roots start to shine, as a lot of emergent narrative moments with impact feel crafted by the player. This carries over into gameplay, which is done from an isometric perspective. Like Arkane’s best games, there are always multiple solutions to any objective, and going in with guns blazing isn’t always the best option. Instead, players are encouraged to stealth around, sweet-talk characters, and even use some magical abilities if the playable character can learn them as they progress through a character’s journey.
With these more dynamic elements, the isometric perspective, and the narrative focus, Weird West can feel like as much of a CRPG as an immersive sim at times. As such, it might be an enjoyable follow-up to Baldur’s Gate 3 for players finally coming off that lengthy RPG. At the very least, if you enjoy games that emphasize player freedom and also find novel ways to make it influence the game’s broader narrative, then you’ll enjoy Weird West.
The game had some technical issues and rough edges when it was first released, so it has flown under the radar. Most of those have all been smoothed over by now, though. Post-launch updates have fixed most of the major bugs and improved the character progression, aiming, and companion and stealth systems by adding more depth and UI clarity to them. Weird West is in the best state it has ever been in, but still feels as distinct and strange as ever.

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Xbox’s Phil Spencer responds to blockbuster leak: ‘So much has changed’
Xbox Series X on a table.

Head of Xbox Phil Spencer has finally commented on the massive Xbox leak that happened earlier today. In his public statement, he explained that "so much has changed" since many of the documents were created and asked fans to be excited about Xbox's future.
On Tuesday morning, unredacted versions of a lot of documents pertaining to the Xbox vs. FTC trial appeared. These emails and documents, most of which were created or written sometime between 2020 and 2022, revealed a lot of unannounced information. That included things like a mid-gen refresh for the Xbox Series X and S, some unannounced Bethesda games, and even Microsoft's early goals for its next-generation console. Hours later, Spencer commented on the leak.
"We've seen the conversation around old emails and documents," Spencer explained on X (formerly known as Twitter). "It is hard to see our team's work shared in this way because so much has changed and there's so much to be excited about right now, and in the future. We will share the real plans when we are ready."
https://twitter.com/XboxP3/status/1704233222752571842
At first, people didn't know where the leak came from, with the FTC quickly denying that it leaked these things. Ultimately, United States District Judge Jacqueline Scott Corley revealed that Microsoft had done it to itself while trying to provide the court with a secure cloud link to relevant exhibits for the trial. The Verge went on to report that Phil Spencer also sent out a memo internally about the leaks today, echoing the statements in his tweet.
"Today, several documents submitted in the court proceedings related to our proposed acquisition of Activision Blizzard were unintentionally disclosed. I know this is disappointing, even if many of the documents are well over a year old and our plans have evolved," Spencer's memo reads. "I also know we all take the confidentiality of our plans and our partners’ information very seriously. This leak obviously is not us living up to that expectation. We will learn from what happened and be better going forward. We all put incredible amounts of passion and energy into our work, and this is never how we want that hard work to be shared with the community. That said, there’s so much more to be excited about, and when we’re ready, we’ll share the real plans with our players. In closing, I appreciate all of the work that you pour into Team Xbox to surprise and delight our players."
The fact that Microsoft did this to itself is an embarrassing accident, especially when some of the information contained within the documents and emails is no longer accurate. For now, all we can do is wait and see if Microsoft will actually release new versions of its Xbox Series X and S consoles next year and if games like Doom Year Zero, a sequel to Ghostwire: Tokyo, and Dishonored 3 get announced.

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Every blockbuster reveal from the Xbox leak: new consoles, Bethesda games, and more
Xbox's logo used during the Extended Games Showcase

