Prey & Immersive Sim Design (Ricardo Bare & Raphael Colantonio)(Noclip / YouTube — VIDEO) «Back in March we sat down with Ricardo Bare & Raphael Colantonio (who has since left Arkane) about the difficulty in
designing immersive sims, and the long journey both they and the Prey IP took to get to this point.»
Not exact matches
It's let down by lacklustre combat and some annoying enemy
design, but Prey is still a compelling, beautiful
immersive sim.
The «
immersive sim» is a subgenre of games that represents so much about what I personally value in game
design: believable but unfamiliar places that feel lived - in as you explore them; an experience that's driven by the player's agency and the player's intent, that gives the player interactive tools to express their own role within that world; a set of game rules that feel so internally consistent and responsive that they expand what the world is, and the feeling that you are really in it.
This
design philosophy is a primary influence on how I think about
design in my own games, but clearly my own games don't embody all the things that
immersive sims grew to contain: emergent AI behaviors, a wide range of expressive player abilities, upgrades, weapons, stealth options, and more.
At Risk
Immersive sims have been held up as the pinnacle of PC game
design, but recent sales may mean the genre is endangered.
Just as in the
immersive sims that Arkane is so dutifully paying homage to here with Prey, it's a game that feels like it has been
designed to let the player fight back against the developer and find their own way through.