{"id":9481,"date":"2018-05-14T09:50:20","date_gmt":"2018-05-14T08:50:20","guid":{"rendered":"https:\/\/spillno.wpengine.com\/?p=9481"},"modified":"2018-05-15T08:31:50","modified_gmt":"2018-05-15T07:31:50","slug":"kostbar-gravplyndring","status":"publish","type":"post","link":"https:\/\/spill.no\/en\/kostbar-gravplyndring\/","title":{"rendered":"Kostbar gravplyndring"},"content":{"rendered":"<p>Det er sannelig ikke billig \u00e5 utvikle spill, og i en industri hvor utgivere prioriterer avkastning foran kunsterisk frihet kan en-spiller opplevlesene v\u00e6re en truet art. I hvert fall hvis vi skal tro studiosjefen hos Eidos Montreal.<\/p>\n<p>I et intervju med <a href=\"https:\/\/www.gamesindustry.biz\/articles\/2018-05-11-eidos-montreal-we-have-to-try-new-models-for-single-player-games\">Gamesindustry.biz<\/a>\u00a0r\u00f8pte studiosjef David Anfossi at deres kommende spill, <em>Shadow of the Tomb Raider,\u00a0<\/em>s\u00e5 langt har kostet dem et sted mellom 75 og 100 millionar dollar \u00e5 utvikle, i tillegg er 35 millioner av reservert for markedsf\u00f8ringen av spillet.<\/p>\n<figure id=\"attachment_2778\" aria-describedby=\"caption-attachment-2778\" style=\"width: 489px\" class=\"wp-caption alignright\"><img fetchpriority=\"high\" decoding=\"async\" class=\"wp-image-2778\" src=\"https:\/\/spill.no\/wp-content\/uploads\/2018\/04\/SotTR_2018_04_27_scr10_1524746697.png\" alt=\"\" width=\"489\" height=\"275\" srcset=\"https:\/\/spill.no\/wp-content\/uploads\/2018\/04\/SotTR_2018_04_27_scr10_1524746697.png 1920w, https:\/\/spill.no\/wp-content\/uploads\/2018\/04\/SotTR_2018_04_27_scr10_1524746697-300x169.png 300w, https:\/\/spill.no\/wp-content\/uploads\/2018\/04\/SotTR_2018_04_27_scr10_1524746697-768x432.png 768w, https:\/\/spill.no\/wp-content\/uploads\/2018\/04\/SotTR_2018_04_27_scr10_1524746697-1024x576.png 1024w\" sizes=\"(max-width: 489px) 100vw, 489px\" \/><figcaption id=\"caption-attachment-2778\" class=\"wp-caption-text\"><strong>KJENT PROBLEM: Da det f\u00f8rste spillet i den p\u00e5g\u00e5ende Tomb Raider spillet solgte 3,4 millioner, s\u00e5 Square Enix det p\u00e5 som en skuffelse. Kanskje det er p\u00e5 tide \u00e5 stramme inn p\u00e5 pengebruken under utvikling?<\/strong><\/figcaption><\/figure>\n<p>Til \u00e5 v\u00e6re et spill som hovedsakelig er en en-spiller opplevelse, hvor fansen har visse forventninger i forhold til b\u00e5de innhold og hvor mye selve opplevelsen skal koste er dette ganske mye.<\/p>\n<p>En-spiller spill blir som kjent allerede sett p\u00e5 som en stor risiko av utgivere, da det ikke er s\u00e5 lett \u00e5 rettferdiggj\u00f8re mikrotransaksjoner eller andre former for inntjening etter lansering som ikke vil p\u00e5f\u00f8re prosjektet enda h\u00f8yere kostnader, s\u00e5 n\u00e5 n\u00e6rmer det seg nok smertegrensen p\u00e5 hva spill kan koste.<\/p>\n<p>Dave Anfossi sier til Games Industry at han kjenner p\u00e5 trykket om \u00e5 levere et spill som b\u00e5de tilfredsstiller fansen av historiedrevne en-spiller spill og som kan tjene nok penger til \u00e5 v\u00e6re b\u00e6rekraftig.<\/p>\n<p><strong>&#8211; Vi m\u00e5 pr\u00f8ve nye ting og ta l\u00e6rdom fra det. Vi tester, vi l\u00e6rer og vi jobber med hvordan vi kan tilf\u00f8ye det vi l\u00e6rer til spillene v\u00e5re. Men vi m\u00e5 v\u00e6re forsiktige ovenfor fansen. Online trenger ikke bety flerspiller. Det kan bety det, men det kan ogs\u00e5 bety noe annet. Det kan v\u00e6re en en-spiller opplevelse som ogs\u00e5 er online.