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Give me a break. People writing XNA games are not on a level playing field --- at the platform level --- with people writing retail titles.


This is correct. The XNA framework for indie XBox 360 game development has serious technical limitations that set it apart from the "professional" development kit (which I am not able to obtain the price for, as I am not already an established game production company).

Being forced to write in managed code on top of a library of entirely managed code with an uncontrollable garbage collector is one technical issue off the top of my head.




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