How to Fix Dishonored

Post » Mon May 06, 2013 2:14 am

Dishonored plays it safe. It's evident in everything from the Thief like mission structure to the levelling up between missions. A simple string of assassination jobs strung together don't make for a great game.

We need to get rid of the linear mission structure, the ping pong style of homebase-mission-homebase, to something thats more of an adventure. We need plenty of different locations and the gameplay should change frequently. The player doesn't always have to be in a hostile environment, the same location can be made to deliver a different kind of situation each time.

The same goes for the levelling. Rather than having strict control over when and where upgrades can be done, the game should open itself up a little bit, merchants and traders should be located within the levels itself so that players might visit them whenever the game allows it. I think it's always better to let players make more decisions, makes the game more about THEM.

Also, why can't I throw enemies off balance by chucking dead bodies at them?

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Mason Nevitt
 
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Post » Sun May 05, 2013 7:15 pm

How to ''fix'' Dishonored? No thanks the game is already what its supposed to be and a lot of fun. its no where close to linear.

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Vincent Joe
 
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Post » Sun May 05, 2013 6:17 pm

Indeed not. Dishonored is a fine game, not broken by any means. However, there are ways any of us would tweak it, given the opportunity.

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Hannah Whitlock
 
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Post » Sun May 05, 2013 10:12 pm

*sigh* When I was little, we had to play our games in 400x600, and they only had a couple levels which involved one or two actions like just jumping and there was no saving and we were happy. Now people want to fix games because it's impossible to throw enemies off balance by chucking dead bodies at them. *shakes head*

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mishionary
 
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Post » Mon May 06, 2013 2:36 am

That's a terrible ethos. "It's been worse" is never good enough reason to stop trying to improve.

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Reanan-Marie Olsen
 
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Post » Sun May 05, 2013 2:30 pm

I wasn't entirely serious. I liked games as they are now and I know they only got here because people wanted to improve. But the suggestion that a game is broken because a thrown body doesn't do x... that's a bit too much.

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Jonathan Windmon
 
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Post » Mon May 06, 2013 2:50 am


I, for one disagree. As, I would assume, would Hitman fans.



In favor of... what? An open-world game where it's impossible to control pacing or keep the player on the main adventure? Or playing missions in any order we want, causing tons of content to not make sense at the time we see it?


Oh, so you just want it to play like the campaign of any other game. This game is directly influenced by Deus Ex and Thief, both of which have the same sort of progression. It's also one of the things that makes the games stand out from other single-player adventures.


I'm not sure what you mean by the gameplay should change frequently. Most games maintain the same gameplay the entire time you play. The changing of gameplay comes from leveling up your powers and obtaining bone charms, as well as the increased difficulty of enemies in later parts of the game.


I agree.


You need to get the blueprints to even get most of the upgrades, and the rest of them are given at a specific point in the game. You could just dole them out in the middle of missions but... why?
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Bereket Fekadu
 
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Post » Mon May 06, 2013 2:15 am

I never suggested an open world sandbox game. I prefer the mini-sandbox-levels, but not the 'homebase-mission' structure.

Too much Thief, too little Deus Ex. Play Deus Ex again, find me the 'home base', find me the 'Piero Who Gives Me Upgrades'. Remember the Smuggler at NYC? I know the dude at the Distillery District, but it's not the same. Jock took me everywhere, China too! Samuel just keeps bringing me back home, "Are you ready for your next murder, did Piero make you more powerful?". I don't like it when the game knows so much about what I'm doing, my actions become less 'my own'.

Change of gameplay, not in the numbers. We'll achieve this the moment we loose the 'Assassin' theme. More missions like The Royal Physician, an extraction, an investigation, more conversation, some hide and seek maybe.


The player needs to be able to say that 'I' went to the shop, 'I' got the upgrade when 'I' could afford it and had a requirement.

Excuse me for the wrongly worded topic, I love this game, I just feel it's holding itself back for some reason.
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Austin Suggs
 
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Post » Sun May 05, 2013 6:52 pm

Also about the dead bodies.

If theres one reason why Dishonored is a great game its that every system that it employs works exactly as one expects. Nothing is 'scripted', systems as a result, are able to interact with each other to give rise to behaviours that Harvey and Raph didn't write out for you. Emergence is god, YOU Windblasted the grenade after pausing time, YOU Blinked through the hole in the door after YOU broke the glass and YOU distracted a guard by chucking his friend's head at him that YOU sliced off their body.

And throwing dead bodies on people is a really old trick, we see it in movies all the time. A man's weight is a lot to deal with, even Neo threw Agents around to slow them down.

I can't do it right now, it kills immersion. We don't want immersion to die, immersion is a good guy.

EDIT:Grammar
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Vicki Gunn
 
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Post » Mon May 06, 2013 2:47 am

AFTER completing the game....it would be nice to play the missions individually with a choice of loadouts and supernatural powers.

IMHO this is one weakness in the game that could easily be fixed. I'd love to go back and play an early mission, like the brothel, with a free choice of powers and weapons before I started.

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Jennifer Rose
 
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