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Die Veröffentlichung von Tom Clancys The Division hat Analytik an "Ihre Grenzen gebracht"
  • USA - Français
  • USA - English


News provided by

Gaming IQ

Aug 23, 2016, 08:32 ET

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LONDON, August 23, 2016 /PRNewswire/ --

Wer es wider Erwarten verpasst haben sollte: Im vergangenen März veröffentlichte Ubisoft seinen lang erwarteten, nur online spielbaren Open-World-Egoshooter  Tom Clancy's The Division auf mehreren Plattformen. Das Spiel brach Unternehmensrekorde - darunter die meisten Verkäufe am ersten Tag der Veröffentlichung - und erhielt nicht nur durchweg sehr gute Kritiken, sondern steigerte auch die Umsätze des Spieleentwicklers im Finanzjahr 2015-16 Schon im Vorfeld der Veröffentlichung waren sich alle, die mit der Datenanalytik des Spiels beschäftigt waren, darüber im Klaren, dass dies keine leichte Aufgabe werden würde.

"The Division war die größte Veröffentlichung in der Geschichte von Ubisoft. Vor der Veröffentlichung hat es rund sechs Monate gedauert, bis sich im Hinblick auf die Analytik alle einig waren, und dennoch erwies sich das als immense Herausforderung, vor allem, was unsere Tracking-Infrastruktur anging. Als wir das Spiel herausbrachten, kamen unsere Kapazitäten mehr und mehr an ihre Grenzen, sodass wir spontan eine Menge Entscheidungen treffen mussten, allein nur, um unsere Analytik-Pipeline funktionsfähig halten zu können. Es war eine Menge Arbeit, aber wir haben es geschafft!", erklärt Alzbeta Kovacova, Massive Entertainments Analytics Manager.

"Fast alle Spieleentwickler verwenden heutzutage Daten, und sei es nur, um die gängigen geschäftlichen Leistungskennzahlen einzuhalten", verrät sie Gaming IQ. "Geschäftsführer und leitende Angestellte verstehen den Bedarf an Analytik und möchten diese einsetzen. Analytik kann dabei helfen, Games für alle Spieler besser zu machen, Entwicklungsteams bei der Kreation neuer und besserer Spiele unterstützen und Marktingbestrebungen effizienter gestalten."

Kovacova besteht darauf, dass das wesentliche Unterscheidungsmerkmal für Erfolg und Versagen eines Spiels dieser Größenordnung - und innerhalb der Welt der Game-Analytik im Allgemeinen - die Menschen sind. Allerdings können Menschen sich in einer Zeit, in der Daten für kommerzielle Produkte von immer entscheidenderer Bedeutung sind, auch als Hindernis erweisen.

Das Game Analytics and Business Intelligence Forum bietet Jahr für Jahr allen, die in diesem Bereich arbeiten, einen Treffpunkt, um Erfahrungen und Erkenntnisse auszutauschen; im kommenden September (20. bis 22.) kehrt es nach London zurück, mit Seminaren von solchen Größen wie Rovio, Spotify, King und Miniclip.

Beim Forum wird Kovacova Massive Entertainments Veröffentlichung von The Division ausführlicher erläutern.

"Ich hoffe, die Branche kann etwas aus meiner Präsentation lernen", sagt sie. "Ich freue mich aber auch darauf, von den anderen Rednern im Forum mehr über alle möglichen Herausforderungen und Lösungen zu erfahren."

Nähere Informationen erhalten Sie auf: http://www.gameanalyticsforum.com/pr

Media Kontakt: Jane Cook, +44(0)207-036-1300. Jane(dot)cook(at)iqpc(dot)co(dot)uk

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