The “Two Wolves” of Immersive Sim: Harvey Smith’s Enduring Vision with Black Pony
Few names resonate as deeply in the world of immersive sims as Harvey Smith. The visionary director, known for his work on genre-defining titles like Deus Ex and Dishonored, has spent decades championing a unique approach to game design. Now, with the formation of his new studio, Black Pony Immersive, Smith is ready to delve back into the core principles that have shaped his illustrious career, balancing tradition with innovation.
From his early days as a quality assurance lead on the groundbreaking System Shock, Smith describes it as a “brush with greatness.” Working alongside the very developers who crafted Ultima Underworld, he witnessed a fierce passion that would ignite his own path. This dedication only deepened when he joined forces with Warren Spector to create Deus Ex, a title that would cement the immersive sim as a genre capable of profound player agency and intricate world-building.
The Arkane Years: Defining a Studio’s Soul
Smith’s journey continued with the co-founding of Arkane Studios alongside Raphaël Colantonio. Their shared ambition was simple yet powerful: to create games that truly mattered to them, rather than following trends. This commitment meant Arkane often turned down lucrative projects that didn’t align with their vision, risking financial stability for creative purity. Smith recalls countless times when they refused to work on “third-person action shooters” or “DLC for money,” choosing instead to “gamble the company” on what they believed in.
This steadfastness eventually paid off, forging Arkane’s reputation as master world-builders. Their expertise became so recognized that they were tapped to contribute levels for BioShock 2, a testament to their unique skill set. It was this unwavering focus that ultimately led to the creation of Dishonored, a series that captivated players with its intricate levels, supernatural powers, and compelling narratives. As Smith puts it, “In a sense the purity was more valuable than the jack-of-all-trades.”
Learning from the Past: The Redfall Experience
However, even the most dedicated studios face challenges. A decade after Dishonored, Arkane Austin released Redfall, a co-op looter-shooter that struggled to integrate the immersive sim values Arkane was known for. Smith openly acknowledges that it “did not come together,” admitting they “never should have been working on a games-as-a-service game.”
Redfall‘s launch was plagued by several issues, including external factors and internal missteps. Ben Horne, Redfall‘s production director and now Smith’s co-founder at Black Pony, highlighted some of the challenges:
- It was reportedly Xbox’s first $70 (approx. Rs 19,460) game, placing it under intense scrutiny.
- The game became entangled in “console wars” narratives.
- A planned 60 fps performance mode for consoles was held back due to framerate dips, leading to significant player disappointment.
Ultimately, Horne emphasizes that the core problem was working “outside of our expertise.” The experience underscored the importance of returning to what they do best, a lesson that heavily influenced the formation of Black Pony Immersive.
Black Pony Immersive: A New Horizon
In the wake of Arkane Austin’s closure, Smith and Horne co-founded Black Pony Immersive with a singular, clear goal: to make immersive sims. Horne, who previously worked on annual NBA games, found a profound creative spark at Arkane, describing his first experience playing a build of Prey: Mooncrash as something he “could not pull away from.”
Joining them at Black Pony is Ricardo Bare, the creative director behind Prey: Mooncrash. Bare brings a unique perspective, often exploring deep philosophical questions about existence and consciousness in his work, evident in the themes of empathy and sentience found in Prey. Smith, on the other hand, consistently explores themes of power and exploitation in his games, from the political awakenings in Deus Ex to the oppressive systems depicted in Dishonored.
The Two Wolves: Tradition and Innovation
At the heart of Smith’s design philosophy lies a constant tension he describes as “the two wolves inside me.” On one hand, there’s a deep reverence for the “sacred writings” of immersive sims – the core tenets that define the genre. On the other, there’s an insatiable desire to push boundaries, to ask, “where can we go with it? What can we do that’s new?”
This approach isn’t about reinventing the wheel entirely, but rather recontextualizing familiar mechanics within fresh narratives. Smith cites Dishonored‘s possession power as a prime example. It started as Arkane’s take on the disguise mechanic from Hitman. But by weaving it into the game’s unique fiction, designers found innovative ways for players to possess guards to bypass Walls of Light, or rats to navigate hidden tunnels, even leading to creative assassinations involving fish in fountains. This innovative thinking is what generates “a lot of love” from players.
Black Pony Immersive is committed to creating single-player, narrative-driven, atmospheric first-person games that blend shooter, stealth, and RPG elements, emphasizing player creativity and exploration. Their aim is to honor the genre’s rich legacy while finding novel ways to surprise and engage players, ensuring that Black Pony is anything but a “one trick pony.”
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