Dishonored Creator Defends Loading Screens

Dishonored Creator Defends Loading Screens as More Than Just Waiting Time
As modern games continue pushing toward seamless worlds and almost instant transitions, loading screens have become something many players expect developers to remove entirely. But one of the creators behind Dishonored believes the old-school loading screen still has value.
Harvey Smith, former co-director at Arkane Studios and one of the key creators of Dishonored, recently looked back at the first game alongside Raphael Colantonio. During their playthrough, the team discussed how the game used loading screens when moving between major areas, such as entering the Boyle mansion garden or stepping into the main building.
While these loading moments were originally tied to hardware limitations, Smith argued that they were not necessarily a bad thing.
Loading Screens Can Give Players a Breather
Smith explained that many people see the removal of loading screens as pure progress for the gaming industry. However, he believes that a pause between one area and another can help players mentally register that one space has ended and a new one is beginning.
In other words, a loading screen can function like a small breath between scenes.
This is especially important in games like Dishonored, where levels are carefully structured around stealth, exploration, vertical routes, and environmental storytelling. A short transition can help players process what just happened before stepping into a new part of the mission.
More Than a Technical Limitation
In older games, loading screens often existed because the hardware needed time to prepare the next area. But Smith pointed out that these screens could also serve a creative purpose.
Developers could use them to show tips, artwork, lore notes, small pieces of worldbuilding, or information that supports the game’s atmosphere.
For immersive games, that extra space can matter. A short note, image, or hint can help reinforce the world without interrupting gameplay too heavily.
Modern Games Often Chase Seamless Presentation
Smith’s comments stand out because many modern games now try to hide loading as much as possible. With faster SSDs on current-generation consoles and PCs, developers can create more seamless transitions than before.
Some major games, such as modern God of War titles, are known for presenting the experience like one continuous long take. This kind of design can make a game feel more cinematic and immersive.
However, Smith’s point is that seamless design is not automatically better in every situation. Sometimes, a clean break between areas can support pacing, mood, and structure.
Dishonored Still Shows the Value of Level Transitions
Dishonored remains a strong example of level-based design. Each major mission has its own identity, layout, rules, targets, and atmosphere. The loading screens between areas may have been created for technical reasons, but they also helped separate one space from another.
For players, this can make each location feel more defined. It tells them that they are leaving one part of the mission and entering a different zone with new risks, routes, and possibilities.
That design philosophy still matters today, especially for games that prioritize carefully crafted levels over one massive continuous space.
Available Platforms
Dishonored is available on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
The game remains one of Arkane Studios’ most respected titles, especially among players who enjoy stealth, immersive sim design, supernatural powers, and reactive level systems.
THIS IS our take
Harvey Smith makes a strong point. Faster loading and seamless worlds are great, but not every pause is wasted time. In the right game, a loading screen can act like a scene break, a mood setter, or a small storytelling tool. Dishonored worked because its levels felt intentional, and sometimes a short breath between areas helps players appreciate that structure even more.
Any reader who wants to follow all the PC and console game news of This Is Game SEA can follow and read it here! → Console / PC Game NewsÂ
Origin: pcgamer





