The new video game Dishonored from Arkane Studios has been meticulously designed by Ricardo Bare, the chief designer.
According to Ricardo Bare, the chief designer of the game, the narrative of Dishonored is about the more ambiguous aspects of morality, the freedom of choice, and whales. Arkane Studios, the production studio responsible for the forthcoming steampunk-like narrative of protagonist Corvo Atano, constructed a city from the bottom up, complete with its own folklore, history, diseases, religion, and unique take on the industrial revolution. The citizens of Dunwall have spearheaded a technological revolution in their city. It is a coastal community that derives its entire technical infrastructure as well as its economics from the whaling business. In this industry, enormous ships travel out to sea to hunt whales, kill them, and gather their oil in order to provide the city’s technological infrastructure with electricity.
This is only one facet of the universe that the team created so that they could use it as the backdrop for their most recent release.
Bare, speaking on the additional background knowledge that contributes to the formation of the game’s scenario, adds, “We’ve kind of built a religion from the bottom up.” “The Overseers are a group that makes up one of the factions in the city, and they have a part to play in the city that is rather substantial.
“There is a character in the game known as the Outsider who is shrouded in mystery, and their presence has some bearing on the game’s interpretation of religion. The overseer does not have a very warm and fuzzy feeling for this individual, but due to the fact that he is so shrouded in mystery, it is difficult to determine if he is good or bad. But there’s no denying that he has feelings for the player character.”
Barely makes it clear that it is not directly based on the steampunk aesthetic that has been seen in several other forms of media in the past. Despite incorporating a combination of supernatural powers, high-tech equipment, and a dusty, steam-strewn metropolis, Dunwall is mostly modeled on London during the 1600s. The city is named after the fictional Dunwall.
According to what he has said, “We started with our art directors and our designers.” “We began by conducting a significant amount of historical research on locations such as London and events that took place in and around that area during such time periods as the 1600s and 1700s. As we moved further back in time, we became increasingly interested in the events surrounding the industrial revolution. After that, we began incorporating all of this alternative technology because it was our own universe, and as a result, we now have the city of Dunwall, which is an entirely made-up location that has a steampunk-like aesthetic.”
However, games like Thief, Deus Ex, and Half-Life are some of the games that have served as inspiration for Dishonored. Harvey Smith and Victor Antonov, both of whom played an essential role in the creation of Thief: Deadly Shadows and Half-Life 2, are just two examples of the seasoned game designers that are contributing to the development of this game as part of the team that is working on it.
The end product is a video game that is driven by player choices and is focused on stealth and atmosphere like the aforementioned games. According to Bare, this process led to the creation of a game in which the player is given a mission, and it is totally up to the player to decide how they would complete the objective.
“You have the option to go into the operation with the mindset that you are going to completely destroy it. You are going to butcher the game and kill everyone in your way, and if you do that, you are kind of committing yourself to a more sinister conclusion when the game is through. You may, on the other hand, choose to play the game in a manner that is extremely covert, very cautious, and very methodical. You have the option to investigate, learn more about the city and its history, and undertake side missions that will assist you in completing the main goal. A player who chooses to do any of these things will, at the conclusion of the game, have committed themselves to a certain type of ending. In addition to that, their experience will be entirely unique.”
The play style determines the level of darkness of the different endings, which can range from “extremely dark” to “less dark.” There are also mid-game implications that are determined by how the user completed tasks. The player has the option to avoid killing primary targets, for example, although this is a strategy that is more challenging to pull off properly.
“The players who do that will really have to explore and do some side quests, and it’s a really cool way to get rid of your targets because instead of just a straight-up brutal assassination, it’s a little bit more finessed, and it kind of has some poetic justice built into it,” said the narrator. “The players who do that will really have to explore and do some side quests.”
A morality system that evaluates the user’s behavior based on whether it is moral or immoral is incorporated into the game. Arkane was aware of the trend for video games to simply present players with a black-and-white dichotomy, giving them a straightforward choice between doing good and doing evil in their games. Instead, they intend to incorporate more nuanced options into the game, each of which will have both immediate and more far-reaching repercussions.
“The game keeps track of that kind of stuff, and it starts to destabilize the city, which leads to a darker ending. If a player just walks into an area and starts killing indiscriminately — killing innocent people who are not really necessary to complete the quest — the game keeps track of that, and it leads to a darker ending. There will be some immediate repercussions, such as the fact that there are currently more rats in the streets as a direct result of your killing a large number of city guards. The long-term effects, however, are what truly needs to be taken into consideration. Your choices about how to approach the challenges presented in the game will determine the outcomes for a number of the playable characters as well as the future of the city.
“We came to the conclusion that we should steer clear of any kind of black-and-white, binary, good-versus-evil framework. The dichotomy between order and anarchy is more important. Will you leave this society more unbalanced, further entrenched in the throes of instability, or will you do exactly what needs to be done to get the job done and leave the city in a better place?”
The PC, PlayStation 3, and Xbox 360 versions of Dishonored are all slated to become available on October 9 in North America.