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{"id":3123480,"date":"2020-04-01T15:20:00","date_gmt":"2020-04-01T13:20:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/good_company-interview_zur_managementsimulation_aufbau_automatisierung_koop-multiplayer_und_mehr\/3123480"},"modified":"2024-05-13T09:59:33","modified_gmt":"2024-05-13T07:59:33","slug":"good_company-interview_zur_managementsimulation_aufbau_automatisierung_koop-multiplayer_und_mehr","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/good_company-interview_zur_managementsimulation_aufbau_automatisierung_koop-multiplayer_und_mehr\/3123480","title":{"rendered":"Good Company – Interview zur Managementsimulation: Aufbau, Automatisierung, Koop-Multiplayer und mehr"},"content":{"rendered":"

Gestern Abend ist Good Company<\/a> in den Early Access auf Steam<\/a> und GOG<\/a> gestartet (wir berichteten<\/a>). In der Aufbau-Wirtschaftssimulation vom Stuttgarter Studio Chasing Carrots startet man ein eigenes High-Tech-Unternehmen in der eigenen Garage. Alles beginnt recht klein, z.B. mit der Fertigstellung eines Taschenrechners aus drei Bausteinen. Die drei Einzelteile werden von Mitarbeitern aus unterschiedlichen Ressourcen gefertigt, die man gegen Geld bestellen kann. Sind die Einzelteile fertig, kann ein weiterer Mitarbeiter (oder der Chef selbst) das Endprodukt zusammensetzen. Der neue Taschenrechner muss dann in die Versandecke gebracht werden und wird schlie\u00dflich auf dem virtuellen Markt verkauft – und bringt hoffentlich mehr Geld als die Produktion gekostet hat. Insgesamt erweitert man als Chef also die Belegschaft, delegiert Aufgaben, baut das Unternehmen aus, optimiert die Betriebsstruktur, erforscht neue Technologien und widmet sich schlie\u00dflich der vollst\u00e4ndigen Automatisierung von Prozessen. Neben einem Kampagnenmodus darf man sich auch im Freeplay-Modus austoben. \u00a0

Passend zu dem Early-Access-Start haben wir mit Paul Lawitzki (Lead Game Designer) \u00fcber die Idee zum Spiel, die Rolle der Automatisierung und die Ver\u00e4nderungen der Spielmechaniken im Verlauf der Entwicklungszeit gesprochen. Auch der geplante kooperative Mehrspieler-Modus, die F\u00f6rderung von Spiele-Entwicklung in Deutschland und die Zusammenarbeit mit Publisher The Irregular Corporation wurden thematisiert.

4Players: Wie seid Ihr nach Pressure Overdrive und Cosmonautica auf Good Company gekommen? Was hat Euch inspiriert? <\/strong>

Paul Lawitzki: “So bl\u00f6d es klingt, aber die urspr\u00fcngliche Idee f\u00fcr Good Company ist buchst\u00e4blich im Traum entstanden. Nach Cosmonautica und Pressure Overdrive waren wir auf der Suche nach dem n\u00e4chsten Projekt. Wir haben uns im Team gegenseitig sehr viele Spiele-Ideen pr\u00e4sentiert. Unser Lead-Programmierer Dominik hat das in der Zeit so oft gemacht, dass er sogar anfing, nachts davon zu tr\u00e4umen. Im Traum pr\u00e4sentierte er das, was sp\u00e4ter Good Company werden sollte. Sp\u00e4ter (im Wachzustand) schrieb er die Idee auf und teilte sie dem Rest des Teams mit. Irgendwie konnten wir uns von der Idee nicht mehr l\u00f6sen und es war uns allen klar, was unser n\u00e4chstes Projekt werden wird.”


4Players: Welche Rolle spielt die Automatisierung der Prozesse in Good Company? <\/strong>

Paul Lawitzki: “Automatisierung und Prozessoptimierung spielen eine zentrale Rolle in Good Company. Momentan besteht ein wesentlicher Teil des Spiels darin, Produktionslinien aufzusetzen und sie an verschiedene Gegebenheiten anzupassen. Jeder Produktionsschritt kann sowohl vom Spieler als auch von einem Mitarbeiter durchgef\u00fchrt werden. Sp\u00e4ter wird auch maschinengest\u00fctzte Automatisierung m\u00f6glich sein.”

