Wander-Burg-1.srt English (en) subtitles
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Egal, am Ende wird hier alles zusammengefügt.
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So, wir sind also mal wieder hier.
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Wieder auf der Gamescom. Interview auf Deutsch, ist lustig.
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Es geht um "Wanderburg", gefiel mir schon auf dem Boden.
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Und es geht um dieses Spiel. Könntest du mir etwas
erzählen?
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"Wanderburg" ist Survivors-like mit Fahrzeugen, von
Mortal Engines, Agarrio, Spore inspiriert.
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Man ist eine Burg... Siege? Ein bisschen Siege? Ja.
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Visueller Stil, Gameplay nicht. Unterbewusst, fließt
mit rein. Ja klar.
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Burg auf Rädern, fährt rum, isst, upgraded, wird größer,
kämpft gegen andere Burgen.
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Humorvoll. Run-based, schaltet Sachen frei. Viel Stuff.
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Ja klar. Auf der Con nicht so ganz zu erkennen.
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"Rogelite"-Elemente? Permanente Upgrades über Runs?
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Für die Version hier freigeschaltet. Später lockt jeder
Run Neues an, neue Biome, Fahrzeuge.
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Jetzt ein Fahrzeug, zum Early Access drei und drei Biome.
Module auch frei, kommt noch einiges.
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Das ist ja piratisch angehaucht, nicht wahr? Ja, ja.
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Breitseiten-basierter Combat. Top-Down-Shooter mag ich,
Reflex war, mit Maus anzuziehen.
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Wird es solche Sachen geben oder Action-basiert?
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Haben wir schon durch. Kanonenturm auf der Burg, mit
der Maus zielen oder schießen.
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Nur für bestimmte Module wichtig, gecuttet, Steuerung
einfach, ohne das auskommen.
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Ja, klar.
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Keyboard, easy, Controller. Nervig, mit anderem Stick
zielen. Vier Fähigkeiten, Module, Waffen, Controller.
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Ja, klar. Input einfach. Frictionless, verstehen, wie es
funktioniert. Viele Module.
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Mein Run lief okay, nicht anzugeben. Am Ende Pro Breitzeite
sechs Kanonen. Weit, oder?
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Nicht weit. Wie viel größer? Cap? Wie angelegt? Am Ende
kleiner als Bosse? Wohin wachsen?
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Vier Wachstumsstufen. Klein anfangen, gegen normale
Einheiten. Burg was Besonderes. Drei weitere Stufen.
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Groß angefangen, oder? Kleinere Häuser Witz. Wie
anfangen, dass Bogenschützen gefährlich sind?
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Ne, das ist das Kleinste. Man kann sie aufessen.
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Naja, klar, habe ich auch gemacht.
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Kleine Gegnerschwärme, später mehr Fahrzeuge.
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Bis zu welcher Stufe? Sechs Kanonen, zweite, dritte?
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Größtes Problem war Minenleger eingebaut.
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Ständig über Minen gefahren. Nur von Gegnern getriggert?
Hat Lebenspunkte gekostet.
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Draufgegangen. Angefressen, um jeden Lebenspunkt
gekämpft.
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Nächster Typ, erster Upgrade: Vampirismus. Nicht die
ganze Zeit brauchen können.
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Hearth-Kisten gejagt. Extrem interessantes Gameplay.
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Direkt ins Gameplay. Story geplant oder Richtung?
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Keine Story. Aber Storytelling angeteasert. Reichhaltige
Welt.
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Ja klar, Ritter auf Fahrrad. Silly Sachen. Biom wählen,
Schwierigkeitsgrad.
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Auswahl-Screen, Loadout selecten. Gesperrt, frei spielen.
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Unterschied. Messe: alles freigeschaltet. Nicht alles
gut geeignet als Startmodul.
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Kanonen praktischer. Zum Beispiel. Upgrade zuerst.
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Coins einsammeln. Run vorbei, mitnehmen, Sachen kaufen,
unlocken.
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Run geschafft mit Vehicle, nächstes unlocken. Genau.
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Bösartige Synergien. Ramme, Upgrade-Frage,
Geschwindigkeit besser, weil bewegt dich.
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Deswegen überlebt. Viech, riesiger Mund, Stacheln.
Zweiter Boss. Speed-Upgrades überlebt, drum herum.
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Rauszoomen, aber Kram erkennen. Bogenschütze, später
weniger, aber erkennen.
