Arkane’s Ricardo Bare recently explained to CVG in an interview how the game’s design was created to allow for interactivity in Dishonored in a gaming world that is very “coherent.”
Bare explains that the aim was to give players a good set of tools to allow for deep gameplay. Players will have options on how to tackle particular situations.
“The player has to come into a situation, look at it, make a plan, and say “This is how I’m going to do it.” The rules have to operate in a predictable way.
“These moments can be sublime. Something you’re proud of because you thought of it and implemented it, and it worked within the game’s systems. That’s what we want you to feel,” explained Bare.
It has been previously revealed that Dishonored will feature a lot of systems that will cater for strategic and dynamic gameplay such as lots of powers, gadgets, and spaces.
Bare talked of some of the unexpected incidents that the dynamic gameplay allowed for:
“The first time we saw someone jump off of a huge building and posess someone right before they hit the ground, we were like ‘that is awesome’.
“No one had thought of that before. Or the first time someone used double jump and the blink ability to totally bypass a security system, we were like ‘there went 30 minutes of gameplay in like 2 minutes’, but the player doing that is gonna feel proud they did it, so we don’t wanna shut that exploit down.
“We want the player to be able to express themselves through the gameplay.”

