Clair Obscur-udvikler siger at uendelige ressourcer ikke ville have ændre spillets størrelse

"Scope creep" er en ret gængs problemstilling blandt store og mellemstore projekter.
Tekst: Magnus Groth-Andersen
Publiceret 2025-10-13

Det er faktisk en ret sjælden gave for et givent spilstudie at holde sig indenfor en given designramme, og levere lige præcis nok indhold og alsidighed til at et spil føles givende og pengene værd, uden at de kreative ressourcer er blevet strukket over for mange ideer og påfund.

"Scope creep" er der nogen der kalder det, altså at spil pludselig vokser sig uhensigtsmæssigt store og bredde, og derigennem mister evnen til at bevare fokus.

Men folkene bag Clair Obscur: Expedition 33 slår endegyldigt fast, at deres vision var klokkeklar, og at uendelige ressourcer derfor ikke havde ændret spillet overhovedet. I et interview med Automaton Media siger instruktør Guillaume Broche dette:

"I don't think we would have wanted to radically add unnecessary content or change the overall scope of our game though - I think part of the reason some fans enjoyed their time with our game was how we tried to respect the players' time by not artificially padding out the game time excessively. In some ways, having a limited budget and resources is helpful to narrow down the scope of a title and distil the vision to the core elements that make it great, and maybe having unlimited scope and budget would've made it a less engaging game for our players. It's hard to know!"

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