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Co-Creating Dishonored: An Interview With The Directors

Tell me a little bit about the structure of Arkane and the setup that you guys have in terms of the way you work?


Colantonio: We have a team in Lyon, France and a team here in Austin. That's to simplify it a bit because we have a few contractors from other countries, but that's the main idea. And in Austin we have the game direction, us two, and we also have some of the level designers, and the gameplay programmer, and then one animator. Whereas in Lyon we have a big bulk of the art, and we have...

Smith: A few level designers...

Colantonio: Head level designers...

Smith: Core technology programmers and our executive producer is there too.

And how do you make that system work on a day to day basis? What's the interaction between the two major studios in two different parts of the world?


Smith: Well one of the things is that we come in a little earlier than most video game studios, like our lead programmer gets here at five in the morning. And that way he has maximum overlap with the French office due to the time difference. We also leave the video conference up all day. You know instead of just using it for meetings like most people do (which we think is a mistake) we like to put it on a cart next to to the desk and leave it up and just chat with the person. We leave it unmuted, that's another key. You develop this team vibe.

And the other thing is, I think this is kind of a trick, we try to go out of our way to only hire people who understand and love the kind of games that we make. We aren't just a game studio, we're like very much focused on these immersive first person action games that have RPG features built into them. And by recruiting those kinds of people, and sharing that passion for those games, a lot of things immediately become easy, even across language barriers. Because you can point to something in Bioshock, or something in Far Cry 2, or something older in Underworld or System Shock. They love them for the same reasons and that immediately creates a bridge.

There's an increasing trend of a lot of games introducing role-playing elements into features and gameplay that might not have had it ten years ago. I'm curious of your thoughts as to why that's happening, why pretty much any game these days can be called "/RPG".

 

Colantonio: Well we believe gamers are, over time, more used to playing games so they become more sophisticated and tastes evolve. It's like if you are a food connoisseur, you like better and better food with more depth. So there's no real surprise that games, or at least part of the games, the way they evolve is through more depth. So you see games like GTA and I think if they keep going this way they are going to be an RPG soon.

Smith: Hopefully people just keep on deepening the mechanics that are in those games. I think a synthesis is the ultimate experience for both of us.

Colantonio: It's interesting how games started this way, like in Underworld. It has got action, it's got depth.

Smith: Yeah.

Colantonio: Far more than most of the games in the last ten years. And for some reason the industry focused on making their games pretty and technologically impressive...

Smith: Shiny.

Colantonio: Yeah, shiny. And then by focusing on that so much they kind of traded off the depth. But now that games are mature enough, like the industry is so mature, I think it is time to bring back all of those values and all of that depth. We're glad that it's the truth not only for our game; there's also some other games that are going there and that's pretty cool.

 

Interview by Matt Miller and Ben Hanson

 

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Comments
  • Seems like this game is getting tons of coverage.
  • Excitment plus 1

  • They look like a couple. Also, The guy on the left is definitely a gamer.
  • I'm glad to hear that Colantonio and Smith work as a pair so fluid and great, and not only them but both studios at work as well.

  • This game really looks good.

  • I can't wait til the magazine gets here so I can read about this game! It already has me quite intrigued.

  • I'm getting really good vibes from this game. I might actually pick this up.

  • I have to admit I am not getting such a great vibe off the Deus Ex videos being released, so I will be waiting for the reviews of this "pretender to the throne".

  • The only thing better than a game sounding good, is knowing the people designing the game are as passionate about it as you are. I am hopeful and my interest is most certainly piqued.
  • Raf Colantonio looks a little bit like Sully Erna.

    Also, this was a great way to start a day(..well...more accurately, a good way to start a day 4 hours in).

  • Cool

  • It's reading articles like this that remind you that there are great game studios out there (ie. Valve as well). Not all are trying to choke the creative freedom out of the developers and only care about the bottom line - I'm looking at you Activision.

  • Their offices seem rather... quaint. All the walk-arounds from the big companies really skewed my perspective I think.

  • Good for them, I love that the type of game is getting more popular.  Was getting tired of mindless action FPS and Third person shooters.

  • this game is definitely on my radar

  • If this game is as good as all this coverage seems to indicate, I'm going to be playing the ever loving crap out of it.

  • Definitely took some days off of work for this game.

  • I really can't wait for this game, I love it when first-person shooters are approached in a different way.

  • Nice... Raf's got a tattoo of his studio's logo on his arm. :)

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