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Resident Evil 7: Biohazard

Capcom pressede i starten på med mikrotransaktioner og Live Service-elementer i Resident Evil 7

Heldigvis lykkedes det ikke, eftersom at udviklingsholdet skubbede tilbage.

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Der er uden tvivl et utal af historier fra spilbranchen, hvor grådig ledelse har forsøgt at monetarisere spil yderligere, men hvor det kreative personale har skubbet tilbage imod den idé, og slået fast at spillerne ikke vil acceptere den slags.

Eksempelvis kan producer Jun Takeuchi tydeligt huske under udviklingen af Resident Evil 7: Biohazard, at Capcom pressede på for at spillet skulle byde på mikrotransaktioner og Live Service-elementer, men at udviklingsholdet holdt fast. I et interview siger han dette:

"So we were being told 'make this, make that', it was really hard on the directors at the time. 'Online multiplayer' this, 'downloadable content' that. 'Ongoing service games! Microtransactions! Make a Resident Evil game that ticks all those boxes. Seriously, there were so many demands... those poor directors. Finally, our president,[Kenzo] Tsujimoto stepped in. He'd heard about all the unsuccessful attempts at that point. So this is one of those unforgettable moments for me. It was January 4, the first working day of the new year. The president called me to his office. 'Resident Evil 7 is in pretty bad shape. Takeuchi-kun, step in and help make it!' So that's how I ended up working on Resident Evil 7."

Resultatet endte heldigvis med at blive solidt, og spillet solgte mange millioner eksemplarer i årene derefter.

Resident Evil 7: Biohazard

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