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{"id":3119125,"date":"2018-07-06T00:04:00","date_gmt":"2018-07-05T22:04:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/ubisoft-das_ende_des_endes_stetige_erweiterungen_und_die_zukunft_der_offenen_welten\/3119125"},"modified":"2024-05-12T11:41:54","modified_gmt":"2024-05-12T09:41:54","slug":"ubisoft-das_ende_des_endes_stetige_erweiterungen_und_die_zukunft_der_offenen_welten","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/ubisoft-das_ende_des_endes_stetige_erweiterungen_und_die_zukunft_der_offenen_welten\/3119125","title":{"rendered":"Ubisoft: Das Ende des Endes, stetige Erweiterungen und die Zukunft der offenen Welten"},"content":{"rendered":"

Stellt euch ein gro\u00dfes Assassin’s-Creed-Spiel vor, in dem man mit dem Animus in unterschiedliche Zeitepochen reisen kann. Oder ein neues Far Cry oder Watch_Dogs, in dem man nahtlos zwischen unterschiedlichen Schaupl\u00e4tzen und Erz\u00e4hlungen wechseln kann, so beschreibt Lionel Raynaud (Executive Vice President of Creative bei den kanadischen Ubisoft-Studios) die Zukunft der hauseigenen Open-World-Spiele. Laut Raynaud soll es darum gehen, eine gro\u00dfe und dauerhafte Spielwelt zu schaffen, in der stetig neue Inhalte und Erfahrungen nachgeliefert werden – quasi ein Spiel, das dauerhaft mit Post-Launch-Inhalten (Season Pass, Erweiterungen und Co.) versorgt wird. Er spricht \u00fcber das Ende von klassischen Fortsetzungen.

Lionel Raynaud<\/a>: “Ich denke, der springende Punkt in unserer Geschichte war die Ver\u00f6ffentlichung von Assassin’s Creed, denn es war unsere erste Auseinandersetzung mit offenen Welten, und wir waren dabei, ein Action-Adventure-Spiel mit dieser Art von Technologie und einem neuen Navmesh-System zu definieren, das uns Parkour erm\u00f6glichte. Die fl\u00fcssige Navigation durch eine offene Welt, der Beginn des sozialen Schleichens, all diese Dinge geh\u00f6ren zusammen. Sie haben das Genre definiert. (\u2026) Aber wie kann Ubisoft in kreativer Hinsicht entscheiden, wie lange neue Inhalte f\u00fcr ein Live-Spiel nach dem Start erstellt werden sollen, anstatt zu einer Fortsetzung \u00fcberzugehen? Wo wird diese Grenze gezogen?

Diese Linie wird jedes Jahr unsch\u00e4rfer. Wir haben l\u00e4ngere Zeitr\u00e4ume nach dem Verkaufsstart und jedes unserer Spiele hat eine l\u00e4ngere Lebensdauer. Selbst die Titel, die fr\u00fcher solo-orientierte Spiele waren, wie Action-Adventures, haben jetzt einen sehr starken Post-Launch, und die Leute bleiben f\u00fcr eine lange Zeit in unseren Welten. Diese Linie wird immer unsch\u00e4rfer und unsch\u00e4rfer. Wir alle sehen eine Zukunft, in der ein Spiel im ‘Post-Launch-Status’ bleiben wird und stetig neue Erfahrungen in die Spiele kommen werden. Aber wir werden daf\u00fcr neue Technologien brauchen, die die aktuellen Grenzen des Speichers sprengen. Wir k\u00f6nnten zum Beispiel in Assassin’s Creed – in der gleichen Spielwelt – mehrere historische Perioden haben und den Animus benutzen, um von einer Periode zu einer anderen zu reisen. Oder man verbindet verschiedene Bereiche der Welt durch Reisesysteme miteinander, so dass ein Far-Cry-Spiel oder ein Watch-Dogs-Spiel in verschiedenen L\u00e4ndern in der gleichen, nahtlosen Erfahrung stattfinden kann.”

Angesprochen auf den Wandel von einer langen Erz\u00e4hlung zu vielen kleineren, in sich geschlossenen Geschichten, die in gr\u00f6\u00dfere und \u00fcbergreifende Erz\u00e4hlb\u00f6gen eingebettet sind, erkl\u00e4rt der Ubisoft-Frontmann: “Der Wille, keine endlichen\/abgeschlossenen Erfahrungen mehr zu machen, war die treibende Feder. Die Idee war, dass man einen Konflikt hat, dann die Aufl\u00f6sung und dann ist man durch. Man t\u00f6tet den B\u00f6sewicht – zum Beispiel. Wir bauen einen starken Nemesis auf und das Ziel des Spiels ist es, ihn zu t\u00f6ten oder das Land zu befreien, das haben wir ein paar Mal in unseren Spielen gemacht. Aber wenn man diesen Erfolg erzielt hat, muss man das Spiel verlassen, denn es gibt nichts anderes mehr zu tun. Das Ziel war es also, hiermit zu brechen und zu sagen, dass man mehrmals der Held einer Region oder Bev\u00f6lkerung sein wird und nicht nur einmal. Und wenn man einen Diktator oder Unterdr\u00fccker losgeworden ist, wird etwas anderes in der Welt geschehen und man wird ein neues Ziel haben.

Deshalb spreche ich davon, mehrere Fantasien zu haben; nicht nur der Held zu sein, der eine Region befreien wird, sondern vielleicht auch die Vorstellung einer \u00f6konomische Auswirkung, der Beste im Gesch\u00e4ft in diesem befreiten Land zu sein oder sogar ein Mitspracherecht zu haben, nachdem man den Diktator losgeworden ist. Und ich denke, wir k\u00f6nnen verschiedene Erfahrungen mit verschiedenen Spielsystemen in der gleichen Spielwelt machen, wenn die Welt reich genug ist und die Systeme stark genug sind.”

Eine Umfrage, die k\u00fcrzlich zum Thema Season-Pass- bzw. Post-Launch-Inhalte f\u00fcr
Assassin’s Creed Odyssey<\/a> von Ubisoft durchgef\u00fchrt wurde, deutet ebenfalls in die Richtung der anhaltenden Versorgung mit neuen Inhalten, zum Beispiel neue Missionen in einer neuer Region oder der bekannten Spielwelt oder w\u00f6chentliche Story-Missionen mit neuen oder “alten” Charakteren oder ein neuer spielbarer Charaktere mit eigenem Fortschrittssystem.

<\/p>

New Ubisoft survey suggests the type of content of the #AssassinsCreed<\/a> Odyssey season pass, including a new playable character, episodic story missions and a story set in an entirely different era. Could there hope for a Bayek & Aya story in Odyssey DLC? https:\/\/t.co\/7d6IPkTnkf<\/a> pic.twitter.com\/PUHXLAu6pe<\/a><\/p>\u2014 The Codex (@TheCodexNetwork) 3. Juli 2018<\/a><\/blockquote> ","protected":false},"excerpt":{"rendered":"

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