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{"id":3230614,"date":"2018-05-28T15:05:00","date_gmt":"2018-05-28T13:05:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/paradox_interactive-interview_mit_dem_ceo_traumuebernahmen_sport-management-sims_erfolg_und_dlc-politik\/3230614"},"modified":"2018-05-28T15:05:00","modified_gmt":"2018-05-28T13:05:00","slug":"paradox_interactive-interview_mit_dem_ceo_traumuebernahmen_sport-management-sims_erfolg_und_dlc-politik","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/paradox_interactive-interview_mit_dem_ceo_traumuebernahmen_sport-management-sims_erfolg_und_dlc-politik\/3230614","title":{"rendered":"Paradox Interactive: Interview mit dem CEO \u00fcber Traum\u00fcbernahmen, Sport-Management-Simulation und Erweiterungen"},"content":{"rendered":"

Zu Paradox Interactive w\u00fcrde es gut passen, eine Sport-Management-Simulation zu entwickeln oder zu produzieren, sagte Fredrik Wester (CEO & President von Paradox Interactive) in einer Interviewrunde auf der PDXCON 2018. Zun\u00e4chst erkl\u00e4rte er, dass Paradox zwar auf Nischenm\u00e4rkte abzielen w\u00fcrde, aber ihre Nischen durch den digitalen Vertrieb mittlerweile “gro\u00df genug” sein w\u00fcrden. Ihre Spezialisierung auf die drei S\u00e4ulen (Genres) Strategie, Management und Rollenspiel h\u00e4tte inzwischen Fr\u00fcchte getragen und gerade in den Management-Bereich w\u00fcrde eine Sport-Simulation hervorragend reinpassen – nur w\u00fcrde es wirklich hohe H\u00fcrden geben. So sei es schwierig, an die notwendigen Lizenzen zu kommen und das Entwicklerteam m\u00fcsste nat\u00fcrlich kompetent sein. Seine Traumakquisition sei in dem Zusammenhang Sports Interactive (Football Manager), aber da war SEGA schneller.<\/p>\n

Auf die Frage “Welche Konkurrenz er sehen w\u00fcrde bzw. welche Konkurrenten er gerne aufkaufen\/\u00fcbernehmen w\u00fcrde”, nannte Fredrik Wester sowohl Firaxis Games als auch mehrere Studios von SEGA. An Firaxis Games w\u00fcrden ihn nat\u00fcrlich Civilization und XCOM reizen. Bei SEGA nannte er die Reihen Total War (Creative Assembly) und Endless (Amplitude Studios) sowie die Spiele von Sports Interactive (Football Manager) und Playsport Games (Motorsport Manager). Generell seien sie aber “Freunde”, w\u00fcrden sich gut verstehen und untereinander viel austauschen. In dem Zusammenhang meinte Wester, dass sie ein 4X-Strategie-Projekt mit Jon Shafer (Civilization 5) umsetzen wollten (dies wurde bei der PDXCON 2017 angek\u00fcndigt), aber der Versuch habe nicht gefruchtet – auf beiden Seiten. Demnach h\u00e4tten sie sich entschieden, das Projekt einzustampfen und getrennte Wege zu gehen.<\/p>\n

Andere Studios w\u00fcrden sie nur \u00fcbernehmen, wenn beiden Seiten “passen” w\u00fcrden – zum Beispiel, wenn sie den gleichen Humor teilen oder \u00e4hnliche Ansichten\/Ideen haben w\u00fcrden. Bei den Triumph Studios (Age of Wonders) und White Wolf passte jedenfalls alles.<\/p>\n

In einem sp\u00e4teren, direkten Gespr\u00e4ch verriet Fredrik Wester mir gegen\u00fcber, dass er Nintendo Switch f\u00fcr eine “sehr geeignete” Plattform f\u00fcr Strategiespiele halten w\u00fcrde – nicht nur wegen des Touchscreens. Er sagte, dass er das erste Mal in der Geschichte der Nintendo-Konsolen sofort bei der Ank\u00fcndigung gedacht h\u00e4tte: Das ist eine tolle Plattform f\u00fcr Strategiespiele. Aktuell w\u00fcrden sie bei Paradox aber nicht aktiv an der Umsetzung von Titeln werkeln, aber was nicht ist, kann ja noch werden …<\/p>\n

