شەین لیمبۆ بەشداربووە لە کۆمپانیای DualShockers کە لە ساڵی ٢٠٢٥ دەستی بە ڕووماڵکردنی یارییەکان کردووە بە شێوەیەکی پیشەیی، یاریزانێکی ماوە درێژە و خاوەنی بڕوانامەی بەکالۆریۆسە لە دیزاینی یارییەکان و ڕەخنەگرتن، شەین دیدگایەکی سەرنجی لەسەر دیزاین دەهێنێتە ڕووماڵەکەی، لە نزیکەوە سەیری ئەوە دەکات کە چۆن میکانیک، سیستەم، چیرۆک و ئەزموونی یاریزانەکان کۆدەبنەوە.
With gamescom come and gone by this point, it can be easy to get caught up in how amazing everything about the event was without thinking about all the work that went into it. With physical gaming events having some issues getting off the ground in recent years, it's interesting to see how gamescom continues to be such a massive ordeal.
During the event, we got to sit down and have a chat with the Director of gamescom, Stefan Heikhaus, to ask some important questions regarding the event.
With the industry currently in such a state of upheaval, it's important to not only know how these physical events can help, but also how they'll continue to operate. Heikhaus's answers leave a lot of mystery, but also hope for the continued improvement of events like gamescom. You can see for yourself below.
Q. Let's kick it off then. So, I feel like the big sentiment is that it seems like when you talk to everyone is "Wow, this is so busy." There are so many people here, and we're obviously in 2026, and we've lost other gaming conventions, especially in America. How does it feel to have such a big physical presence in this space, and do you think that's an important kind of bellwether for the industry moving forward?
Stefan Heikhaus: Well, my first reaction would be that it's kind of a big responsibility that you have. It's always something that you feel when you're here on the floor and see so many people, and making it a really positive experience for all of them. And this counts for both sides, right?
For the consumers, that they really have the experience, that they can play their favorite games, that they can do photos or whatever with their favorite IPs and people. And on the other hand, also for those who do all the investments, this is, for many companies, a huge amount of their marketing budgets. And whilst in the past, it might have been enough to just get the physical presence, get the people on the floor, having their marketing-related activities, it's not enough in these days. These days, you need this digital layer.
Therefore, if we want to say anything positive about corona [virus], then, because this was for many, also for events, this big eye-opener event, "Hey, look, there's a digital side of things." And I think we at gamescom did a really, really great job in combining physical and digital areas, and we improve continuously. And it's great to see that each year there are more companies who are not only physically present, but also have their streaming studios, or their creators they work with on-spot creating digital assets. We kick it all off with ONL, and this is great.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/interview-with-director-of-gamescom-stefan-heikhaus/