The Heritage Of Arkane Studios

Post » Sat May 12, 2012 5:20 am

GameInformer updates their HUB of Dishonored and here's the video where the developers of Arkane Studios talk about some interesting stuff from their experience as I guess (I haven't watched it yet, I'm just starting to so I don't know what the video presents exactly in details).

Here's the link of the video, enjoy

http://www.gameinformer.com/b/features/archive/2011/07/13/dishonored-the-heritage-of-arkane-studios.aspx

While their eyes are set on crafting a new IP called Dishonored, the team at Arkane Studios can't forget the past. The offices (one in Austin, Texas and the other in Lyon, France) contain developers that have helped create titles like Deus Ex, Half Life 2, and Arx Fatalis. While visiting Austin, we spoke with members of the team at Arkane Studios about their past in the gaming industry and which games and ideas have helped to shape the direction of Dishonored. Check out the video below.
@GameInformer.
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Nichola Haynes
 
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Post » Fri May 11, 2012 10:15 pm

Harvey's gained some weight. The philosophy behind the game is obviously solid. For that reason alone I will no doubt buy the game.
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Noraima Vega
 
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Post » Fri May 11, 2012 9:30 pm

I wonder if this entire "You can make a big impact on the game's world" is the right approach. Every developer seems to work in that direction, and eventually - as a player - you do not recognise these impacts you are supposed to make.
The one game which has achieved this, basically, is Minecraft. But Minecraft has nothing else to offer.


For an immersive gaming experience, I think it might be a step into the righ direction, when the player can not actually make a big impact on the game. At least for a major part of the time. Or if he causes a major impact, it shouldn't be too obvious.
TES Morrowind did a good job in this, iirc. You could kill very important characters in the game, but you wouldn't notice because their story- and quest-line would just be erased, without making a whole rigmarole out of it.


Perhaps this isn't actually an option in Dishonored, as we are the ex-emperor's guard. But I hope there will be more subtle elements to this entire deal.
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Spencey!
 
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Post » Sat May 12, 2012 2:43 am

I wonder if this entire "You can make a big impact on the game's world" is the right approach. Every developer seems to work in that direction, and eventually - as a player - you do not recognise these impacts you are supposed to make. The one game which has achieved this, basically, is Minecraft. But Minecraft has nothing else to offer.


I get the impression that they're talking more along the lines of Deus Ex, where the game and story would often adapt invisibly to the players actions instead of always just forcing you to make a game-altering choice via a binary dialogue option (though it had the dialogue options as well sometimes).

For example, if you laid a trap for Anne Navarre aboard the 747 and killed her before you were "supposed to," Deus Ex would simply have Alex Jacobson cover for you -- instead of giving you a game over or just making her invincible at that part. This changed a slew of things thoughout the game, even though only a tiny of number of players actually did. Things like that help the immersion levels immensely, but also create some major design challenges.
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Raymond J. Ramirez
 
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Post » Sat May 12, 2012 12:58 am

Cool video without any gameplay footage, but interesting at all :)
Nice to hear that Arkane likes FarCry2, one of my favorite games since centuries (except Dark Messiah and Arx - this are all-time-favorites)
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Andrew Lang
 
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