Video summary

Prey & Immersive Sim Design

Main summary

Key takeaways

Gaming

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)
  • 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

Original video