In a conversation with Whitten, he told us that the commitment to independent developers is full. There won't be restrictions on the type of titles that can be created, nor will there be limits in scope. In response to a question on whether retail-scale games could be published independently, Whitten told us, "Our goal is to give them access to the power of Xbox One, the power of Xbox Live, the cloud, Kinect, Smartglass. That's what we think will actually generate a bunch of creativity on the system." With regard to revenue splitting with developers, we were told that more information will be coming at Gamescom, but that we could think about it "generally like we think about Marketplace today." According to developers we've spoken with, that split can be approximately 50-50.
As for sales and dynamism in the Marketplace, Whitten told us more information would be forthcoming, but that "This has been pretty key for how we've developed the Xbox One platform," Whitten told us in response to a question about how long this plan has been in the works. Along those lines, Microsoft has been pushing for faster certification as we reported earlier. "My goal has always been to reduce the amount of time it takes to make a certification pass," Whitten told us. "It's good for all reasons, and it's a function of how to you build the automation. My goals will always be to take the amount of time in certification down."
With regard to the devkit functionality, Whitten told us that it won't be ready at launch. We also spoke about security, as it would seem that enabling retail units to function as devkits and play non-final code would be problematic. "This is the type of thing that you can only do at the start of a generation," Whitten explained. "You make a set of assumptions, and those assumptions get baked in at the beginning. When you ask questions like that [about security], you're looking through the lens of how Xbox 360 works, and based on how we developed a lot of these things in 2004 and 2005."