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{"id":3111781,"date":"2018-07-03T11:10:00","date_gmt":"2018-07-03T09:10:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/allgemein-zukuenftige_konsolen_laut_entwicklern_ohne_laufwerke_downloads_und_streaming_im_fokus\/3111781"},"modified":"2024-05-11T16:55:48","modified_gmt":"2024-05-11T14:55:48","slug":"allgemein-zukuenftige_konsolen_laut_entwicklern_ohne_laufwerke_downloads_und_streaming_im_fokus","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/allgemein-zukuenftige_konsolen_laut_entwicklern_ohne_laufwerke_downloads_und_streaming_im_fokus\/3111781","title":{"rendered":"Zuk\u00fcnftige Konsolen laut Entwicklern ohne Laufwerke; Downloads und Streaming im Fokus"},"content":{"rendered":"

Solar Sail Games, die Macher hinter Smoke and Sacrifice, gehen davon aus, dass vielleicht schon die n\u00e4chste Konsolengeneration, sp\u00e4testens aber die Ger\u00e4te danach kein Laufwerk mehr besitzen und auch entsprechend keine Videospiele mehr auf physischen Datentr\u00e4gern zur Verf\u00fcgung gestellt werden. Tancred Dyke-Wells und Neil Millstone, die beiden Mitbegr\u00fcnder des Studios, sind nach Angaben von Gaming Bolt<\/a> der Meinung, dass Blu-rays & Co mittlerweile veraltete Technologie darstellen und sich die Spieleindustrie eher darauf konzentrieren wird, den Erfolgsmodellen von Netflix und Spotify zu folgen. Beide h\u00e4tten dazu beigetragen, die Erwartungshaltung der Konsumenten zu ver\u00e4ndern, wie Medien heutzutage ausgeliefert und genutzt werden wollen. Daher wird ihrer Meinung auch in der Spieleindustrie das Streaming in Kombination mit Abo-Diensten an Bedeutung gewinnen und zunehmend die bisherige Art und Weise abl\u00f6sen, wie Spiele konsumiert werden. Auf der anderen Seite k\u00f6nnten die schieren Datenmengen und der langsame Ausbau des schnellen Internets daf\u00fcr sorgen, dass Disks als Datentr\u00e4ger f\u00fcr Spiele doch noch nicht so schnell verschwinden k\u00f6nnten.

“Ich denke \u00fcber die Frage nach, ob dies die Generation wird, die das Disklaufwerk verliert und in der die Ger\u00e4te zu einem komplett digitalen, jederzeit mit der Internet verbundenen Serviceangebot im Stil von Steam werden. Falls nicht, wird es vielleicht die Generation danach. Aber es wird kommen. Physikalische Datentr\u00e4ger sind alte Technologie. Und ich denke, Streaming- und Abo-Services wie PlayStation Now werden eher in den Fokus r\u00fccken, wie Konsumenten kaufen und spielen – etwa so wie Netflix und Spotify definiert haben, wie wir Filme und Musik konsumieren. Andererseits ist das Internet der Konsumenten immer noch nicht ideal, die zahlreichen Gigabyte heutiger Spiele auszuliefern. Wenn sie beim n\u00e4chsten Mal noch gr\u00f6\u00dfer werden, k\u00f6nnte das Bedeuten, dass Disks noch eine ganze Weile l\u00e4nger relevant bleiben k\u00f6nnten.”<\/p>\n

<\/em>Eine j\u00fcngst ver\u00f6ffentlichte Studie<\/a> scheint dagegen die Annahme zu st\u00fctzen, dass physische Datentr\u00e4ger schon bald aus der Spielelandschaft verschwinden werden. Demnach gehen die Analysten Michael J. Olson und Yung Kim von Piper Jaffray davon aus, dass im Jahr 2022 die Publisher und Spielehersteller nur noch mit digitalen Verk\u00e4ufen Ums\u00e4tze mit Videospielen erzielen.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"

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