
Harvey Smith's Vision: Big-Budget Immersive Sims Still Have a Place

By Jane McGonigal


By Jane McGonigal
Industry veteran Harvey Smith, renowned for his work on games like Dishonored, believes that there remains a significant space for large-scale, high-budget immersive simulations. This perspective stands in contrast to opinions from peers such as Randy Smith Evergreen, who suggests that the niche audience for such games warrants more contained budgets. While acknowledging the financial pressures and expectations that accompany substantial investment, Smith contends that these resources are crucial for realizing the full potential and intricate design that define the genre's most celebrated entries.
In a recent discussion, Harvey Smith, who has transitioned from Arkane to establish his new endeavor, Black Pony Immersive, articulated his perspective on the financial scope suitable for immersive simulations. Smith recounted playful disagreements with fellow designer Randy Smith Evergreen, who advocates for leaner budgets in the immersive sim space due to audience size and market competition. Harvey Smith, however, maintains that while managing financial outlays is essential, the capacity for large-scale development unlocks unparalleled creative opportunities.
He elaborated that the design philosophy behind immersive sims thrives on offering players a vast array of choices and emergent gameplay scenarios. He cited an instance from his time as lead designer on Deus Ex, where players ingeniously utilized magnetic mines for vertical traversal—a mechanic unforeseen by the development team. Such spontaneous player interactions, Smith explained, are a hallmark of the genre, stemming from sophisticated AI, realistic physics, and player-centric tools that foster an 'explosion of possible permutations.'
Smith also cautioned against overly restrictive feature sets in large-budget productions, which can inadvertently strip immersive sims of their unique qualities. Conversely, he noted that smaller, independent projects might struggle to implement the depth and breadth of systems necessary to truly capture the genre's essence. This suggests a delicate equilibrium, where both insufficient and excessive constraints can compromise the player experience. He underlined that the ultimate goal is to find a 'sweet spot' where resources align with creative ambition without leading to conservative design choices.
The conversation inevitably touched upon the challenges faced by studios navigating the evolving landscape of game publishing. Recent industry shifts, marked by significant corporate acquisitions and heightened revenue expectations, have placed immense pressure on developers. Smith reflected on the journeys of games like Dishonored 2 and Prey, which, despite critical acclaim, did not always meet the commercial forecasts of publishers, leading to studio restructuring or closure, as seen with Arkane Austin following Redfall's release. His new studio, Black Pony Immersive, is thus poised to explore this balance, striving to achieve ambitious creative goals without succumbing to undue external pressures.
This discourse underscores a critical ongoing debate within the gaming industry: how to balance artistic integrity and innovative design with commercial viability. From a journalist's standpoint, Smith's insights offer a compelling argument for supporting robust funding for games that prioritize player agency and emergent narrative. It highlights the importance of recognizing that some artistic endeavors genuinely benefit from substantial backing to realize their full potential, provided that the focus remains on fostering the unique interactive elements that make them special. The establishment of Black Pony Immersive signals a promising new chapter, where a seasoned visionary aims to demonstrate that big budgets, when wielded thoughtfully and with an unwavering commitment to core design principles, can still yield extraordinary immersive experiences.
About the author

Game designer and author who writes about using games to improve real life and solve problems.

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