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{"id":3118111,"date":"2020-08-16T13:30:00","date_gmt":"2020-08-16T11:30:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/11_bit_studios-interview_einstieg_als_publisher_wachstum_games-as-a-service-ansatz_und_auswahl_der_spiele\/3118111"},"modified":"2024-05-12T10:39:48","modified_gmt":"2024-05-12T08:39:48","slug":"11_bit_studios-interview_einstieg_als_publisher_wachstum_games-as-a-service-ansatz_und_auswahl_der_spiele","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/11_bit_studios-interview_einstieg_als_publisher_wachstum_games-as-a-service-ansatz_und_auswahl_der_spiele\/3118111","title":{"rendered":"11 bit studios – Interview: Einstieg als Publisher, Wachstum, Games-as-a-Service-Ansatz und Auswahl der Spiele"},"content":{"rendered":"

Die 11 bit studios sind mittlerweile nicht nur ein Spiele-Entwickler (Anomaly<\/a>, This War of Mine<\/a>, Frostpunk<\/a>), sondern fungieren auch als Publisher f\u00fcr ausgew\u00e4hlte Spiele von anderen Studios wie Fool’s Theory, Digital Sun oder Dead Mage. Erst Anfang Juli wurde mit “Ava” ein neues Publishing-Vorhaben in Zusammenarbeit mit den beiden spanischen Studios Chibig (Summer in Mara) und Inverge (Effie) angek\u00fcndigt. Insgesamt investieren sie 6,3 Mio. Dollar in die vier Publishing-Projekte (Ava, Project Vitriol von Fool’s Theory und Project Botin sowie Project Foxhole von Digital Sun). In einem Interview haben wir mit Pawel Miechowski (Partnerships Manager) \u00fcber den Publishing-Ausbau, die Spiele-Auswahl und das Wachstum des Studios im Allgemeinen gesprochen.<\/p>\n

4Players: Woran arbeiten die internen 11-bit-Entwicklungsteams aktuell? <\/strong>
\u00a0
Pawel Miechowski: Drei neue Spiele. Wir haben drei unabh\u00e4ngige Teams, die an verschiedenen Projekten arbeiten – also ist das eine ziemliche Herausforderung f\u00fcr uns, aber ich hoffe, die Spieler wissen inzwischen, dass sie von uns etwas Einzigartiges erwarten k\u00f6nnen, aber vielleicht nicht so deprimierend wie This War of Mine oder Frostpunk \ud83d\ude42
\u00a0
Anmerkung: Die drei Projekte tragen die Codenamen Project 8, Eleanor und Dolly. Die Frostpunk-Erweiterung On the Edge ist nicht inbegriffen.Das Budget f\u00fcr die Produktion der drei Titel liegt bei ca. 15 Mio. Dollar. <\/p>\n

4Players: Das Studio ist in den letzten Jahren bestimmt gr\u00f6\u00dfer geworden. Wie viele Mitarbeiter sind aktuell bei Euch t\u00e4tig und in welchen Bereichen?
<\/strong>
Pawel Miechowski: Intern sind es 140 Personen. Es gibt die Verwaltung, das QA-Team, das IT-Team, den Vorstand und das Finanzteam, das Publishingteam (einschlie\u00dflich der Marketing-Leute, die f\u00fcr alle Projekte arbeiten, sowohl intern als auch mit den externen Partnern) und vor allem – drei Entwicklungsteams. Die Entwicklungsteams werden auch vom Engine-Team unterst\u00fctzt, also den Jungs, die ausschlie\u00dflich an unserer Engine arbeiten. In den letzten Monaten haben sie praktisch eine neue Engine entwickelt, aber das ist eine andere Geschichte …
\u00a0
4Players: Wie international ist das Team?
<\/strong>\u00a0
Pawel Miechowski: Zu diesem Zeitpunkt m\u00fcssten es etwa zehn Prozent des Teams sein – und es wird immer internationaler.
\u00a0
4Players: Wie seid Ihr auf die Idee gekommen, auch als Publisher t\u00e4tig zu sein? <\/strong><\/p>\n

Pawel Miechowski: Das war eine ganz naheliegende gesch\u00e4ftliche Entscheidung. Als Self-Publishing-Team haben wir die Erfahrung gesammelt, wie es ist, alles von A bis Z selbst zu machen – Marketing, PR, Qualit\u00e4tssicherung, Vertriebspartnerschaften und so weiter. Der n\u00e4chste Schritt war, dass wir in der Lage waren, ein noch gr\u00f6\u00dferes Netzwerk von Entwicklern zu schaffen, die die gleiche Vision wie wir teilen oder das gleiche k\u00fcnstlerische Gesp\u00fcr f\u00fcr Spiele wie wir haben, aber einen Marketingpartner oder finanzielle Unterst\u00fctzung brauchen. \u00a0<\/p>\n

