Fantasy Patch Notes for Dishonored

I’ve been playing a lot of Dishonored over the past couple of weeks, and I’ve been, for the most part, loving my time with it. Of course, the more I enjoy a game, the more frustrated I get with the few things that stand out to me as issues. I went over this a bit a few days ago, about how difficulty changes which are usually used to push a player to explore a possibility space can, when used without care, constrict that possibility space. Modifying the difficulty of a stealth game can be tricky: After all, there are a lot of easy handles to grab to modify the challenge of a traditional action game, numbers such as damage, health, speed, powerup effectiveness… It gets trickier in a game that’s not based on overpowering force, but on sight-lines and motion, suspicion and awareness. In stealth games, what is difficult or not is often based on intricacies of positioning and movement, rather than whether one number is bigger than another.

Because of this, it’s entirely understandable that Dishonored’s attempts to increase in difficulty over the course of the game, and across difficulty settings, largely boil down to the game becoming more punishing of mistakes. That is, rather than asking you to succeed against a greater challenge, it mostly asks you to succeed against the same challenge but with a smaller margin for error. This is not completely ineffective, since it does add some tension – but since the actual consequences, in a game with quickload, are so negligible, it doesn’t really change the experience of playing the game except to make it more finicky. Heightening the consequences of mistakes just removes any chance to recover from them, any chance to retreat, to improvise, and replaces these with just reloading your last save. Does this incentivize more careful planning? Not especially effectively, when the worst that happens is a quick load screen and then another attempt at navigating the same challenge.

I suppose some might say that this is an issue with the player being able to freely save and load, and I think this is not an invalid perspective, but I prefer to look at it differently. I think the issue is more that the designers approached the creation of more difficult enemies as a way to push people away from the using the exact same tactics that were discouraged by every other enemy, but more punishingly and aggressively. Ideally, each new enemy would add some new factor the player had to contend with, a new and different challenge that forced the player to approach it in a new and different way. The tallboy enemy type, essentially a set of armored stilts, does this quite effectively: This enemy type cannot be choked or easily stealth killed, and also can see into areas other enemies cannot because of its height. However, other enemy types, such as the Music Box Overseers, and even the late-game basic enemy types with improved attack abilities, mostly just serve to make it less feasible to recover from a mistake while still being vulnerable to the exact same tactics.

I thought it would be an interesting design exercise to consider how I would try to improve the game – at least what I would consider to be an improvement, I know tastes vary. What follows are my notes for a fantasy patch for Dishonored, one which would push the player to vary their approach to the game’s obstacles while still allowing for different generalized styles of play. Having not played Dishonored 2, it’s entirely possible that I’ll say something that appears foolish in light of the changes made in that game. Oh well.

Fantasy patch notes:

Cannot knock out opponents using the choke-hold on very hard difficulty. On all other difficulties choking works on any opponent from behind, regardless of alert status

More objects are throwable, including all vases and dishes as well as swords and armor dropped by enemies.

Throwing enemy bodies, dead or alive, at an enemy causes a long stagger.

Damaging alarm stations in any way now sets off the alarm.

Enemies are now staggered by attacks that hit them during their attack, but only after their attack is complete.

Enemies sometimes do desperate attacks while staggered, which increase their stagger time but can be dangerous when careless.

Tallboy models revised with heavier armor, drop attack no longer possible, have a blind spot directly under them beneath their sight-line.

Music Box Overseers are visibly armored front and back, though there are enough gaps to make choking and stealth kills possible. They’ve selected elite troops to carry the music boxes, so they’re all visibly taller and the armor has red highlights. Music boxes now, rather than disabling all magic use, rapidly drain mana – once mana is drained, they continue to quickly drain health. This effect is weaker the further away the player is from the music box, and up close the drain is enough to kill the player in about 3 seconds. This drain rate is percentage-based, so the same regardless of current mana/health, and the lost health and mana will regenerate if the music box is removed. Some Music Box Overseers are set to constantly play, and will only stop if knocked out or killed. A new effect has been added to make the range of the music box more clearly visible. Being behind a wall will offer some protection from the box, but it continues to affect the player. Music box no longer slows down player movement.

Armored Butchers no longer have a ranged attack and deal damage that results in near-instant death at melee range. They now always explode on death or knockout, alerting everyone nearby and dealing slight damage. This makes knockouts impossible on non-lethal and ghost playthroughs. However, the player can also pickpocket the oil tanks powering the armor, leaving them immobile, though they can still cry for help. While immobile they can be picked up and moved like any other body.

The intent with these changes to create a game that’s a bit more dynamic. Meticulous planning is still the strongest route to success, especially with the new types of obstacles and complications you have to plan for, but you also have more room to improvise a recovery, both in lethal and non-lethal play. I tried to make the aspects I dislike less obnoxious without actually nerfing them – that is, I feel that these versions of the Music Box Overseer and Armored Butchers are actually much more challenging and dangerous than the extant versions, but also more interesting to play against.

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