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The Lost Art of The Attract Mode

October 6th, 2008 Michael Klucher

One of the (many) fun aspects of my job on the team is getting to to go to conferences to show off XNA Game Studio and Xbox LIVE Community Games like we recently did at PAX 08. Usually we have a lot of consoles hooked up to Xbox LIVE where we let attendees come up and play any of the community games that happen to be on the console already, or go up to Xbox LIVE and download any of the ones in the catalog. This allows people to get an idea of the wide offering that Xbox LIVE Community Games will bring to the Xbox 360. Another part of having a booth at the show is just being patient, there will be times when nobody is around and it usually relies on me to put up games that will help draw people into the booth and give an idea about the types of games we expect to end up on Xbox LIVE Marketplace. A great game will draw in lots of people, and help pick things up when things are slower. The problem that I noticed is that when games are just sitting there paused, nobody wants to take that step to give the game a try. To get someone to try the game, I usually have to start playing the game myself.

This led me to think about something I’ve noticed missing from Community Games in relation to their retail  counterparts, the all important “Attract Mode”. For those of you who may not be familiar with the term you can get a pretty good definition from Wikipedia, At it’s simplest form it where the game starts to play itself to attract new players into trying out the games. It of course was used extensively in the arcade area of gaming but is still pretty common practice today. The attract mode is cool because it allows people to see your game in action, not sitting still or at a menu screen, whether it be at a friends house, games convention or even a retail kiosk.

It’s not about just making my life easier (I promise!) but it’s always important to think how your game might be featured when it goes up on Xbox LIVE Marketplace. Who knows where it might end up getting showcased one day. So don’t forget about all the finishing touches when putting together your game, it’s more likely to get it to show up in more places that way which is always cool to see, like these guys enjoying a game of Little Gamers at PAX 2008:

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  1. October 9th, 2008 at 08:09 | #1

    I suspect you’ll see more people playing with attract modes when there is formal support for pre-rendered video in XNA. On the other hand, that might just encourage the type of attract mode that shows little about the actual game…

  2. Brian Gefrich
    October 11th, 2008 at 07:10 | #2

    I certainly would have enjoyed seeing the XNA booth in a better location. There wasn’t great visibility on what was happening inside the booth when I passed by.

  3. October 11th, 2008 at 15:52 | #3

    That’s great feedback about the Video playback, and I hadn’t really thought about that before.

    Brian, Sorry we we’re so hidden! We’ve already taken some of that feedback to make sure that our booth is even better next year, and more integrated with the Xbox booth in general!

  4. October 28th, 2008 at 15:34 | #4

    RE: The Lost Art of The Attract Mode

    Holy Moly! It is a crazy week for Team XNA! We’ve got a Launch Event on Wednesday (want to join us? The

  5. October 29th, 2008 at 12:15 | #5

    Pre-rendered videos are by no means the only way of implementing attract mode (though perhaps the most straightforward). Doom famously used the replay/record feature of the game itself, for example, while other games might be appropriate for having an AI vs. AI game running as the attract mode.

  6. November 13th, 2008 at 23:44 | #6

    RE: The Lost Art of The Attract Mode

    独立系開発者で、 Dream.Build.Play 2007 の受賞者でもある James Silva が ゲームのローカライズ に関してブログ ( 英語 ) に投稿しています。また、 Shawn Hargreaves

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