Things changed quite drastically during development.
By Tim Colwill on August 16, 2013 at 6:15 pm
Arkane Studios’ Rafael Colantonio has revealed that Dishonored‘s much-touted flexibility, where there’s a non-lethal solution to every problem, was actually originally intended to be somewhat of an easter egg for determined players to find.
“Yeah. I mean, you know, to be fair, the non-lethal thing in Dishonored 1 started as an easter egg almost,” said Colantonio to Rock, Paper, Shotgun. “It was a mandate that both Harvey (Smith) and I had that was not so exposed initially.”
“We wanted to find a way to complete the game without killing anyone and make it super hard, but we wanted to stick to it. This survived all along throughout the design process, but it didn’t become a big deal until our second E3 when everyone got to play. Then we realized that everyone was super excited about the fact that you could finish the game without killing anyone.”
“It was more inside for us than a true mandate,” continued Colantonio. “Harvey and I committed to it, but the rest of the team only started to embrace it later.”
Colantonio and Arkane tried harder to bring that option to the forefront in the DLC, which just wrapped up this week (get the review here).
“In the DLC, we tried to support it a little better and build chaos in from the beginning, etc,” he said. “For future games, we’ll definitely make sure we try to support it better.”
One of those future games is almost certainly a rebooted Prey 2, with some leaked emails appearing this morning that seem to confirm the studio is working on the project.
Source: Rock, Paper, Shotgun