Dishonored’s non-lethal approach was originally intended as an “easter egg”

Dishonored

By 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

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9 comments (Leave your own)

I like how he refers to Dishonoured 1, as in there will be more. I was still under the impression that Arkane didn’t intend for it to be a franchise.

 

Makes sense. Some of the game is a nightmare to even try to do non-lethal. At least for me, it was the 2nd half of the game when I had enough super powers that finally the non-lethal approach worked.

 

Well that’s a little disheartening to learn, good thing for those E3 players.
I always play these types of games full ghost/Non-lethal from the get go.

I really should replay this just to see how the swordplay/various powers actually work.

 

Thank you to the E3 players.

In the sort of game that Dishonored is, I would not of picked it up and gotten in to it as much if non-lethal was not an option.

In stealth games I hate being forced to take any action that I don’t want to actually take.

 

I was so close to a no-alarm playthrough but ended up realising I wasn’t having any fun any more.

At least I only killed 2 people and got the ‘best’ ending.

I’ve now restarted, will kill everyone and see just how grim life can get. To get high-chaos do I just need to kill people or do I need to brazenly trigger all alarms as I go?

 

Murray Hibble:
I was so close to a no-alarm playthrough but ended up realising I wasn’t having any fun any more.

At least I only killed 2 people and got the ‘best’ ending.

I’ve now restarted, will kill everyone and see just how grim life can get. To get high-chaos do I just need to kill people or do I need to brazenly trigger all alarms as I go?

Just getting your murder on is enough, though once you’ve got enough toys, setting off alarms lets you do more killing lol

 

jimmy35:
I like how he refers to Dishonoured 1, as in there will be more.I was still under the impression that Arkane didn’t intend for it to be a franchise.

they never said they had no intention of making it a franchise, they had no plans to at the time of release but they had fun making the DLC and it sold well so they are going to expand on the universe at some stage.

Personally it’s my favorite I.P in years really glad they are going back to that universe.

Back to teh topic at hand, It does make sense alot of the game felt like you were in the very least strongly encouraged to want to kill your targets especially Daud… whom after playing thru the DLC in low chaos on my first play thru I kind of wish I made a different choice as Corvo when it came to how i dealt with Daud.
It’s always amazing how much difference context can make.

 

On all stealth games like Dishonored, Splinter Cell and Thief, my style is:

1. Avoid killing perimeter guards in order to avoid suspicion.
2. Once inside target zone, only attack guards when discovered or if they won’t budge from my goal. Subdue is preferred, killing is last option.
3. Do not kill civilians unless they’re really nasty. Subdue if necessary.
4. Assasinate target if they are especially bad. (I loved how Dishonored gave you non-lethal options for your specific target, not just general NPCs.)
5. If target is assasinated, leave their body in an embarassingly comprising position

Splinter Cell: Conviction’s lack of option for non-lethal takedown was a big disapointment. Probably why I’m looking forward to Blacklist.

 

Murray Hibble:
I was so close to a no-alarm playthrough but ended up realising I wasn’t having any fun any more.

At least I only killed 2 people and got the ‘best’ ending.

I’ve now restarted, will kill everyone and see just how grim life can get. To get high-chaos do I just need to kill people or do I need to brazenly trigger all alarms as I go?

Killing and/or performing evil actions. It’s not hard to get the High Chaos.

 
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