Noch wichtiger ist, dass wir als Entwickler selbst genau wissen, was andere Entwickler brauchen und welche Art von Unterst\u00fctzung erforderlich ist – und dass wir das allgemeine Know-How haben, was f\u00fcr einen Entwickler von Vorteil ist. In der Vergangenheit habe ich mit vielen Publishern gearbeitet und die Erfahrungen waren gewisserma\u00dfen sehr vielf\u00e4ltig. Nun, da wir in erster Linie Entwickler sind, wissen wir einfach, was andere Entwicklerteams brauchen. \u00a0<\/p>\n

Das hat in der Vergangenheit wirklich gut funktioniert. Digital Sun Games zum Beispiel, ein fantastisches Team aus Valencia (Spanien), war mit unserer Zusammenarbeit bei Moonlighter<\/a> sehr zufrieden. Sogar so sehr, dass wir mit ihnen an einem neuen Projekt arbeiten …
\u00a0
4Players: Die anhaltende Versorgung Eurer Spiele mit Updates\/Patches\/Inhalten war bei Moonlighter und Children of Morta sehr auff\u00e4llig. Wollt Ihr diesen Weg weitergehen? <\/strong><\/p>\n

Pawel Miechowski: Auf jeden Fall und diesen Weg wollen wir auch f\u00fcr unsere eigenen Spiele beschreiten. Frostpunk erhielt eine Menge kostenloser Updates in den Jahren 2018 und 2019, gefolgt von gro\u00dfen kostenpflichtigen Erweiterungen. Das ist eine Art 11-bit-Wahrnehmung von “Games as a Service”. Ein Kunde kauft unser Spiel und ist hoffentlich zufrieden, aber sp\u00e4ter liefern wir neue Inhalte, neue Mechaniken und mehr. Wir sehen unsere Spiele als eine Erfahrung, die w\u00e4chst, sich ver\u00e4ndert und den Spielern mehr Wendungen und Variationen bietet.
\u00a0
4Players: Die anhaltende Versorgung mit Patches, DLCs und Co. erh\u00f6ht nat\u00fcrlich auch die Lebensdauer und die Sichtbarkeit der Spiele … <\/strong>
\u00a0
Pawel Miechowski: Ja, das stimmt! Aus gesch\u00e4ftlicher Sicht funktioniert es wirklich gut. Im digitalen Zeitalter kann sich ein Spiel \u00fcber eine sehr lange Zeit verkaufen [Long-Tail], bei verschiedenen Werbeaktionen mitmachen, mit verschiedenen Rabatten angeboten werden und so weiter. Daher ist es auch sinnvoll, ein Spiel st\u00e4ndig weiterzuentwickeln und mit neuen Levels, Mechaniken, Charakteren usw. zu erg\u00e4nzen. Und manchmal probiert ein Kunde ein Spiel einmal aus und kommt sp\u00e4ter erneut zur\u00fcck, um zu sehen, was neu ist und kauft es erst dann, wenn er\/sie sieht, dass es mit coolen neuen Inhalten erweitert wurde.
\u00a0
4Players: Ihr seid nach eigenen Aussagen ja sehr w\u00e4hlerisch bei der Auswahl der Spiele, die ihr unterst\u00fctzt und vertreibt. Wie geht Ihr bei der Auswahl der Titel vor? Ihr bekommt sicherlich Dutzende von Game Pitches … <\/strong><\/p>\n

Pawel Miechowski: Ja, wir sind aus zwei Hauptgr\u00fcnden ziemlich w\u00e4hlerisch. Erstens muss das Spiel zu unserer Philosophie passen und der Vision einer bedeutungsvollen Unterhaltung entsprechen, \u00fcber die wir schon gesprochen hatten (zum Interview, Teil 1<\/a>). Zweitens m\u00fcssen wir den Titel wirklich verstehen und eine echte Begeisterung haben. Wir m\u00fcssen nat\u00fcrlich das Ziel der Entwickler nachvollziehen und wissen, was sie erreichen wollen. Wenn diese Voraussetzungen sozusagen erf\u00fcllt sind, geht alles tendenziell reibungslos vonstatten, anders als in einer Situation, in der wir einfach einen Titel ausw\u00e4hlen w\u00fcrden, um ein Portfolio aufzubauen. So arbeiten wir nicht. Es muss nicht nur auf der Seite der Entwickler, sondern auch auf unserer Seite eine Leidenschaft f\u00fcr das Spiel herrschen.
\u00a0
4Players: K\u00f6nnt Ihr schon etwas zu den neuen Projekten von Fool’s Theory und Digital Sun sagen? Und wenn nicht, wie sieht funktioniert die Zusammenarbeit mit den Studios.<\/strong><\/p>\n

Pawel Miechowski: Nein, im Moment sind diese Projekte noch geheim (…) Es sind talentierte und sehr nette Leute (Gr\u00fc\u00dfe an Javi und Ruben!), daher ist es unsere Aufgabe, den Ver\u00f6ffentlichungsprozess so einfach wie m\u00f6glich zu gestalten, damit wir alle mit dem Gesch\u00e4ftsergebnis zufrieden sind.<\/p>\n","protected":false},"excerpt":{"rendered":"

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