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Dishonored

A first-person stealth action series with supernatural powers.

dishonored.com2 sources2 tips

Where Dishonored comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testThe Rise of the Systemic GameGcreator of Game Maker's Toolkit testThe Comeback of the Immersive Sim
In short

Dishonored built its systems to broadcast general stimuli like fire or explosive damage, so players find combinations the designers never planned. The world also reacts to playstyle: rats multiply as you kill more guards. Dishonored 2 reportedly sold poorly. The lesson: design reactive, interlocking systems for emergent play, but strong design alone did not guarantee sales.

At a glanceDishonored entities broadcast general stimuli and let others react
  1. 1Entity emits stimulusFire, piercing or explosive damage
  2. 2Other things reactThey respond to the general stimulus
  3. 3Players find connectionsLinks the designers never planned
  4. 4Designers add entities easilyEasier to add and modify entities

From Harvey Smith and Raphael Colantonio

What was said about Dishonored

  • Dishonored's directors have entities broadcast general stimuli, not target specific objects. Harvey Smith and Raphael Colantonio suggest entities emit general stimuli such as fire, piercing or explosive damage, and let other things react to those. This makes entities easier to add and change, and lets players find connections the designers never planned.

    The source says "This layer of abstraction makes it easier to add and modify entities." It illustrates the idea with Deus Ex enemies that explode on death and Zelda metal objects that conduct electricity.

  • Dishonored shows reactivity to playstyle through world changes, like rats. Rats become more plentiful the more guards the player murders. The world answers the player's approach without a choice menu.

    The game comes from Deus Ex lead designer Harvey Smith. It offers many magic powers and interweaving systems for unique assassinations.

  • Dishonored 2 seemed not to connect with many people in sales. One source mentions that the sequel did not appear to resonate widely with buyers, even though its directors are cited for their systemic design ideas.

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