The game code is all stored as xml. Unlike AGS, which compiles the scripts and slaps them onto the exe, the XAGE game code is never compiled. The XAGE executable loads them it merely deserializes (loads) the xml. The only variation to that is for a finished, published XAGE game, where the xml (along with all graphics, audio etc.) is zipped up to reduce filesize. Further size savings could have been made if I'd allowed for binary serialization, but there was some good reason I've not done this (probably unsupported in Silverlight - most things are).