Dispatch-udviklere fortæller lidt om udfordringerne ved at bringe Telltale-formularen tilbage

De fik at vide af udgivere at denne specifikke formular har skabt fusere før, og det var holdet godt bekendt med.
Tekst: Magnus Groth-Andersen
Publiceret 2025-11-20

Det står ret klart ud fra modtagelsen af Dispatch og spillets salgstal, at folk længes efter korte, historie-drevne spiloplevelser. Det er ikke nødvendigvis afgørende, om gameplayet er lige så engagerende som andre moderne hits kan præstere, for historien giver i sig selv spillet værdi og lader spillerne opleve og udvikle deres eget narrativ.

I et interview med Gamesindustry.biz fortæller udviklerne bag Dispatch, at det i starten var svært at overbevise nogle udgivere og de helt store selskaber om spillets potentiale.

"They're saying, well, this game tanked," siger Creative Director Nick Herman. "And it's like, yeah, but we look at that game and we think: 'the creative was bad'. You wouldn't point to a bad movie and go: 'Movies are dead. There's no way we're ever making a movie again, because this movie failed.' But that's kind of how people approach our genre."

Selvfølgelig fik AdHoc ret i sidste ende, for Dispatch har vist sig at være en af årets helt store succeshistorier indtil videre. Til sidst fandt AdHoc den rette samarbejdspartner i Critical Role, som var med til at bringe Dispatch til live.

"Ultimately, with CritRole, they were a perfect partner in that they share the same value as we do," siger Herman. "And they started their company in a similar way, where it's just a group of creators coming together and being passionate about telling interactive stories and sharing that with people. And so they immediately saw and believed in what we were doing and took a chance. Honestly, that was crucial to getting this whole thing done."

Læs mere og se screenshots på Gamereactor.dk

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