Posted on 21st Oct 2011 at 6:30 PM UTC

Dishonored: The game publishers thought you weren't smart enough for

Arkane breaks down its world of magic, machinery and subterfuge...

We say all the time that players are smarter than most publishers give them credit for," says Dishonored's Lead Designer, Harvey Smith.

"Players do not shy away from depth. They play games like Skyrim, like Fallout, in mass numbers. Yeah, they can handle Dishonored."

A former tester at Looking Glass studios, Smith left Looking Glass to join Warren Spector's team at Ion Storm as Lead Designer on Deus Ex. Ten years on, and Smith is co-Creative Director at French developer Arkane, the 'co' part he shares with Arkane's CEO and fellow co-Creative Director Raphael Colantonio.

"A lot of people create game companies and they say 'do whatever it takes to stay alive'," says Smith. "Do a driving game, do a licensed game. Whatever.

But we really just want to do immersive first-person games that create a world and a new story, with some role-playing features, some stealth, and the ability to solve problems creatively or with improvisation. Those are our values; they aren't the same values every studio has, (but) they've unified us and guided us and led us to make Dishonored."

BUILDING WORLDS

Part Hitman and part Deus Ex, Dishonored is about assassination and stealth in the city of Dunwall, the capital of Dishonored's fantasy world. It's a world where technology came too soon thanks to combustible whale oil which powers industry, and thanks to the very real magic which plays a role in every part of society.

The narrative begins with the death of The Empress and the false imprisonment of her bodyguard Corvo, who immediately escapes and sets about unravelling the conspiracy behind The Empress' assassination.

Dishonored Screenshot
It's a conspiracy which touches every element of Dunwall's corrupt government, and so Corvo hunts those responsible whether they're hiding in Dunwall's slums or its most opulent palaces.

Every inch of Dunwall is decorated with lush, hand-painted textures and populated by enemies and architecture by Half-Life 2's Viktor Antonov, working in collaboration with Art Director Sebastien Mitton.

It's an unmistakably European look, and is unmistakably Antonov - his segmented mechanics, absurdly tall machines and structures, and bulky armoured vehicles appear everywhere in the city of Dunwall in designs seemingly lifted straight from Half-Life 2.

It's Valve's Combine technology if it had been built in the late 1800s then dragged back to the London of 1666, when the plague was claiming thousands of lives and the city was headed for disaster in the Great Fire of London.

"Everything we design, we think choice," says Raphael Colantonio. "When we design an environment, we don't think 'okay it's an apartment, it's part of a building. If it's an apartment then it's got a kitchen, it's got some bathrooms, some space to live... So we design all of it, and then we fill those areas with characters and give it a story. You build this world that has real spaces and multiple paths so it feels like a real world.

"And then you do the same with the systems - the rats, the guards' AI... Then the magic happens when one system interacts with another system and then you go 'wow! We never thought about that!' We support the things that are cool - the emergent situations we didn't plan. Designing them in a simulated way creates content."

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Comments

5 comments so far...

  1. Legend Turtle on 21 Oct '11 said:

    Sounds good. But if some AI punk tried to feed me to a rat they would get what for I tell you!

  2. alexkidd on 22 Oct '11 said:

    for f's sake change the player, change the player, change the player!!!. the effing advert runs fine then the actual video either runs choppier than Jason Vorhees or doesnt start at all meaning i have to watch that bloody smooth ad again and hope for the best.

    I imagine its the same player that the chaps over at Gamesradar are using so why dont you swallow your pride and ask them how to bloody optimise the thing.

    message ends

  3. Legend Turtle on 5 Nov '11 said:

    Wii 3654 9621 4657 1564 4855 6426 8436 8425 6565 8425 5658 5468 4256 9582 1674 5684 2556 4...

    There are a statistically implausible number of sixes in that code... unless... are you Satan?

  4. gmcb007 on 5 Nov '11 said:

    We say all the time that players are smarter than most publishers give them credit for

    Evidently not seeing by the amount of idiots who buy their explotive DLCs.

    I forgot about this game, must keep an eye on it.

  5. sirthorns on 19 Jan '12 said:

    It's truly a game, it's truly dynamic; it's not just a scripted movie you're running from checkpoint to checkpoint on. It's the game we've always wanted to make


    Thank god .. l agree 100% .. scripted games (checkpoint to checkpoint) should not befull priced games ether .. As here in Oz 89 bucks for a game is alot of cash .. Fallout 3 NV Skyrim tipe games offer me more replay value for my $89 .. from 8hrs for scripted games and no replay value .. to 300+hrs and alot of replay value .. l know where my 89 dollars are going , well 50 dollars thanks to ozgamer there in the uk :mrgreen: . ok rant over .