"Oops, I Broke Dishonored" - RPS Preview

Post » Sat Aug 18, 2012 3:05 am

This was a pretty funny and interesting article about one journalist's quest to test the limits of what is possible in Dishonored (some Lady Boyle mission spoilers):

http://www.rockpapershotgun.com/2012/08/16/oops-i-broke-dishonored/

Apparently, you can do some creative things with Jell-O in the game:

Can I… use an assassination target as an assassination tool against a Jello mold? – Yes! I flung Lady Boyle into a Jello mold, and it broke into the most realistic wobbly chunks I’ve ever seen. That whole moment – much like any Jello flavor except green – was absolutely delicious.
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jessica sonny
 
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Post » Sat Aug 18, 2012 9:11 am

Yeah, this article will put a lot of people off. I can already hear the criticism.
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Sweet Blighty
 
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Post » Sat Aug 18, 2012 4:37 am

Yeah, this article will put a lot of people off. I can already hear the criticism.

Really? It actually seemed pretty cool to me, and combined with some of the other QuakeCon preview articles, I learned there are so many different ways to approach this mission.
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Soku Nyorah
 
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Post » Sat Aug 18, 2012 4:26 am

And also that there are still a ton of bugs this close to release. Although that is fairly common, I don't think they will be fixed.

At least the article's comments seem to be accepting it quite well. Maybe it's just me...well each week I get something to make me excited and to make me depressed. My good mood will see you when we get good news again.
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Lakyn Ellery
 
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Post » Sat Aug 18, 2012 3:29 am

Yeah, but the point of the article was to try to do the most ridiculous, game-breaking things possible. I don't think most people consider these types of things 'bugs.' More like quirks. Deus Ex was the same way.

Reminds of when I used to set up hilariously overwrought LAM traps for Nicolette DuClare. She would flip out and try to kill me, but since she was invincible her character would just brush off massive explosions after massive explosion and keep coming after me.

Breaking games is fun.
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SaVino GοΜ
 
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Post » Sat Aug 18, 2012 4:17 am

I think there might be a misinterpretation of the discussions Harvey and Raph have had about "breaking the game".

Dishonored has very systemic gameplay that allows players to tackle scenarios in ways that weren't anticipated by the team at Arkane. Because of the ways systems work, a player can http://www.youtube.com/watch?v=tZCA6DvtCkY&feature=player_detailpage#t=762s to avoid be killed. This is the sort of thing they're talking about when they said they want to see players "break the game." To that end many of things we show in the Creative Kills video are ways you can break it through the systems presented. This http://www.youtube.com/watch?v=JZDYq6HufNs&feature=player_detailpage#t=176s is another goood example.

If you go through the article again, the only thing that could be conceived as an actual glitch is this one.



Can I… ride away on the boat with creepyweird psycho man and Lady Boyle? — Nope. I hopped aboard while creepyweird was talking at me (honestly, my ability to do so may have been a glitch) and prepared myself for a glamorous life of sea conquest in a tiny, two-person boat. Then, as the boat began to drift away, I ran face-first into an invisible wall.

That's not something intended for players because you wouldn't be able to finish the mission if you left the area and decided become apart of their love triangle :)


Can I… possess Lady Boyle instead of knocking her out? — Yes. Instead of even talking to her, I just walked her to creepyweird myself.


Something like this is absolutely intended. We want players to find ways clever ways to "break" the game.

Hope that clears things up.
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Ross
 
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Post » Sat Aug 18, 2012 10:21 am

I think that's pretty much what we were talking about, actually.

Not breaking the game as in making it crash or getting outside of the level area, but using our freedom to do highly original or silly things that sometimes have bizarre consequences.

The Nicolette DuClare thing I was talking about didn't exploit any bugs, it was just a funny consequence of the fact that her character couldn't be killed (which, granted, might be seen as bug by some, since it's incongruous with the rest of the internal game logic, but I don't see it that way). I'm really looking forward to that kind of stuff in Dishonored.
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AnDres MeZa
 
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Post » Sat Aug 18, 2012 5:00 am

Yet people are not crying that the Tallboy did not sound the alarm. Like I said it's nothing new to have things like that even a month before release. The last two months is hard for the developers trying out to iron out everything and make it as solid as possible.

