Video summary
Prey & Immersive Sim Design
Main summary
Key takeaways
Game storyline / concept
- Setting & premise: The game takes place on a space station inhabited by aliens, where the player’s goals are to survive and escape.
- Core narrative hook: Players awaken or arrive with limited understanding of what happened, creating a personal mystery like:
- “What am I doing here?”
- “What happened?”
- Relationship to earlier titles: The team frames this as a new IP, loosely connected by genre DNA—primarily first-person action in space with aliens and the idea of a station escape.
- They cite influence roots such as:
- Arx Fatalis (escaping a fortress framework)
- System Shock (major “connective tissue”)
- Dishonored (compared for mission structure versus continuous space)
- They cite influence roots such as:
- Broad thematic focus: Emphasis is on individual survival and self-discovery, rather than an “indirect” objective like saving the world.
Gameplay highlights (immersive sim approach)
- Immersive sim philosophy: The priority is deep player immersion, driven by mechanics and world behavior that feel consistent and “filter-free.”
- Single self-contained location: Instead of a classic mission-by-mission structure, the entire space station functions as one big “space dungeon.”
- Players backtrack heavily, revisiting areas that gain new meaning because new events, people, or creatures appear.
- Open-ended systems (“anything is possible” feeling):
- The team emphasizes a world that follows rules, letting players learn those rules and improvise.
- Multiple playstyles are supported—players can pursue different approaches instead of relying on one optimal route.
- Example system: Mimics
- Mimics aren’t purely scripted transformations; their choices consider the physics objects in the room to decide what fits.
- This leads to variability—the same room can produce different mimic outcomes across runs.
- The team notes occasional “off-feelings” (e.g., mimics transforming into objects that are too large or too small), implying mass-based constraints.
Strategies / key tips mentioned
- Learn the station’s rules, then improvise: Because the environment supports consistent physical/system rules, players can experiment with physics and interactions to find solutions.
- Embrace replayability of spaces: Returning to the same areas can be strategically valuable because new entities/events may appear.
- Choose your approach freely: The team encourages experimenting with different builds and choices—for example, not relying on a specific tool (like a “glue gun”) or trying different interactions with aliens.
Development / design philosophy (what they emphasized)
- Why this genre: The team credits Arkane’s “DNA” and their history with immersive sims, noting that many developers come from studios connected to Deus Ex, System Shock, Bioshock, Thief, and similar worlds.
- Why immersive sims are hard:
- They require consistent simulation-like behavior and open-ended systems.
- They also demand highly skilled level design and art/architecture to support those systems.
- Fidelity and specialization: Modern production benefits from more specialized roles (levels, scripting, architecture, etc.), which increases team size and makes development slower.
Gamers / sources featured (mentioned at the end)
- No specific gamer “players” are named as featured sources.
- Referenced games/studios (influence/identity):
- Arx Fatalis
- System Shock
- LookingGlass Studios / Ultima-era influence (via discussion)
- Arkane
- Dishonored
- System Shock / Prey (original vs later versions)
- Deus Ex
- Bioshock
- Thief
- Half-Life
- Baldur’s Gate
- Ultima Underworld
- Ultima VII
- Ultima (RPGs)
- Bard’s Tale
- Ion Storm / Origin / EA
- Unreal Engine
- Interviewees / people speaking:
- Raphael
- Ricardo
- Richard Garriott (referenced within the Origin/Ultima context)
- Harvey
- Monte Martinez
- Steve Powers