<\/strong><\/p>\n<p>&#8211; Online for meg betyr ikke at vi m\u00e5 bort med alt det som definerer en en-spiller opplevelse. Det kan v\u00e6re en del av den opplevelsen, eller vi kan pr\u00f8ve \u00e5 ha flerspiller elementer samtidig som spillet er en en-spiller opplevelse.<\/p>\n<p>Et eksempel p\u00e5 hvordan historiedrevne en-spiller spill kan gj\u00f8res som Anfossi trekker frem i intervjuet er Ninja Theory&#8217;s <em>Hellblade: Senua&#8217;s Sacrifice<\/em> fra 2017.<\/p>\n<p>Ninja Theory, i s\u00f8ken p\u00e5 \u00f8konomisk selvstendighet etter \u00e5 ha v\u00e6rt knyttet til det synkende skipet som ble <em>Disney Infinity<\/em>, skalerte som kjent ned sitt fokus p\u00e5 \u00e5 levere s\u00e5kalte AAA spill til \u00e5 heller levere det de valgte \u00e5 kalle &#8220;Indie AAA&#8221;. Spill med mindre budsjett og omfang, men med s\u00e5 h\u00f8y produksjonsverdi som et slikt budsjett kan tillate og solgt til en redusert pris.<\/p>\n<p>Samtidig trekker Anfossi frem <em>God of War<\/em> som et spill han liker sv\u00e6rt godt, men sier ogs\u00e5 at p\u00e5 grunn av tidsinvesteringen det krever ser han for seg at han kanskje ikke f\u00e5r tid til \u00e5 fullf\u00f8re det.<\/p>\n<p><strong>&#8211; Det er frustrerende for meg. For n\u00e5r du starter et historiedrevet spill har du lyst til \u00e5 se det ferdig. Derfor mener jeg det er viktig at vi tilpasser oss, og pr\u00f8ver nye m\u00e5ter \u00e5 gj\u00f8re ting p\u00e5.<\/strong><\/p>\n<p>&#8211; For eksempel, &#8211; og dette er bare min mening, jeg binder meg ikke til noe her &#8211; la oss si at vi utvikler et spill med en veldig god historie, med et komplisert univers og sterke karakterer. Du starter spillet og fullf\u00f8rer det p\u00e5 tre timer eller noe s\u00e5nt. Og s\u00e5 koster det 30 dollar.<\/p>\n<p>&#8211; Kanskje dette er veien fremover for historiedrevne spill. Du leverer en sterk opplevelse som publikum kan la seg fenge av og faktisk kan fullf\u00f8re uten \u00e5 investere alt for mye tid.<\/p>\n<p>Hele intervjuet med Anfossi kan du lese hos <a href=\"https:\/\/www.gamesindustry.biz\/articles\/2018-05-11-eidos-montreal-we-have-to-try-new-models-for-single-player-games\">GamesIndustry.biz<\/a>, hvor han ogs\u00e5 advarer utviklere mot \u00e5 blindt f\u00f8lge den hotteste trenden hele tiden.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Det er sannelig ikke billig \u00e5 utvikle spill, og i en industri hvor utgivere prioriterer avkastning foran kunsterisk frihet kan en-spiller opplevlesene v\u00e6re en truet art. I hvert fall hvis vi skal tro studiosjefen hos Eidos Montreal. I et intervju med Gamesindustry.biz\u00a0r\u00f8pte studiosjef David Anfossi at deres kommende spill, Shadow of the Tomb Raider,\u00a0s\u00e5 langt [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":2776,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[121,2,228,1],"tags":[2541,2754,7620,4599,23,6169,326],"class_list":["post-9481","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-action","category-adventure","category-nyheter-2","category-uncategorized","tag-fremtid","tag-god-of-war","tag-hellblade","tag-ninja-theory","tag-online","tag-spillindustrien","tag-tomb-raider"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Kostbar gravplyndring - Spill.no<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/spill.no\/en\/kostbar-gravplyndring\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Kostbar gravplyndring - Spill.no\" \/>\n<meta property=\"og:description\" content=\"Det er sannelig ikke billig \u00e5 utvikle spill, og i en industri hvor utgivere prioriterer avkastning foran kunsterisk frihet kan en-spiller opplevlesene v\u00e6re en truet art. 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