Dishonored Dev: “It’s Been A Poor, Poor Five Years for Fiction in the Industry”
Dishonored visual design director Viktor Antonov believes the video game industry is suffering from a lack of variety and overabundance of sequels.
Speaking with Eurogamer, Antonov said:
“It’s been a poor, poor five years for fiction in the video game industry. There have been too many sequels, and too many established IPs that have been ruling the market. And a lot of them are war games. And they’re great projects and great entertainment, but there’s a lack of variety today.”
Hear, hear. Antonov went on to explain how this lack of variety prevents new genres from being established, as anything that doesn’t fit the mold is compared to another title rather than a category of game. He said:
“So, when you step out of this established genre, people cannot grasp it, or the press tries to find a match. There’s a place for thousands of different sub-genres and genres. Imagine the times when you were in the ’40s and there were Westerns in Hollywood cinema: there were so many of them that none will be compared with another one, because there was a genre.”
For this reason, Antonov finds himself likening Dishonored to BioShock:
“We’re doing a historical piece, a retro-futuristic piece, which has pretty much nothing to do with BioShock except for the fact that it doesn’t take place in the far future, but has references to the past. And, unfortunately, BioShock and Dishonored are the only two games that go into that fiction for the past – how many years?
“So, lack of variety in what’s in the market leads to associations like this. There should be more historical realistic worlds out there. And too bad there are not; I was expecting there to be 20 games like this.”
Antonov finished with a rousing call to action for developers:
“I’m extremely happy of where technology has gone. But artists and art directors should make their own life a little bit harder by pushing management to take more artistic risks, and use the technology to a better, higher level. That’s what I’ve been doing and suffering by – I’ve been spending as much time creating, as convincing the people who are financing games how important it is.
“Games should sort of split up and specialize and assume that there’s such a thing as genre, and they shouldn’t try to please everybody at the same time and try to make easy, diluted projects. Let’s go for intensity and quality.”
I’m all for greater variety, but establishing a new genre seems at odds with that statement — how does one create greater variety by developing multiple games that will fall into one new genre?
via GI International