Microsoft launches developer feedback program to address Xbox platform pain points

Microsoft starts a new program to get feedback from game developers on Xbox tools and support. The aim is to understand developer challenges and improve the Xbox platform. Various research methods like surveys and playtesting will be used. This effort is meant to make game development smoother and enhance the gaming experience.
Microsoft launches developer feedback program to address Xbox platform pain points
Microsoft has launched a new program, seeking feedback directly from developers about tools, support, and the overall pain points of the Xbox platform. The program is aimed to help Microsoft understand why some developers are hesitant to create games for Xbox.
In a blog post recently, Deborah Hendersen, PhD, principal user researcher for Xbox said “Typically, it takes a lot of people to make and ship a game, including marketing, user research, artists, audio, PMs, community managers, and more.
We want to hear from everyone who works on games or helps support game studios because if we can make your life easier, it makes gaming better.”

Players come first: Microsoft


Explaining how the program will employ a variety of research methodologies, mirroring those used in player-focused studies but tailored for developers, Hendersen details: "We do all sorts – it really depends on the question we're trying to answer. Common methods are interviews, usability, playtesting, surveys, and flighting," she said. "It's the same sort of studies we perform when testing games, just on tools and services."
The decision to create a program dedicated to game creators comes as a natural progression in Xbox Research's organizational maturity. "We've known for a while this is a gap," Hendersen explains. "We do lots of work on games, on hardware, on the dash, and yet most of the systems for collecting feedback on the back-end were less formal."
This shift addresses a common oversight in the industry, where player experiences often take precedence over developer tools. "Honestly, I think it's very similar to the reasons studios often take a while to dedicate these sorts of resources to game-tools," Hendersen said. "The player always comes first."
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