I’m sorry that I don’t remember many story specifics from thirteen years ago. I remember the group I was working on behalf of seemed utterly awful so I very much didn’t feel like I was on the side of “the good guys”. The whole system seemed rotten on all sides and I didn’t feel like I was doing anything positive regardless. I recall the boatman just being an arse towards me throughout and having the opportunity to off him at the end was at least satisfying. He does straight up betray the player in high chaos, so traitorous is an apt description.
As I said, my complaint was more with framing that the specific consequences.
When I played Dishonored it felt like I was given tools like that and then reprimanded for my lack of subtlety. If I’d been told “Use these only as a last resort as subtletly is the priority” and I’d used them then I’d have felt like I’d just barely scraped through a mission. Instead I did a thorough job, from my perspective, eliminating threats to the group I was working for, avoiding raising any alarms, and then being told I did a shitty job. You gave me a toolset geared towards extreme violence, why the shocked Pikachu face?
I think it’s really cool that the game is setup so that it can be traversed non-violently (I can’t recall whether there are any targets that absolutely must be killed, but I remember most, if not all, had non lethal options). Given the tools I had though, I didn’t feel like going that route, and I really didn’t appreciate the mission givers acting like I was doing a bad job when I used the tools I was given. It felt very much like “Well the proper way to play this is the sneaky sneaky way - but I suppose deep begrudging sigh we’ll allow you to do things this way” was the message the game communicated to me.
I wasn’t cheesing the systems presented, messing with pathfinding bugs, that kind of thing. I used the tools given in a canonically acceptable way. Don’t give me a loaded gun and then complain about a loud bang!
“This person is a problem. We’ve left some tools for you.”
(events transpire)
“Oh my gods, what did you do?! They’re dead!”
Sorry, was I supposed to have a little chat with them, convince them to mend their ways? Was the collapsible sword for cutting cake? The gun for firing into the air in celebration of an understanding? Those exploding knife mine things for… uhhh.
These are my perceptions and recollections, over a decade later. They may not be entirely accurate, but it’s what I remember. The game left me with a lasting impression that it disapproved of my approach and I found its mixed messages deeply irritating. I didn’t feel I was being mechanically punished and I was aware that being more violent would increase “chaos”, but I felt that should be my choice for tackling the problems and the mission givers should treat it Corvo making decisions in the field that he felt were appropriate. He wasn’t there to just be a triggerman, as far as he was concerned, but to make decisions in his area of expertise.
If you disagree with my experiences I can’t stop you, but that was what I took away from the game. If it failed to communicate things to me it’s certainly not because I lack media savvy or gaming experience. I’m annoyed that I didn’t have more fun with it - I played to the end because throughout I hoped that I would enjoy the next bit more. Then it was the end of the game and a bunch of people were telling me that my opinion was wrong.
I’m really not interested in dragging this out further.
…because I knew that if you continued to engage I would feel compelled to do so, rather than going to bed or whatever. Dishonored annoys me to this day. I do not get the love for it. I’m glad the rest of you had such a good time with it and annoyed that I didn’t get that enjoyment. I put the effort in, where’s my fun?!
I’m sorry and appreciate your nuanced response, thank you for taking the time to explain.
For my part, I played generally low chaos just because I found it very fun to blink in, knock out a guard on their own, blink away and end up with all the guards in piles up in the rafters, on the chandelers, stuffed into corners of closets etc lmao. I haven’t replayed 1 in a couple years but I think all the main targets have non-lethal as an option and generally require some set up to achieve which gives more time for world exploring. There are also a lot of powers that work very well with non-lethal and more stealth oriented play throughs.
Like the other commentor pointed out, the guard and good amount of the general folk are not really enemies because they are “bad”, they’re simply manipulated by propaganda and think Corvo is the one who murdered the empress in cold blood. So from a bystanders prospective, the boatman in this case, he’s seeing a high chaos player murder a bunch of at least morally neutral guards and is understandably disgusted. For high chaos you’d definitely have to kill a good percentage of the guards as, from my understanding, you can still kill every target and achieve a low chaos ending. Corvo is given the choice to do what’s needed, but at a point it’s more like a slaughter and the characters are effected by it. Not to mention murdering the majority of the police and leadership of an empire is going to throw an already strained empire into… Chaos has. Not enough guards left to keep the peace. It felt less to me (in high chaos runs) like the game is chastizing me, and more like understandable consequences to my annihilation tactics lol, more rats because of all the bodies, characters becoming disillusioned and turning away, the guards absolutely know I’m a monster now, etc…
You indicated you felt the tools you were given pushed you more towards a lethal playstyle, however what about the non lethal tools you were given? There’s a stun mine, sleep bolts, ability to choke guards unconcious, several powers as I mentioned… Plus you get to choose what you upgrade, most runs I didn’t upgrade the lethal options much at all. 🤷
Idk, I went in expecting a stealth game and it overdelivered and had the bonus of also being open to a less stealth oriented call of duty or dark souls style kill all in your way option with a bunch of completely different powers I didn’t use on my stealth run.
Reading your experience it feels like you might have gone in with a different mindset or maybe misundertstood something about how you can play the game and that it clouded your experience with a game I so thoroughly enjoyed, It’s one of those I go back and play every few years.
It’s silly that I pushed so much on it because of course in the grand scheme it doesn’t matter lol its just a videogame, but eh.
Edit: My wife pointed out to me there’s some additional moral points around how the Outsider basically tempts you with power just to see if you’ll succumb to the “easy route” with the lethal powers. It is kind of the point that it’s harder to do/be morally good in ethically complex situations.