Unredacted documents submitted and made publicly available to view as part of the ongoing Microsoft vs. Federal Trade Commission (FTC) trial just led to what may be the biggest leak in video game history.
A flood of files have revealed deep secrets about Xbox's upcoming plans for the bulk of the decade, giving us unprecedented insight into what's on the horizon for the gaming giant. That includes information on upcoming hardware refreshes, next-gen consoles, and unannounced Bethesda titles, as well as a further peek into Microsoft's acquisition ambitions. It's a lot to trudge through, so we've rounded up five key revelations that you'll want to know.
A new Xbox Series X model is coming next year
https://twitter.com/stephentotilo/status/1704121068519133313
The most shocking thing to leak as part of the trial is a new Xbox Series X model. Referred to as "Brooklin -- Xbox Series X Refresh" in the leaked documents, this is a diskless, cylindrical version of the Xbox Series X with 2TB of internal storage, a USB-C port, and smaller technical improvements to the system's Wi-Fi, PSU, standby mode, and more. An upgraded Xbox Series S code-named Ellewood may also be in the works and released before Brooklin.
If Microsoft still follows the plan laid out in this "Roadmap to 2030" document created in May 2022, it would release Brooklin in late October 2024 for $500. If Microsoft still plans to release Brooklin next year, it does contradict recent statements from Xbox chief Phil Spencer, who acted bearish on the idea of a mid-gen refresh in Gamescom interviews. It's possible Microsoft's plans have changed since these leaked documents were made, but if not, we now know what to expect in terms of Microsoft's console refreshes.
A new Xbox controller is in the works
https://twitter.com/charlieINTEL/status/1704088621475598345
Throughout that Brooklin leak, a new version of the Xbox Series X controller is also teased. The Xbox Series X controller is great, but lacks the unique features of controllers like the DualSense or Joy-Cons, so it makes sense Microsoft would want to change that. Referred to as "Sebile -- The New Xbox Controller," this controller can seamlessly pair and connect to the cloud.
It also will feature haptic feedback, an accelerometer gyro, quieter buttons, modular thumbsticks, a rechargeable and swappable battery, and the ability to wake just by being picked up. The same road map that lists Brooklin and Ellewood's release windows says the Sebile controller will launch sometime in late May 2024 for $70.
First details on Microsoft's next-gen console leak
https://twitter.com/AR12Gaming/status/1704102055206322389
It's hard to believe we're almost already three years into this console generation and that Microsoft is planning for its next major console release, but that is the case. Unfortunately for Microsoft, its current technical ambitions for the platform were included in this leak. A leaked document states that Microsoft's ultimate goal is to "develop a next-generation hybrid game platform capable of leveraging the combined power of the client and cloud to deliver deeper immersion and entirely new classes of game experiences." 
In practice, a list of technical improvements lays out that we can expect an ARM64 CPU that balances big and little cores, a GPU co-designed with AMD, and an NPU that balances "the desire for flexible, programmable ML silicon versus high-performance silicon for targeted workloads," as well as support for better ray tracing, global illumination, micropolygon rendering, and an ML-based Super Resolution. Microsoft also mentions a "thin OS" meant for cheaper consumer and handled devices, likely to play games via the cloud.
This next-gen console is currently slated for a 2028 launch.
Several upcoming Bethesda games leak

Enough about hardware -- several upcoming Bethesda games also leaked. A document from 2020 outlining Bethesda's game road map through fiscal year 2024 includes some games we don't know about. Alongside games we know of like MachineGames' Indiana Jones project, the list also includes several code-named projects, remasters of The Elder Scrolls IV: Oblivion and Fallout 3, a GhostWire: Tokyo sequel, Doom Year Zero, and Dishonored 3.
Another document also confirmed that The Elder Scrolls VI won't launch until at least 2026. Some of these games have missed the release windows listed in the documents, so it's very possible that these dates are no longer accurate and that some may not be released at all. Still, it lays out a clear picture of what was in development at Bethesda just a few years ago and provides insight into the lineup that enticed Microsoft to purchase Bethesda in the first place. 
Microsoft considered acquiring Nintendo and Warner Bros. Interactive
https://twitter.com/tomwarren/status/1704021807341203802
A leaked email from 2020 gives some insight into Spencer's acquisition ambitions at that point. Namely, it sounds like he'd love to acquire Nintendo as it would be a "career moment" for him.
"I totally agree that Nintendo is THE prime asset for us in gaming, and today gaming is a most likely path to consumer relevance," he wrote. "I've had numerous conversations with the LT of Nintendo about tighter collaboration and feel like if any U.S. company would have a chance with Nintendo, we are probably in the best position ... At some point, getting Nintendo would be a career moment and I honestly believe a good move for both companies."
Ultimately, Spencer didn't want to do a hostile takeover of Nintendo, so he settled for playing the "long game" when it came to acquiring it. This same email also reveals that Microsoft was interested in acquiring Warner Bros. Interactive around the same time as Bethesda, although the lack of any WB IP ownership was its undoing, Spencer is also as intrigued about acquiring Valve as it was Nintendo.
It's worth noting that this email is from over three years ago, and these acquisition ambitions might have been quelled following changing economic conditions and the rocky and expensive process of acquiring Activision Blizzard. 

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