The pair of developers who are currently leading work on Dishonored believe that the nature of the gaming industry makes innovation more difficult, but they are also pushing for titles to become more interactive.
Raf Colantonio, the co-creative director working on Dishonored
at Arkane, tells Gamasutra that, “When you think about the '80s and '90s, every game was a new genre, almost.”
He adds, “Every art always needs references, and it's usually an iteration of something else, or a fusion between two things that you like and then you bring in something in the middle. I don't think there is anything wrong with that.”
The evolution of the industry means that genres are now more clearly defined and every developers need to decide early on what kind of experience they plan to create and how they will fit inside their own space.
Colantonio believes that modern games can be innovative by taking solid mechanics from two big influences and by mixing them in order to create a derivative experience that does not feel broken.
The creative director and his peer, Harvey Smith, are both passionate about video games that offer the player choice, both when it comes to the tools that he will use to solve a challenge and to the way he will deal with characters.
Dishonored puts gamers in the role of Corvo, a former bodyguard who has been framed for killing the Queen he was supposed to be protecting.
He has supernatural powers, ranging from silent movement to body possession, and an arsenal of weapons and gadgets that will be needed in order to uncover who’s to blame for his situation and a wider conspiracy.
is set to be launched on the PC, the PlayStation 3 and the Xbox 360 on October 9 of this year in North America and three days later in Europe.