The stealth mechanic from Dishonored, the upcoming first-person game from Arkane Studios and Bethesda, went through multiple iterations, according to co-creator Harvey Smith, as the team wanted to see what worked well with the game’s other aspects.
Dishonored is getting ready to appear this October and developer Arkane has started unveiling more details about its gameplay.
We have already admired the impressive stealth mechanics through several videos
released up until recently, but now the game’s co-creator, Harvey Smith, has gone in-depth about this aspect of Dishonored and revealed that multiple systems were tried out before deciding on the current one.
“We decided to go with ‘view cone’ based stealth. Enemies have a view cone. Their peripheral vision is weaker and they don’t see as well up high – it’s squashed so you can hide in the rafters. The deal is that if you’re in front of their view cone they see you, no matter what the lighting levels. Even if I turned out the lights right now, I’d still be able to see you, right? So we decided to go with something realistic,” Smith told the PS blog
Plenty of models were also prototyped, including already famous ones like the “pool of shadow”, which renders the player invisible while he’s in the shadows.
“The truth is that we tried all of the models you can think of. We tried the ‘pool of shadow’ model, but modern players would say the AI looks bad if I’m in a shadow and an enemy walks right by me. That looks dumb. They want a more reactive system. And that makes it a little more hardcore. To sneak, you really have to stay behind cover, lean out behind walls. It requires you to really know where an enemy is looking and avoid that range.”
Even with its reliance on stealth, Dishonored is looking poised to attract quite a lot of people this October, when it will be launched for the PC, PS3, and Xbox 360.