Amy Hennig kritiserer spilstreaming

Tekst: Magnus Groth-Andersen
Publiceret 2018-01-18

Amy Hennig har været ude for uheldige omstændigheder på det seneste, for hun fik hverken muligheden for at gøre Uncharted 4: A Thief's End færdigt, og nu hvor Visceral Games er blevet lukket bliver hendes Star Wars-projekt eventuelt lavet fuldstændig om, muligvis uden hendes involvering.

Alle dette har hun for nylig udtalt sig lidt om i et interview med Polygon, hvor hun samtidig taler lidt om udviklerkulturen.

"Obviously what happened with our Star Wars project didn't come out of the blue ... there is a real problem: this line we've been running up to for a lot of years, which is the rising cost of development, and the desires, or the demands even, of players in terms of hours of gameplay, fidelity, production values, additional modes, all these things. Those pressures end up very real internally. If it costs you, say, $100 million or more to make a game, how are you making that money back, and making a profit? And the $60 price point can't change, right?"

Desuden forsøger hun sig med et forsvar af Loot Boxes og yderligere monetarisering, samt en kritik af livestreaming af spil.

"There's a lot of negative press around monetisation, loot boxes, games as a service, etc. but these things are trending now in the industry, especially for larger publishers, as an answer to the problem of rising development costs. Budgets keep going up, the bar keeps getting raised, and it starts making less and less sense to make these games."

"There is also this trend now that, as much as people protest and say, 'Why are you canceling a linear, story-based game? This is the kind of game we want,' people aren't necessarily buying them. They're watching somebody else play them online."

"When you're spending millions on a story-based game that may not be perceived to have long-term value beyond that one playthrough, the question is, 'Well, why would anybody buy this if they can just watch somebody play it?'"

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