Dispatch-udviklere fortæller hvordan de kæmpede for at genoplive Telltale-spiloplevelsen

"Just because we can make an open world action RPG doesn't mean we should," siger AdHoc Studio-stifter Dennis Lenart.
Tekst: Magnus Groth-Andersen
Publiceret 2026-03-13

Da AdHoc Studio i sin tid pitchede Dispatch, kunne de virkelig have brugt en krystalkugle til at se, hvor mange eksemplarer spillet ville sælge ved udgivelsen. Investorer og udgivere havde svært ved at bakke op om et spil, der brugte "Telltale-opskriften", i mangel af en bedre forklaring, men folkene hos AdHoc vidste, at de var nødt til at kæmpe for det spil, de ønskede at skabe.

""When we'd go and pitch potential investors and publishers, they'd point to the data and say there weren't enough recent successes to feel confident investing money," fortalte AdHoc-medstifter Dennis Lenart til PC Gamer "The common sentiment was that the genre of games we like to make are niche - or worse, dead."

"We thought they were wrong, which was definitely a mix of arrogance and stupidity," tilføjede medstifter Nick Herman. <em>"We felt like, if we wouldn't push back, who would? And while we didn't yet know how we were going to do it, we were aligned on the right things."

Lenart var enig og tilføjede:"just because we can make an open world action RPG doesn't mean we should. Whatever we do, we want it to be great and across the entire project."

Uanset om man bryder sig om den type spil, Dispatch er, er det svært at argumentere imod spillets succes.

Læs mere og se screenshots på Gamereactor.dk

Tilbage