My concern is not about "breaking the game" even though we can't really call it that. It's more like simulating, experimenting and so on. My concern is for some of the wording he used. The targets' locations are randomized yes and so are some guards' movement patters. However, things like the woman dropping her invitation to the masquerade is a scripted event and he said it as though the entire mission is the same thing over and over (even though it is for the most part but those words can be misinterpreted).

Also another line about the game's sequence where you give the quest back to the lovestruck creep, he called that a scripted event. Well yeah if we break it down it is but it's not a cutscene or anything he could climb on the boat. You're just returning a quest and he thanks you for it. That's how it usually works.

People in the comments talking about how you can't have conversations with characters because the masquerade is a neutral zone.

This is how misconceptions are born. Since they don't know as much about the game as we do (not that we know anything in-depth but it's still more than them) and people get turned off by such things. This is what concerns me. I am sorry that I didn't make it clear the first time.
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Claire Mclaughlin
 
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Post » Fri Aug 17, 2012 11:12 pm

Yeah, this article will put a lot of people off. I can already hear the criticism.
Really? Someone I don't even know but who has seen Dishonored on my tumblr sent me a note linking to this article and saying "oh my god this looks so fun." That was my reaction as well. There is a lot of tongue in cheek in the article, but the bottom line is that it emphasizes the freedom and possibilities in the game's systems.
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Verity Hurding
 
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Post » Sat Aug 18, 2012 8:02 am

Really? Someone I don't even know but who has seen Dishonored on my tumblr sent me a note linking to this article and saying "oh my god this looks so fun." That was my reaction as well. There is a lot of tongue in cheek in the article, but the bottom line is that it emphasizes the freedom and possibilities in the game's systems.

Yes, when I read it, it didn't seem the author of the article was complaining at all, rather sharing some cool details about unexpected and creative ways you can approach each mission. As Gstaff mentions, these kinds of activities appear to be intended as options for the player and not bugs.
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Chase McAbee
 
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Post » Sat Aug 18, 2012 8:50 am

It definitely wasn't complaining. It's just someone fooling around with the game, seeing where the limits are. When a game is this open to experimentation, it's fun trying to do weird things. It's not even criticism for the most part, just a guy reporting on the crazy stuff he tried whether they worked or not, and the funny things that happened.

The only thing that actually sounded like a bug to me was the bit where the tallboy got confused in the 'Can I… kill a Tallboy from within a neutral zone without ramifications?' part.
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GPMG
 
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Post » Sat Aug 18, 2012 2:40 am

The only thing that actually sounded like a bug to me was the bit where the tallboy got confused in the 'Can I… kill a Tallboy from within a neutral zone without ramifications?' part.

And not sounding an alarm when a body fell out of the sky.
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Tha King o Geekz
 
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Post » Sat Aug 18, 2012 11:07 am

It definitely wasn't complaining. It's just someone fooling around with the game, seeing where the limits are. When a game is this open to experimentation, it's fun trying to do weird things. It's not even criticism for the most part, just a guy reporting on the crazy stuff he tried whether they worked or not, and the funny things that happened.

Yeah, that's the vibe I got from the write up and definitely the type of experience I've had while playing the game.
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Kellymarie Heppell
 
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Post » Sat Aug 18, 2012 2:01 am

The reason why I found this so easy is because I am expecting perfection. Which is weird when I saw the positive comments since they were the ones that were shouting angry why the game isn't perfect. I was playing Darksiders 2 yesterday and the crow bugged out again and started teleporting around the map. That was the moment when I told myself, "I really wish I don't see broken things like that in Dishonored". Intentionally trying to break the game in order to find bugs is nice but most of those situations were plausible for all of us to experience. Hope they resolve those issues.
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Dagan Wilkin
 
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