[GUI_600SCREENSHOT(setid=87958,id=92609788,linktext=Relativ schnell werden die Produktionsabl\u00e4ufe komplexer und erfordern logistische Hilfsmittel oder Lagerst\u00e4tten wie Regale.)]
4Players: Wie gestaltet Ihr die Kampagne, damit diese nicht blo\u00df eine Abfolge aus Szenarien ist? Gibt es verbindende Elemente zwischen den Missionen\/Szenarien? <\/strong>

Paul Lawitzki: “Momentan gibt es au\u00dfer der Story und dem Spielercharakter keine weiteren verbindenden Elemente zwischen den Leveln der Kampagne. Der Spieler kann aber optional in jedem Level weiterf\u00fchrende Ziele erreichen. Zus\u00e4tzlich gibt es Bonus-Level, sogenannte Herausforderungen, in denen besondere Regeln gelten. Auf Grund dieser Regeln muss man versuchen, die h\u00f6chstm\u00f6gliche Punktzahl zu erreichen. Spieler k\u00f6nnen in einem Leaderboard dann um den Highscore konkurrieren.”

4Players: Wie stellt Ihr Euch den kooperativen Mehrspieler-Modus vor? Laufen zwei oder mehr eigenh\u00e4ndig gesteuerte Personen durch die eigene Firma? Kann ein Spieler dann die Produkte entwerfen und die Bauteile hin- und hertragen, w\u00e4hrend der andere die Sachen zusammenbaut? <\/strong>

Paul Lawitzki: “So ist es. Im kooperativen Mehrspieler-Modus \u00fcbernimmt jeder Spieler einen Charakter und man teilt sich eine Firma. Man baut das Unternehmen als Team auf. Jeder Spieler kann einen beliebigen Teilbereich des Unternehmens \u00fcbernehmen. Man muss sich nur mit seinen Mitspielern absprechen und versuchen, sich gegenseitig nicht zu sehr in die Quere zu kommen. Daf\u00fcr wollen wir w\u00e4hrend der Early Access Phase auch Funktionen einbauen, die das Zusammenspiel und die Organisation des Teams im Multiplayer erleichtern.”

4Players: Die Entwicklung von Computer- und Videospielen in Deutschland k\u00f6nnte einfacher sein und besser vom Staat gef\u00f6rdert werden. Welche Erfahrungen habt Ihr in der Hinsicht gemacht?<\/strong>

Paul Lawitzki: “Das ist wahr. Generell hinkt Deutschland im internationalen Vergleich hinterher. F\u00f6rderungen sind nat\u00fcrlich ein probates Mittel dies zu \u00e4ndern. Daher schaut die Branche auch gespannt auf die kommende neue Bundesf\u00f6rderung. Wir hier in Baden-W\u00fcrttemberg haben zus\u00e4tzlich den Vorteil mit der F\u00f6rdereinrichtung MFG [Anm. d. Red.: Medien- und Filmgesellschaft Baden-W\u00fcrttemberg mbH] einen sehr kompetenten und zug\u00e4nglichen Partner haben, der sich um die Landesf\u00f6rderung k\u00fcmmert von der wir auch im Falle von ‘Good Company’ profitieren durften.”

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4Players: Wie ist die Zusammenarbeit mit The Irregular Corporation entstanden? In welchen Bereichen unterst\u00fctzen Sie Euch? Haben Sie auch Einfluss auf die Inhalte des Spiels? <\/strong>
\u00a0
Paul Lawitzki: “Wir waren in der gl\u00fccklichen Position, dass wir, nachdem wir das erste Mal \u00f6ffentlich \u00fcber Good Company gesprochen haben von mehreren Publishern kontaktiert worden sind. The Irregular Corporation haben keine M\u00fchen gescheut, uns als Partner zu gewinnen. Das gab uns ein gutes Gef\u00fchl und wir sind die Partnerschaft eingegangen. Das war eine unserer besten Entscheidungen! Neben der Finanzierung des Projektes unterst\u00fctzt uns The Irregular Corporation in Bereichen wie Marketing, Projektmanagement und der Organisation zus\u00e4tzlicher Dienste wie zum Beispiel QA und \u00dcbersetzung. Nat\u00fcrlich beeinflusst unser Publisher zu einem gewissen Grad auch die Inhalte. Dies geschieht jedoch immer in Form von konstruktivem Feedback und Verbesserungsvorschl\u00e4gen. Das letzte Wort beim Design wird stets uns \u00fcberlassen.”

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