Building a World with Dishonored 2‘s Harvey Smith

I’m eternally interested in world building in games. Against my best judgment, I have spent dozens of hours doing things at the apex of lore nerd culture: I’ve read too many books from the Elder Scrolls games. I’ve watched an unthinkable number of Dark Souls lore videos. I’ve even tried to read the background materials to better understand the Baldur’s Gate games (there is a limit to what the human can do, however.) So I am no stranger to the weird ways that games build their worlds and the kinds of broad mechanisms that developers use to leverage those worlds to create deep and interesting games.
I recently Skyped with Dishonored 2’s Harvey Smith to talk about how the team at Arkane Studios crafts the world of the Dishonored games. When I asked him about the world building of the games, he told me about the first one’s transition from semi-Victorian London to a completely new world. “At some point I literally took out a yellow sticky note and drew a continental map, with the Pandyssian continent and an island chain that would become the Empire of the Isles.” This, I thought, sounds exactly like how I would start making a world for my Dungeons & Dragons campaign.
Many games have roots in homespun universes, and while the Dishonored franchise has dozens of people contributing to it, it still has that feel of a fantastical world that’s crafted by a singular commitment to telling a certain kind of story in a certain kind of context. As Smith explained, “One of the things that’s true about our company is that we have mission designers and level designers and they work with architects. Some of them come from a shooter background or videogame background, some of them come from pen and paper RPG background, but one way or the other that value is shared here at the company. The artists make things that have layers of history in them. Working together with our narrative designer Sachka Duval, we try to showcase environmental storytelling so you can stand in a spot and look around and kind of ask yourself ‘Wow what happened here?’ and kind of piece it together. That kind of cohesion and plausibility to every little detail is shared by everybody on the team.”
What Smith described to me was in lock step with the basic ideals of many immersive sims, a type of game that tries to fully immerse a player within a simulated world with fine-grained details and a strong internal consistency between the fiction of a game and the world it takes place in. But it is also highly important for any tabletop role playing game where the plot, world and relationships between characters have to resonate in the collective heads of several players sitting around a table.