Raphael van Lierop’s Post

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Founder | CEO | Chief Creative Officer at Hinterland

A lot of people have written about the devastating closures of Arkane Austin, Tango Gameworks, and Alpha Dog. I don't want to repeat that stuff. It's a terrible situation. As a developer, it's heartbreaking. As a player, it's even worse. I just want to say something personal about Arkane Austin, and the kinds of games they make/made, and in particular, Harvey Smith, who heads up (headed up) the studio, after Raphael Colantonio moved on to new things. The first game I really fell in love with was Half-Life. HL showed me the way forward for games, particularly first-person ones, as an expression of deep and interesting -- often claustrophobic -- exploration, combat, and puzzle solving, excellent balance, and the power of first-person interactive narrative to create super immersive worlds for players. The second game I really fell in love with was Deus Ex (Ion Storm). DX showed me the way forward for extremely systems-centric experiences. The power of player choice, experimentation, and improvisation. The promise of a more mature, sophisticated narrative than you mostly found in games of the day. The joy of a game that was responsive and adapted to your choices as a player. The freedom to contrive your own solutions to problems. These games, together, rewired my brain. DX followed the work done before it by games like Thief (Looking Glass), System Shock (also Looking Glass), and later Arx Fatalis (Arkane's first game), but really locked in on the idea of the "immersive sim" that, later on, BioShock (made by ex-Looking Glass people) would replicate. Then Dishonored (Arkane). Then the 2017 Prey (also by Arkane Austin). Other games have riffed on the formula, even when taking it in different directions. There's some DX in Far Cry. There’s some DX in Fallout. There's some DX in Stalker. There's even some DX in The Long Dark. Player freedom. Experimentation. Thoughtful narratives. World dynamism and responsiveness. Affordance of player improvisation. These are core tenets of Immersive Sims that make all games better. They've never set the market on fire. But just like there are movies for movie-makers, these are games for game makers. These are games, we as developers who recognize the alchemy and miracle behind them, stare at in awe, wondering how the creators were able to harness this black magic. That's what we lost in Arkane Austin yesterday. Harvey Smith was the lead designer on DX, and his work has always inspired me. The team there was dedicated to making these sorts of complex, wonderful experiences that we need more of. These are important games, important ideas, important ideals, and it will once again fall to independent developers to keep them alive. So be it.

Rafael Brown

CEO & Founder at Symbol Zero // Microsoft Regional Director

6mo

The loss of institutional knowledge from closing both Arkane Austin and Tango GameWorks was massive, bizarre and unnecessary.

Cord Smith

Creative Hybrid at Inevitable Studios

6mo

Calling out these games in particular resonated with me in a powerful way. In 1998, I played Half-Life, Deus Ex, and then System Shock 2 the following year. I'd been a gamer all my life, but I'll never forget the impact of being bombarded with so such innovation and excellence in such a short span of time. Playing Prey years later, I again felt that tense immersive weight of being dropped into a world brimming with possibilities, driven by player choice and its consequences. Those games were magic to me back when I didn't have intimate knowledge of how games were made; and they're absolute miracles to me now that I do.

François Roughol

World Director on Exoborne - Sharkmob (Tencent)

6mo

Could not have said it any better, these games are for game-makers first for sure, and “connoisseur-gamers” if that’s a term I can use here. And indeed we lost one of the last representatives of these studios. I feel so privileged having had the opportunity to work on one of those games…

It's extra sad because the last few years saw some great experimentation and innovation in the immersive sim genre. Mooncrash was maybe the best single piece of DLC I've ever played (no hyperbole) and it blended in roguelike sensibilities. Deathloop added some interesting 1v1 PvP elements. I'd love to see continued exploration and pioneering of new gameplay within those genres. Perhaps Death Stranding-type shared world elements, or somehow finding a way to keep the complexity while introducing co-op. Immersive sims are kind of like games by game designers for game designers. I'd love to see someone take up the mantle and push it forward.

Such a loss for the industry. That design school influenced the Shadowrun games in a major way. The whole Aztechnology run in Dragonfall is what it is because I was playing Dishonored at the time.

Siddharth Singh

Improve your Game Profits by 34% Without Increasing Cost | Product & Design Leader | Ex EA, Tencent, PUBG | 300 MN+ downloads

6mo

It's truly heartbreaking to hear about Arkane Austin Raphael. You've highlighted the immense value they brought to game design. Many developers, even in other genres, draw inspiration from the immersive sim elements Arkane perfected. Their influence on gaming's narrative depth and player engagement will be felt for years, a testament to their legacy. Feel sad for the devs..

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Elohim Cebe

Product Manager at Ubisoft Montréal

6mo

Clearly, even the best-known Immersive Sims were never blockbusters, but the influence of Looking Glass, Ion Storm or Arkane work on the gameplay mechanics of today's AAA games is undeniable. It's so refreshing to see that in their wake, extremely innovative games can still surprise us in 2024. Keep an eye on the fantastic Shadow of Doubts from Cole Jefferies It put a smile on my face that reminded me of my first hours on Deus Ex in 2000... No studio closure will deprive us of creativity. But I'm thinking of those who will have been stripped of the means to do so. https://store.steampowered.com/app/986130/Shadows_of_Doubt/

Fernando de Cea Cotta

Software developer. Unity Engineer. Games Development / XR apps

6mo

So.. wait for what is coming to us, devs, when a game engine can AI generate games (maps and behaviors) from a simple prompt 💀😂

Michael Timothy Doyle

Head of Development and Publishing Partnerships / Executive Producer / GM

6mo

Beautifully put.

Pete Leonard

Outsource Producer at Lucid Games Ltd

6mo

Great words. Prey was GOTY 2017 for me, and DX is still my GOAT game. Hell of a pedigree i both harvey smith and raphael colantonio.

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