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{"id":3230672,"date":"2018-11-20T12:58:00","date_gmt":"2018-11-20T11:58:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/microsoft-brian_fargo_ueber_die_inxile-uebernahme_gestiegene_entwicklungskosten_und_zu_haltende_versprechen\/3230672"},"modified":"2018-11-20T12:58:00","modified_gmt":"2018-11-20T11:58:00","slug":"microsoft-brian_fargo_ueber_die_inxile-uebernahme_gestiegene_entwicklungskosten_und_zu_haltende_versprechen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/microsoft-brian_fargo_ueber_die_inxile-uebernahme_gestiegene_entwicklungskosten_und_zu_haltende_versprechen\/3230672","title":{"rendered":"Microsoft: Brian Fargo \u00fcber die inXile-\u00dcbernahme, gestiegene Entwicklungskosten und zu haltende Versprechen"},"content":{"rendered":"

Nach der \u00dcbernahme von inXile Entertainment durch Microsoft (wir berichteten<\/a>) sprach inXile-CEO Brian Fargo mit Eurogamer<\/a> \u00fcber die m\u00f6glichen Ver\u00e4nderungen und Auswirkungen. Fargo erkl\u00e4rte, dass sich am Tagesgesch\u00e4ft im Studio erstmal nichts \u00e4ndern werde. Abgesehen davon, dass sie nicht mehr auf Crowdfunding via Fig oder Kickstarter angewiesen seien, w\u00fcrden sie zun\u00e4chst die Belegschaft um etwa 30 Prozent vergr\u00f6\u00dfern wollen. Das Studio soll jedoch nicht aus Hunderten von Mitarbeitern bestehen. Sie wollen gezielt neue Personen einstellen, zum Beispiel im Bereich Audio, Zwischensequenzen und Beleuchtung. Aktuell arbeiten bei inXile ungef\u00e4hr 70 Mitarbeiter in Vollzeit sowie 15 externe Mitarbeiter. Das erste Projekt f\u00fcr Microsoft befindet sich \u00fcbrigens schon in Arbeit.<\/p>\n

Au\u00dferdem erw\u00e4hnte Fargo, dass in den letzten Jahren die Entwicklungskosten f\u00fcr AA-Produktionen (in Abgrenzung zu AAA wie Battlefield, Call of Duty, Red Dead Redemption) deutlich angestiegen sind und dadurch die Finanzierung dieser Projekte erschwert wurden.<\/p>\n

Er sagte: “Es ist schon interessant, wenn man an 2012 denkt, als die Crowdfunding-Revolution begann. Da hattet ihr mich und kurz darauf Double Fine und Obsidian Entertainment – und sogar Larian [Studios]. Die damaligen Budgets betrugen 5 Millionen Dollar, 6 Millionen Dollar, also w\u00fcrden wir 3 Millionen Dollar via Kickstarter einnehmen, vielleicht ein paar weitere Millionen im Early Access machen, etwas mehr von unserem eigenen Geld hinzuziehen und dann war man schon ziemlich nah dran, um seine Kosten zu decken. Aber seit damals hat sich die Kategorie, die wir als Doppel-A betrachten, in dieser kurzen Zeit von 15 Millionen Dollar auf 20 Millionen Dollar erh\u00f6ht. Seitdem hat sich die Gesamtsituation stark ver\u00e4ndert. “<\/p>\n

inXile Entertainment m\u00f6chte zudem die in der Vergangenheit (vor der \u00dcbernahme durch Microsoft) gegebenen Versprechen einhalten. Wasteland 3<\/a> ist weiterhin f\u00fcr 2019 geplant. Es soll f\u00fcr PC, Mac, Linux, PlayStation 4 und Xbox One erscheinen. Fargo glaubt ebenso daran, dass The Bard’s Tale 4: Barrows Deep<\/a> f\u00fcr PlayStation 4 erscheinen wird. Fargo trat \u00fcbrigens von seinem angek\u00fcndigten<\/a> R\u00fcckzug aus der Spielebranche wieder zur\u00fcck.<\/p>\n","protected":false},"excerpt":{"rendered":"

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