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Dishonored

A stealth action game with a reactive world.

1 source

Where Dishonored comes up1 episode or test

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game Design
At a glanceDishonored shows violence's cost through its world, not labels
  1. 1Player chooses violenceEvery target has a non-lethal route
  2. 2Chaos runs highNo good or evil label shown
  3. 3Streets fill with ratsThe world visibly changes
  4. 4Characters refuse helpSome will not help you

From Dishonored design notes

What was said about Dishonored

  • Dishonored shows the cost of violence through the world, not a morality label. The game never labels you good or evil. When chaos runs high, streets fill with rats and some characters refuse to help you.

  • Dishonored gives every target a non-lethal way to be dealt with. Each target has a non-lethal route, so a player can always choose not to kill.

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