It’s a familiar story for me: buy a game after it first dips into sale territory, play for an hour or two, get frustrated by something minor, then set it aside until I come back to it half a year later and plow through the rest of it. Not having any pressing editorial commitments to finish games in a timely manner, I generally kind of don’t: I’m happy to let them sit in my Steam folder until there’s a lull in my play schedule or I feel like I have to justify the money I spent on something. The amount of compel-ation is usually tied to a game’s cost; it’s fairly easy to just not play something that I bought for five bucks if I never get around to it, but if I plunked down 40, I’m usually spurred to tackle it at some point. It’s about here that I realize that every sentence in this paragraph has a colon or semicolon; it’d be silly to stop that trend now.
Anyway, I plopped back into Dishonored 2 recently after getting really frustrated with a mouse-keyboard issue where the mouse cursor would exhibit inertia after I stopped looking around. The viewpoint would just start drifting off in the direction of movement without any input from me, which wound up being really, really irritating. I googled some fixes but eventually just decided to play with a controller, which is normally pretty fine, and indeed works well enough for most of the actions that you perform in the game. It’s in the small details that using a controller gets frustrating, as anyone who has ever tried to loot a bunch of coins from a cash register will tell you. It’s not as loot-intensive a game as it could be, but picking up items can get pretty annoying since the crosshair has to be pretty much exactly on the item that you’re looking at. It felt like there ought to be a “hold the button to pick up anything near where you’re aiming at” functionality, but what do I know.
I hopped back into my low-chaos, no-kill playthrough, and promptly recorded a kill at the end of the second mission for reasons unknown. My fault, no doubt! Did I drop a corpse from too high of a height? Did I startle a Howler into a Wall of Light? No idea! Now that I think of it, I probably should’ve gone back and replayed that level if only to keep the purity of the no-kill run intact, but luckily I’m not much of a perfectionist in these types of games, and I’ve never really cared about achievements, so I kept on playing unperturbed.
Games like Dishonored and Deus Ex are always kind of fascinating from a design perspective since the gameplay and systems designers have to design two almost entirely separate games people who want to play stealth and those who want action, with extra thought going into the extreme people on either side who might want to have an especially puritanical run where they demand to be able to play through each level without being seen or being able to kill every single person they see or etc. I remember when a playtester on Alpha Protocol managed to get through a run without killing anyone and someone mentioned it in an interview; all of a sudden it became A Thing for certain people. I don’t believe it was ever a conscious design decision, but after people started expecting to be able to do it, you’d better believe that they started pestering us about achievements and special rewards for pulling it off.
I don’t really have much of a point here except to say that it’s interesting that there’s a bunch of systems in this game that I’ll never even bother to experience. Maybe I’ll try a high-chaos runthrough at some point, but most likely not; at the moment, I just hit F9 as soon as I get into combat to reload my latest quicksave. (I have to mention here that having Quicksave and Quickload on the menu screen is a pretty neat addition for console people.) I don’t even make much use of many of the skills, with most of my running relying on Dark Vision and Far Reach and maybe some Shadow Walking here and there to avoid people. Most of the weapons and grenades have gone entirely unused by me, as well, although the inclusion of the Clockwork Soldiers (who can be killed without adding to your Chaos level) are a good excuse to get non-lethal players like me to try out some explosives without too much concern for their end-of-level ratings.
I always vaguely wonder with games like this about pressure on the developer to concentrate on one aspect of the game or another; when you support both stealth and action run-throughs, you are effectively spending systems development time on what might as well be two separate games. In the case of something like Dishonored, that’s kind of the whole raison d’etre or whatever of the game, and Bethesda has plenty of familiarity with this kind of thing from Skyrim and Fallout, so I doubt there was any friction there, but all the same: it’s a huge amount of effort to make a game that supports multiple playstyles. On top of doing effectively 2x the amount of systems design, the level designers probably have to iterate a crazy amount to ensure that stealth playthroughs are both possible and challenging, down to the timing of specific patrol routes and etc. Being the lazy asshole that I am, I would be tempted to just pivot the game into an FPS halfway through development and leave it at that, but thank god for publishers willing to spend a little extra money (translation: millions of dollars) to allow for a bit of player choice in their games.
Anyway, I just finished up the Clockwork Mansion last night and, not having had any idea what to expect save for hearing a lot of hushed references to it as “best level in years,” consider me impressed. I get a bit anxious about “completing” levels in games like this and seeing all of the various locations to scout for blueprints and runes and such, so I probably spent a good three hours just wandering around the actual mansion hitting configuration levers and trying to pop into closets as they were in the process of appearing and disappearing to see what secrets they contained. Luckily there were a bunch of stun grenades to use on those Clockwork Soldiers tucked away here and there.
What I’d be really curious to see would be the playtesting notes on the Clockwork Mansion. I’ve read playtesting notes from people who were confused about very basic RPG mechanics in an RPG game before, and you better believe that there are people who will manage to get halfway through a game without realizing that they can do things like allocate skill points or level up. Obviously a certain amount of playtest results have to be discarded if someone’s just super-dumb, but in the case of something like Clockwork Mansion I’m curious how a publisher and developer balanced feedback on such a complicated level. I was pretty baffled by how to proceed a few times (and the thought of having to write a text-based walkthrough for this game gives me some unpleasant flashbacks), so you just know there’s video out there of some poor playtester who never got out of the foyer of that place.
I think a lot about difficulty balancing in games, just because it’s something I know that I’d never be able to do well. Everyone knows in their bones the difference between too-easy, too-hard, and just right, but having to find that balance for four or five different difficulty levels involves more spreadsheets and bossfight review meetings than I’d care to imagine at this point in my day. From Software’s innovation in saying “ah, just make it stupid hard! People will figure it out or they won’t!” endeared them to a certain masochistic segment of the gaming populace, but when your game has the marketing budget of something like Dishonored 2, you better believe that a lot of concern went into making each difficulty level appropriate for the people who might select it. What’s interesting about the Clockwork Mansion is that even on the easiest difficulty level it’s still probably a bit much to get through for people who like their games real damn easy and only play them for the story, which I imagine is a larger segment of the population than most of us would expect. I wonder if Arkane faced any blowback for that after the game came out.
Anyway, that’s about it for me! I like Dishonored 2 and I plan to keep playing it! Hope you are liking the games you are playing everyone!
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