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{"id":3112122,"date":"2018-08-20T13:53:00","date_gmt":"2018-08-20T11:53:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/devcom_2018-ethan_evans_twitch_wie_streaming_das_zukuenftige_spielen_beeinflussen_koennte\/3112122"},"modified":"2024-05-11T17:11:34","modified_gmt":"2024-05-11T15:11:34","slug":"devcom_2018-ethan_evans_twitch_wie_streaming_das_zukuenftige_spielen_beeinflussen_koennte","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/devcom_2018-ethan_evans_twitch_wie_streaming_das_zukuenftige_spielen_beeinflussen_koennte\/3112122","title":{"rendered":"devcom 2018 – Ethan Evans (Twitch): Wie Streaming das zuk\u00fcnftige Spielen beeinflussen k\u00f6nnte"},"content":{"rendered":"

Als Ethan Evans, Executive Vice President von Twitch Prime, in einem Vortrag auf der devcom \u00fcber die Zukunft des Streamings im Spielebereich sprach, h\u00e4tte man gut und gerne \u201eDauerwerbesendung\u201c \u00fcber der B\u00fchne einblenden k\u00f6nnen. Nat\u00fcrlich geht des den Sprechern der Entwicklerkonferenz fast immer auch um das Vorstellen aktueller Projekte oder Dienste. Evans wies allerdings ungew\u00f6hnlich ausf\u00fchrlich auf die M\u00f6glichkeiten hin, mit denen Entwickler ihre Spiele in Twitch einbinden k\u00f6nnen. Doch dazu sp\u00e4ter mehr.<\/p>\n

Zun\u00e4chst einmal umriss der Twitch-Mann, welche Rolle das Streamen inzwischen spielt, indem er eine bemerkenswerte Hausnummer nannte: 630 Mio. Stunden lang wurden alleine in diesem Jahr Twitch-Streams zu Fortnite<\/a> geschaut. Letztendlich ging es Evans aber gar nicht um die Zahl, sondern die Tatsache, dass Spiele \u00fcber das Streaming auch an ein Publikum herangef\u00fchrt w\u00fcrden, das nicht aus Spielern besteht.<\/p>\n

Als Folge dessen sollten heutige Entwickler u.a. darauf achten, dass sich ein Spiel nicht nur gut spielt, sondern dass es auch interessant zum Zuschauen ist. Genauer gesagt sollte es drei Kriterien erf\u00fcllen: Es soll dem Streamer erlauben, sich kreativ auszudr\u00fccken (Evans untermalt das mit einer individualisierten Siegerpose des im Bild eingeblendeten Streamers), es sollte ein kompetitives Element enthalten, da Multiplayer-Titel bedeutend l\u00e4nger aktuell sind und neue Spieler anziehen als erz\u00e4hlstarke Abenteuer, deren Geschichte sich viele Zuschauer nur einmal ansehen, und es sollte den Anreiz wecken das nachzuahmen, was Streamer vormachen.<\/p>\n

Wie genau man Letzteres erreicht, erl\u00e4utert Evans nicht, doch vor allem f\u00fcr j\u00fcngere Spieler seien Streamer Vorbilder, denen sie naturgem\u00e4\u00df nachahmen wollen. Abgesehen davon w\u00e4ren Zuschauer oft motiviert, gute Aktionen eines Streamers nachzuahmen, was sie wiederum ans Spiel bindet.<\/p>\n

Diese Bindung der Zuschauer ist f\u00fcr Evans, also Twitch, wohl ein wichtiges Ziel, denn der Vizepr\u00e4sident hebt sie mehrfach hervor, um das Interesse der Entwickler im Publikum wecken. Immerhin erlaubt Twitch \u00fcber so genannte Extensions das schnelle Verbinden von Zuschaueraktionen mit Aktionen im Spiel. In PUBG<\/a> k\u00f6nnen Zuschauer \u00fcber eine solche Extension etwa Beutekisten aufmachen und deren Inhalt ihrem eigenen Inventar zuf\u00fcgen. In FIFA<\/a> sowie anderen Titeln gibt es hingegen die M\u00f6glichkeit auf das Ergebnis einer Partie zu setzen.<\/p>\n

Abgesehen davon h\u00e4tten Entwickler die M\u00f6glichkeit \u00fcber Amazon Prime Inhalte anzubieten, was im Fall von Warframe<\/a> u.a. dazu gef\u00fchrt habe, dass zahlreiche ehemalige Spieler zur\u00fcckgekehrt sind und verschiedene Inhalte gekauft h\u00e4tten. Warum Evans das erw\u00e4hnt? Twitch geh\u00f6rt dem Online-H\u00e4ndler, was entsprechende Verbindungen erm\u00f6glicht.<\/p>\n","protected":false},"excerpt":{"rendered":"

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