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[Mul] 古墓丽影暗影成本上亿,开发商不得不想更多收钱方式。

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 楼主| 发表于 2018-5-13 14:51  ·  美国 | 显示全部楼层 |阅读模式
原文如下
The upcoming Shadow of the Tomb Raider is proving very expensive for Square Enix, so it’s no wonder the company is looking to experiment with cheaper, less risky projects.


Eidos Montreal, the lead developer on Shadow of the Tomb Raider, has revealed that the game has cost between $75 to $100 million to develop, with around $35 million reserved for marketing and promotion.

This is quite a lot of money for a predominantly single-player, story-driven game. This makes it harder to monetise post-launch, which is why we’re seeing publishers move away from the one-and-done business of selling games and into the games-as-a-service model, which naturally involves more social, multiplayer games.

Studio head David Anfossi admits that this creates pressure for Eidos Montreal to turn a profit, which is why the studio has dedicated money and resources to experimenting with different game modes, and game concepts that can both satisfy fans of narrative-based games, and make enough money to be sustainable.

“We need to try new things, experience stuff and learn,” Anfossi told Games Industry.

“We are doing tests, we are learning, and we are working out how to apply that to our games, but we have to be careful about the fans. Online does not have to mean multiplayer. It could, but it could also be something different. It can be a single-player experience but online.”

“Online, for me, does not mean we forget the single-player experience. It could be part of that experience. Or it might mean we try multiplayer things at the same time,” he added.
Quote:
One example Anfossi was fascinated with is the success of Hellblade: Senua’s Sacrifice, which cost a lot less than games in that genre typically cost, and was a result sold for $30. On the other hand, the game told a contained, personal story that took six to eight hours to finish.

Ninja Theory’s risk was rewarded with decent sales, not to mention critical acclaim. Anfossi says this model can be used to inspire future projects from the studio.

“For example – and this is just my opinion, I’m not committing to anything – let’s say that we develop a very good narrative, with a complex universe and strong characters,” he suggested.

“You start the game and then you complete it in three hours. That costs $30. That’s it. Maybe that’s the way to continue with story-driven games. You bring a strong experience, you make sure that the audience is interested by it, and that they can actually complete it.”
Quote:
Shadow of the Tomb Raider does have an online component that’s poised to be bigger than any previous entry. Though the developer has not yet revealed any details about these modes, the fact that they exist at all in a story-heavy game like the modern Tomb Raider is part of the studio’s experimentation with making the game appealing to more than the core single-player audience.

By the same token, Anfossi says they have to be careful about which trends make sense for their games.

“There are these trends every year, or every two years. Whether it is multiplayer, co-op, MMO or single player. If you deliver the right quality experience, you will reach the audience you want,” explained Anfossi

“That being said, I believe that the story-driven experience is going through a generational change.

“Looking at God of War, that’s a pretty good example of a great single-player experience. I like it a lot, but I might not get the time to complete it. For me, that’s a frustration. Because when you start a story-driven experience you want to see the conclusion. So we have to adapt and try new models.”


简单总结一下。 如今游戏开发成本越来越高,而游戏价格多年恒定。古墓丽影这类的故事驱动型单机游戏越来越面临成本压力。所以开发商要实验更多“在线模式” (online mode),来维系游戏项目的利润。开发商会在暗隐中尝试一些新的在线模式。这些模式并不等同于在线对战,也有可能是在线的单人游戏体验,在尝试新模式的同时,不去惹恼现有粉丝。

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发表于 2018-5-16 12:58  ·  广东 | 显示全部楼层
shenjave 发表于 2018-5-15 11:59
堆画面对于厂商来说是最驾轻就熟的了,改造游戏系统如果失败就会有很大风险。所以一般创新***大多数出 ...

谢谢大佬科普,紫薯布丁。

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发表于 2018-5-16 07:47  ·  广东 | 显示全部楼层
学学生化6,一起在线闯关

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发表于 2018-5-16 00:03  ·  四川 | 显示全部楼层
lamialoveless 发表于 2018-5-13 21:30
然而这个组之前就倒闭过一次了

就SE这几年的那令人窒息的操作,我觉得离下一次也不远了,希望他们上次倒闭的时候积累的经验还能用得上

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 楼主| 发表于 2018-5-15 15:30  ·  江苏 | 显示全部楼层
apple_8932 发表于 2018-5-15 11:27
老坛友,没想到在A9也遇到你了。你准备首发入古墓哪个版本?

当然必须是克劳馥版呀。   话说你是哪位老朋友

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发表于 2018-5-15 14:07  ·  辽宁 来自手机 | 显示全部楼层
那就再见了      
该用户已被禁言

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发表于 2018-5-15 11:59  ·  广东 | 显示全部楼层
海星君 发表于 2018-5-13 17:08
别光在画面上进步,游戏性才是游戏的核心啊

堆画面对于厂商来说是最驾轻就熟的了,改造游戏系统如果失败就会有很大风险。所以一般创新***大多数出现在非大型游戏上

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发表于 2018-5-15 11:27  ·  上海 | 显示全部楼层
willbe 发表于 2018-5-14 12:21
假设在其他要素都是统一的情况下,多平台成本的确要高过单平台不少。

老坛友,没想到在A9也遇到你了。你准备首发入古墓哪个版本?

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发表于 2018-5-14 21:05  ·  北京 | 显示全部楼层
老玉米小黄瓜 发表于 2018-5-14 16:38
开什么玩笑,好莱坞一线特效电影1亿连后期的成本都不够

但没有延期时的魔兽大电影 预算只有一个1E美元  后来中国这边追加了6000W

悟道者

VGM老登

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发表于 2018-5-14 19:19  ·  云南 | 显示全部楼层
这还不简单?取消游戏制作不就行了?装特么什么可怜呢?

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发表于 2018-5-14 19:13  ·  香港 | 显示全部楼层
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