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{"id":3079000,"date":"2023-07-21T13:43:00","date_gmt":"2023-07-21T11:43:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/pikmin_4-serien-schoepfer_eroertert_moegliche_gruende_fuer_niedrige_verkaufszahlen_der_reihe\/3079000"},"modified":"2024-05-03T13:28:27","modified_gmt":"2024-05-03T11:28:27","slug":"pikmin_4-serien-schoepfer_eroertert_moegliche_gruende_fuer_niedrige_verkaufszahlen_der_reihe","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/pikmin_4-serien-schoepfer_eroertert_moegliche_gruende_fuer_niedrige_verkaufszahlen_der_reihe\/3079000","title":{"rendered":"Pikmin 4: Serien-Sch\u00f6pfer erkl\u00e4rt, warum sich die Reihe seiner Meinung nach nicht gut verkauft hat"},"content":{"rendered":"

Heute erscheint Pikmin 4<\/strong> und beendet die zehn Jahre lange Durststrecke, die Fans der quirligen Pflanzenwesen seit dem dritten Ableger 2013 auf der Wii U ertragen mussten.<\/p>

\u00a0<\/p>

Anl\u00e4sslich der Ver\u00f6ffentlichung plauderten die Entwickler in den letzten Tagen in einer Interview-Reihe immer wieder aus dem N\u00e4hk\u00e4stchen und sprachen dabei unter anderem \u00fcber die Urspr\u00fcnge der Reihe, Inspirationen und Ideen. Wie Pikmin-Sch\u00f6pfer Shigeru Miyamoto dabei auch verriet, ist er sehr verwundert \u00fcber die niedrigen Verkaufszahlen<\/strong>, hat aber eine Theorie, woran das liegen k\u00f6nnte.<\/p>

Pikmin 4: Steuerung und Komplexit\u00e4t k\u00f6nnten abschrecken<\/h2>

In der zehnten Ausgabe von Ask the Developer von Nintendo <\/a>stand zum zweiten Mal das Thema Pikmin 4 auf dem Tagesprogramm und unter den zahlreichen Entwicklern waren auch Yuji Kando sowie der ikonische Shigeru Miyamoto<\/strong>. Letzterer brachte dabei auch das Thema Verkaufszahlen zur Sprache: \u201eEs gab bis jetzt drei Spiele in der Reihe, von Pikmin bis Pikmin 3. Und pers\u00f6nliche habe ich mich immer gefragt: Warum sind die Verkaufszahlen nicht explodiert, obwohl sie so viel Spa\u00df machen? Warum finden Leute sie so schwierig?\u201c<\/p>

Miyamoto hat zwei m\u00f6gliche Ursachen <\/strong>ausgemacht: \u201eIch glaube, die Leute finden Pikmin wegen zwei Gr\u00fcnden schwer: Die Steuerung und die Tiefe des Gameplays. Ich habe lange dar\u00fcber gebr\u00fctet, wie wir diese Punkte eher als interessant und nicht als schwierig vermitteln k\u00f6nnen.\u201c Besonders die Steuerung kann in den ersten beiden Pikmin-Spielen etwas fummelig sein, weil sich Gegner nicht anvisieren lassen und man beim Werfen der Pikmin sehr genau sein muss.<\/p>

Beim Kampf gegen gr\u00f6\u00dfere Kreaturen werden die kleinen bunten Titelhelden schonmal mehrfach verspeist. Das stets pr\u00e4sente Element des Todes<\/strong> k\u00f6nnte ein weiterer Grund daf\u00fcr sein, dass viele Spieler mit Pikmin nicht so viel anfangen k\u00f6nnen: \u201eIch kann verstehen, dass die Leute es schwieriger finden, wenn der Tod eine Rolle spielt. Aber ich glaube, die St\u00e4rken des Franchises liegen in seiner Beziehung zur Sterblichkeit. Wenn etwas unumkehrbar ist, muss man herausfinden, wie man unliebsame Dinge verhindert.\u201c<\/p>

Bei Pikmin 4 hat man sich entsprechend etwas einfallen lassen, das die Verkaufszahlen etwas ankurbeln soll: Otschin<\/strong>, einen knuffigen Hund. \u201eZu Beginn der Entwicklung haben wir nach etwas gesucht, was als Verkaufsargument f\u00fcr das Spiel fungieren k\u00f6nnte, sowohl in der Gameplay-Abteilung als auch als etwas, das ins Auge springt\u201c, verr\u00e4t Kando. Falls ihr aufgrund der genannten Elemente ebenfalls unsicher seid, ob ihr in Captain Olimars neues Abenteuer abtauchen wollt, lohnt ein Blick in die kostenlose Demo von Pikmin 4<\/a>.<\/p>","protected":false},"excerpt":{"rendered":"

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