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From New To Arkane: Ten Years Of Development
 
 
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  From New To Arkane: Ten Years Of Development
by Jessica Maguire [Business]
10 comments Share on Twitter Share on Facebook RSS
 
 
December 10, 2009 Article Start Page 1 of 4 Next
 

[This October, Lyon and Austin-based Arkane Studios celebrated ten years of creating games. Gamasutra talks with founder, CEO, and creative director of the Dark Messiah Of Might & Magic developer and BioShock 2 contributing studio, Raphael Colantonio, about the company's past, present, and its major upcoming title.]

In an industry where one dead deal can put a studio out of business, surviving two swings of the axe is something to celebrate. Throwing parties on two continents, Arkane Studios just honored its 10 year anniversary with live music, fine dining, and great vibes.


This is not at all what Raphael Colantonio imagined when he first started out. But as he now realizes, "you can achieve a lot of things with just passion and being a little naïve sometimes."

Looking Back

Before he was CEO and Creative Director of Arkane Studios -- with offices in Lyon, France and Austin, Texas -- Colantonio says he was just a fanboy.

"I would contact Warren Spector or Richard Garriott," he recalls, "and just be absolutely like a kid. 'Guys, I just want to work for you. I'll do anything. Get coffee, whatever.' And now whenever I see them... They probably don't perceive me as I was back then, because I have more of a legitimate place in the industry. But it's still a little bit embarrassing when I think about it."

Lesson number one for those who would enter this industry: be willing to look like a fool. Colantonio's willingness to risk a little pride led to working with the very people he most admired. He was and is a huge fan of Richard Garriott and the Ultima series. "Those older games totally inspired us," he says, "and of course ION Storm with Deus Ex and Harvey."

Harvey Smith joined Arkane Studios after working at Origin Systems, ION Storm, and Midway Games. Best known for his work on highly acclaimed games such as Deus Ex, Smith -- now a partner at Arkane -- shares Colantonio's approach to game development.

"We're both creative with common sense," says Colantonio. "We're not like businessmen; we're more like creative people with a lot of passion to make things happen. And then we are practical and pragmatic to do everything we can to make it happen."

That emphasis on creativity is at the core of Arkane's success. From the beginning, Colantonio has made a point of working with the people who make the games he likes to play. "That's a privilege of owning your own business," he says, "to think, 'Hey, how 'bout I work with this guy? He's an awesome person and I really want him to be working with us.' It's like a little gift that you give to yourself."

Arkane has worked with some notables in the industry, including Doug Church (who currently works for Electronic Arts) and Viktor Antonov (the fantastic art director of Half-Life 2). "The truth is," Colantonio says, "those guys are all passionate and they're like me, you know? They're not proper businessmen. They're in the industry because they like what they do."

And everyone at Arkane Studios likes what they do. The team strives to follow in the footsteps of Looking Glass and Origin Systems, taking inspiration from games like Ultima Underworld and System Shock. "When I started to play those games," says Colantonio, "that was the moment I felt the difference between playing games as a hobby and feeling like this is really what I want to do."

 
Article Start Page 1 of 4 Next
 
Comments

Sam Anderson
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I played Arx Fatalis for the first time recently and was pretty enthralled the whole way through. NINE people on that game? Gosh. I've liked what I've played of Dark Messiah, but I hope they can keep pushing the envelope on that System Shock 1/Ultima Underworld-style. It can look like the Dark Engine, for all I care. Keep making games where you have to physically pick up pillows to look for keys, and I'll keep buying them.

Bart Stewart
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I'm with you, Sam.

I consider Ultima Underworld, System Shock, and Deus Ex to be the most enjoyable games I've ever played in over three decades of gaming. So I've definitely appreciated the effort that the folks at Arkane have put into their products.

It's unfortunate that the money people are so focused on poor but easily-quantifiable measures of "fun" (in the same way that lines of code is a lousy metric for code complexity). I guess I have them to thank for there being fewer and fewer games I can enthusiastically enjoy playing.

I'm glad to hear Arkane found someone to bankroll one more Looking Glass/Arkane-style game, though. Here's hoping it sees the light of day.

Stevan Zivadinovic
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Arx Fatalis came out around the time of Morrowind. It is still far more playable and better looking than Morrowind. I was disappointed by Dark Messiah, I guess I hoped it would be more Arx Fatalish than it ended up being. Combat was fun, but bland level design and no pacing and total linearity made for a relatively boring slog.

I hope whatever mysterious thing they're working has more world exploration.

Evan Van Zelfden
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My congrats to Arkane, and here's to another ten good years!

Kevin Reese
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I never played Arx Fatalis. Not sure how I missed that one. I'll have to read up on it...

Great article. Good luck Arkane, with the new project.

Kain Shin
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10 years... this is only the beginning.

Christiaan Moleman
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Good writeup. Congrats on the 10 years, guys!

David Cogan
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That was a great read. Very inspirational.

Meredith Wylie
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Congratulations to all of Arkane for your passionate struggle and success.

Ruthaniel van-den-Naar
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Lovecraft is grandmaster, i read all his novells and short stories. He strogly inspired me as lots of gians as R.E Howard, or softs rats as S.King.

Thx for Arx Fatalis, we feelt so someone next dont forgot on golden times game industry.

I feel from Dark Messiah, some secret rpg background, at the level todays stupid games, was melee combat great, one of the best stupid scripted FPS games. I dreaming about something with complexity of Morrowind and such naturalitic combat.


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