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战斗力 鹅
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注册时间 2019-5-28
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I’d be remiss to not ask a bit about the Xbox decision. There’s been a fair bit of chatter in the gaming sphere about it being extra tough for indies on the Xbox platform these days without a Game Pass deal. I’ve spoken to other developers who say that’s a bit overblown in their experiences, while others say its reality. You’ve decided to make Aaero2 Xbox exclusive (disclaimer: it’s coming to Steam soon as well) and you are doing so without a Game Pass deal. I know you can’t speak for others, but in your experience what made you go that route?
Being totally frank, Xbox was by far the most successful platform for Aaero. I’m not sure why. It may have been that they supported us a lot, gave us booths on the ID@xbox stand at events and did things like press days where ID@Xbox developers could show their games, hands on to press invited there by Xbox. Now I’ve said that, I suppose that is very likely the reason (for the success).
When it came to deciding on platforms and release order this time, we knew that the inclusion of online play might complicate things. We chose to release one platform at a time because, as a team of just two people, we wanted to be able to iron out potential issues effectively rather than having multiple platforms all on fire at the same time.
We then ordered the platforms based on how the first game performed on them. Xbox, then Steam. 我不能不问一下关于Xbox的决定。在游戏圈里,关于独立游戏开发者在没有Game Pass协议的情况下在Xbox平台上发布游戏变得更加艰难有不少讨论。我和其他开发者谈过,有些人说这种说法被夸大了,而有些人则说这是事实。你们决定让Aaero2成为Xbox独占游戏(声明:它很快也会登陆Steam),并且没有Game Pass协议。虽然你不能代表其他人发言,但根据你的经验,是什么让你选择了这条路?
坦白说,Xbox是Aaero最成功的平台。我不确定原因,可能是因为他们对我们的支持很大,比如在活动上给我们提供了ID@Xbox展位,还举行了媒体日,让ID@Xbox开发者可以展示他们的游戏,亲身体验由Xbox邀请来的媒体。现在我说出来了,我认为这很可能是成功的原因。
在这次决定平台和发布顺序时,我们知道在线玩法的加入可能会带来复杂性。我们选择一次发布一个平台,因为我们只有两个人的团队,希望能够有效地解决潜在的问题,而不是让多个平台同时出问题。然后我们根据第一款游戏在各个平台的表现来安排顺序,先是Xbox,然后是Steam。
你软还是有孤忠的啊
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