I’m sorry that I don’t remember many story specifics from thirteen years ago. I remember the group I was working on behalf of seemed utterly awful so I very much didn’t feel like I was on the side of “the good guys”. The whole system seemed rotten on all sides and I didn’t feel like I was doing anything positive regardless. I recall the boatman just being an arse towards me throughout and having the opportunity to off him at the end was at least satisfying. He does straight up betray the player in high chaos, so traitorous is an apt description.
As I said, my complaint was more with framing that the specific consequences.
I’m reminded of an episode of American Dad in which someone needs to kill someone (…anyone) for plot reasons. “…and you’ll be doing your killing with this.”
When I played Dishonored it felt like I was given tools like that and then reprimanded for my lack of subtlety. If I’d been told “Use these only as a last resort as subtletly is the priority” and I’d used them then I’d have felt like I’d just barely scraped through a mission. Instead I did a thorough job, from my perspective, eliminating threats to the group I was working for, avoiding raising any alarms, and then being told I did a shitty job. You gave me a toolset geared towards extreme violence, why the shocked Pikachu face?
I think it’s really cool that the game is setup so that it can be traversed non-violently (I can’t recall whether there are any targets that absolutely must be killed, but I remember most, if not all, had non lethal options). Given the tools I had though, I didn’t feel like going that route, and I really didn’t appreciate the mission givers acting like I was doing a bad job when I used the tools I was given. It felt very much like “Well the proper way to play this is the sneaky sneaky way - but I suppose deep begrudging sigh we’ll allow you to do things this way” was the message the game communicated to me.
I wasn’t cheesing the systems presented, messing with pathfinding bugs, that kind of thing. I used the tools given in a canonically acceptable way. Don’t give me a loaded gun and then complain about a loud bang!
“This person is a problem. We’ve left some tools for you.” (events transpire) “Oh my gods, what did you do?! They’re dead!”
Sorry, was I supposed to have a little chat with them, convince them to mend their ways? Was the collapsible sword for cutting cake? The gun for firing into the air in celebration of an understanding? Those exploding knife mine things for… uhhh.
These are my perceptions and recollections, over a decade later. They may not be entirely accurate, but it’s what I remember. The game left me with a lasting impression that it disapproved of my approach and I found its mixed messages deeply irritating. I didn’t feel I was being mechanically punished and I was aware that being more violent would increase “chaos”, but I felt that should be my choice for tackling the problems and the mission givers should treat it Corvo making decisions in the field that he felt were appropriate. He wasn’t there to just be a triggerman, as far as he was concerned, but to make decisions in his area of expertise.
If you disagree with my experiences I can’t stop you, but that was what I took away from the game. If it failed to communicate things to me it’s certainly not because I lack media savvy or gaming experience. I’m annoyed that I didn’t have more fun with it - I played to the end because throughout I hoped that I would enjoy the next bit more. Then it was the end of the game and a bunch of people were telling me that my opinion was wrong.
…because I knew that if you continued to engage I would feel compelled to do so, rather than going to bed or whatever. Dishonored annoys me to this day. I do not get the love for it. I’m glad the rest of you had such a good time with it and annoyed that I didn’t get that enjoyment. I put the effort in, where’s my fun?!
I’m sorry and appreciate your nuanced response, thank you for taking the time to explain.
For my part, I played generally low chaos just because I found it very fun to blink in, knock out a guard on their own, blink away and end up with all the guards in piles up in the rafters, on the chandelers, stuffed into corners of closets etc lmao. I haven’t replayed 1 in a couple years but I think all the main targets have non-lethal as an option and generally require some set up to achieve which gives more time for world exploring. There are also a lot of powers that work very well with non-lethal and more stealth oriented play throughs.
Like the other commentor pointed out, the guard and good amount of the general folk are not really enemies because they are “bad”, they’re simply manipulated by propaganda and think Corvo is the one who murdered the empress in cold blood. So from a bystanders prospective, the boatman in this case, he’s seeing a high chaos player murder a bunch of at least morally neutral guards and is understandably disgusted. For high chaos you’d definitely have to kill a good percentage of the guards as, from my understanding, you can still kill every target and achieve a low chaos ending. Corvo is given the choice to do what’s needed, but at a point it’s more like a slaughter and the characters are effected by it. Not to mention murdering the majority of the police and leadership of an empire is going to throw an already strained empire into… Chaos has. Not enough guards left to keep the peace. It felt less to me (in high chaos runs) like the game is chastizing me, and more like understandable consequences to my annihilation tactics lol, more rats because of all the bodies, characters becoming disillusioned and turning away, the guards absolutely know I’m a monster now, etc…
You indicated you felt the tools you were given pushed you more towards a lethal playstyle, however what about the non lethal tools you were given? There’s a stun mine, sleep bolts, ability to choke guards unconcious, several powers as I mentioned… Plus you get to choose what you upgrade, most runs I didn’t upgrade the lethal options much at all. 🤷
Idk, I went in expecting a stealth game and it overdelivered and had the bonus of also being open to a less stealth oriented call of duty or dark souls style kill all in your way option with a bunch of completely different powers I didn’t use on my stealth run.
Reading your experience it feels like you might have gone in with a different mindset or maybe misundertstood something about how you can play the game and that it clouded your experience with a game I so thoroughly enjoyed, It’s one of those I go back and play every few years.
It’s silly that I pushed so much on it because of course in the grand scheme it doesn’t matter lol its just a videogame, but eh.
Edit: My wife pointed out to me there’s some additional moral points around how the Outsider basically tempts you with power just to see if you’ll succumb to the “easy route” with the lethal powers. It is kind of the point that it’s harder to do/be morally good in ethically complex situations.