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Nadelwälder verfeuert. Extrem interessant. Vorhin
angesprochen. Kontext über Team.
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HTB Berlin Game Design studiert, Studio gegründet.
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HTB, Hochschule der...
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Technik und Wirtschaft.
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Right, there's a game design course
that's really good.
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For example, I don't know, the
Grizzly Games people with Thronefall
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studied there and Dorf Romantik
here, so Tupana. They all come from there.
They all give us great advice,
always give us feedback.
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So we have a really cool little
ecosystem overall.
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Exactly, now we've all finished
our master's degrees.
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Exactly. And before that we made
a game called Abriss.
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We took that project from the
university after our bachelor's degree,
so to speak, and then finished it
with the help of Medienboard.
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And this is our second project,
exactly, Brandenburg.
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Wonderful. And how would you see
the, let's say, we've already spoken
to a few Davids who have taken part
in the various state funding programs?
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Would you see these structures in
Germany in this way?
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Because it regularly comes up online
that, oh yeah, all the good games
come from either America or Japan.
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And that's of course rubbish,
especially in the last few years.
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I wanted to ask you how things
look here in Germany.
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Now to the funding, so...
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To the funding, to the ecosystem,
how it is developing.
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Yes, the funding is actually
pretty nice.
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So that helps us a lot with
the financing now.
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So we are then supported by
the Medienboard Berlin-Brandenburg,
so to speak.
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That's very good.
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And I think we're in a really good
position compared to all the
other countries.
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So all the other European developers
are, I think, struggling a bit more.
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Yes, definitely.
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And yes, that helped us a lot,
also with Abriss.
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And we were even able to pay back
the funding we received.
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So that was cool too.
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So we get on really well with
them, they're really cool.
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And the overall gaming landscape.
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I'm not always the mega-expert,
but I see what's happening in Berlin
is definitely cool.
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We were also at Amaze with the
game a little earlier.
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It wasn't announced yet.
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And you could also see that there's
a lot of cool stuff happening.
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And as I said, we have...
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And the dance among themselves?
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Yes, it's also mega supportive.
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So we're constantly writing to
other people.
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There is also...
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Yes, there are quite a few in
Berlin at the moment.
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And we know them through this game
design environment and all these
events.
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My colleague Johannes is mega
connected.
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He knows everyone.
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He was at the Dev-Party and every
two seconds he was shaking someone's hand.
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So exactly, that's crazy.
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I think if one of you three is
there, I've definitely met him.
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But which of the three was it?
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The one with the glasses.
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Ah, okay, all right.
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That was yesterday.
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Unfortunately, all the plans
overlapped and we had to leave early.
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I'm very sorry.
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Yes, everything's cool.
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Yes, wonderful.
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Yes, we...
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So, more or less, we still have a
question that we always like to bring
up towards the end of the interview.
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That might be a little weird.
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And the question is, if your game, if
your game were a dish, what would it be?
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Hm.
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Yes, something versatile.
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Maybe, um...
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Yes, what would it be?
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Like a...
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Like a...
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Uh...
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Scrambled egg rice pan.
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So, if you just said versatile, you can
always combine different things or take
them out again.
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Exactly, yes.
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And it's relatively German.
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A kebab?
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Yes, yes.
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Why not, yes.
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Maybe it could be that too.
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But no, scrambled egg rice pan sounds
very interesting too.
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Yes, we're from Berlin, maybe kebab is
better.
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Yes, sure.
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I mean, originally from there.
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I don't know.
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But, yes of course, you can always put
it together differently each time.
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Um, yes.
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Um, also by the way, as far as I
understood from you, you want to, are
you planning a release of either a demo
or Early Access at the beginning of
next year?
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Roughly speaking, that's what was said.
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What does it look like?
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Exactly, so our timeline now looks like
this, that we want to participate in
February or whenever the Team Next Fest
is next year, so the first one, and then
release afterwards.
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Um, that means somehow yes Q1, Q2
somehow next year.
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It's not set in stone and then we want
to go into Early Access.
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And, exactly, you can also register for
a playtest on Steam.
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We'll see again how we handle it all.
136
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Um, but yes, we also want to somehow
squeeze that in beforehand somehow.
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Yes, sure.
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We are of course the first in the list.
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Yes, yes, yes.
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All right.
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So, thank you very much for your time
and I am extremely looking forward to
your game when it comes out soon.
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Yes, sure, yes.
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Wonderful.
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Thank you very much for the interview.