Angesprochen auf die kontroverse DLC-Politik von Paradox, die aus vielen bzw. sehr vielen Erweiterungen f\u00fcr die hauseigenen Spiele besteht, erkl\u00e4rte Wester, dass sie nicht das Gef\u00fchl h\u00e4tten, dass sie hier gro\u00dfe Fehler machen oder die Spieler mit Inhalten \u00fcbersch\u00fctten w\u00fcrden. Er erkl\u00e4rte, dass sie es sich zur Aufgabe gemacht h\u00e4tten, Downloaderweiterungen anzubieten, die keine Must-Have-Features beinhalten. Man wolle keine zentralen Features hinter einer Paywall verstecken, hie\u00df es. Als Paradebeispiel nannte er Hearts of Iron 4 und den j\u00fcngst angek\u00fcndigten DLC “Man the Guns”. Der zusammen mit diesem Add-on geplante (kostenlose) Patch wird das neue Spielelement Treibstoff (Fuel) f\u00fcr Panzer, Schiffe und Co. einf\u00fchren. Diese Neuerung hat einen gravierenden Einfluss auf das Spielgeschehen und daher wird diese Funktion allen Spielern zur Verf\u00fcgung gestellt. Optionale Elemente oder speziellere Features k\u00f6nnten hingegen verkauft werden. Des Weiteren wollen sie vermeiden, dass die DLCs untereinander bzw. miteinander verbunden sind – h\u00f6chstens in Form einer Randnotiz. Jede Erweiterung soll f\u00fcr sich alleine stehen k\u00f6nnen. Vielleicht m\u00fcssten sie noch etwas besser an der Klarheit der Features der Erweiterungen und der Kommunikation arbeiten, aber Bezeichnungen wie “Story-Pack” oder “Immersion Pack” seien ein Anfang. Zudem w\u00fcrden die Erweiterungen daf\u00fcr sorgen, dass die Spiele stets aktualisiert werden und langlebig sind.<\/p>\n

Der unerwartete Erfolg von Cities (Skylines) war laut Wester \u00fcbrigens die Initialz\u00fcndung f\u00fcr das starke Wachstum von Paradox Interactive in den letzten Jahren. \u00c4hnlich \u00e4u\u00dferte sich Mariina Hallikainen (CEO von Colossal Order), die in einem weiteren Interview sagte, dass sie Cities: Skylines f\u00fcr einen wichtigen, aber nicht f\u00fcr den wichtigsten Erfolgsfaktor halte.<\/p><\/div>\n

Paradox verf\u00fcgt (wie viele Publisher) \u00fcber einen eigenen Launcher als Plattform f\u00fcr ihre Spiele. Als ich Wester fragte, welche Gedanken hinter dem Launcher stehen w\u00fcrden, meinte er, dass sie normalerweise auf die Features und Entwicklungen von GOG oder Steam angewiesen sein w\u00fcrden und gerne eigene Community-Funktionen entwickeln w\u00fcrden, die sie nur selbst in Angriff nehmen k\u00f6nnten. Konkrete Beispiele wollte er nicht nennen. Sie w\u00fcrden die Nutzer jedoch nicht zwingen wollen, den Launcher zu verwenden.<\/p>\n

Abschlie\u00dfend sagte Fredrik Wester, dass sie in ihrer Community beobachten w\u00fcrden, dass es ganz spezielle Typen geben w\u00fcrde. So w\u00fcrden zum Beispiel die Spieler von Hearts of Iron kaum andere Titel au\u00dfer Hearts of Iron spielen, w\u00e4hrend Spieler der anderen Titel (EU, Stellaris, CK2, Cities etc.) dazu tendieren w\u00fcrden, andere Paradox-Spiele auszuprobieren, vor allem Spieler von Cities.<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"

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