• Flamekebab@piefed.social
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    6 days ago

    Much like in Spec Ops: The Line the player can just stop playing. I mean, you’re not wrong, but it seems silly to me.

    Some games handle this by making it the ultra-violent approach essentially non-viable but that’s not how Dishonored decided to roll.

    the narrative framing sets you up to be a highly-trained stealthy assassin

    I quietly took out guards rather than avoiding them. No alarms were raised, etc… Seems pretty stealthy to me.

    Ultimately I just didn’t appreciate the mixed messaging of “here are tools for extreme violence” and “why did you commit extreme violence?”. If non-lethal means were such a priority why was I given tools that heavily favour lethality?

      • Flamekebab@piefed.social
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        6 days ago

        I think you’re confusing getting and agreeing with. I understand what it was going for, that doesn’t mean I like it.

        • Jakeroxs@sh.itjust.works
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          2 days ago

          What you’re not understanding is its not “don’t use these tools” its, “if you’re a murder hobo you’re going to get a darker ending narratively” there’s not a real consequence otherwise, you can play however you want still.

          • Flamekebab@piefed.social
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            2 days ago

            Let me put it another way then: They made the creative choice to build the game that way. I think it was a bad choice and hurt the narrative experience significantly and can think of multiple better options that would have made it a better game. Evidently I am very much in the minority on this but my experience playing the game is just as valid as anyone else’s.

            I’m not some strange creature that has emerged from an undersea cave with no understanding of narrative conventions or game structures. I’ve been playing games since the early '90s, including plenty from the '80s, and have continued playing since, across many genres.

            I think the way they chose to structure their game could have been better and I was actively annoyed by the way they went about handling “high chaos”. Other games before and since did it better.

            You are more than welcome to disagree with my opinion! Most people seem to!

            …but it is not me being some idiot who doesn’t understand gaming and I’m frankly rather tired of being told I’m the problem here.

            • Jakeroxs@sh.itjust.works
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              2 days ago

              Because your qualm of “they gave me the tools but don’t want me to use them” is plain wrong.

              It’s like playing FO3 or NV and getting upset that killing random people in a city results in everyone getting angry with you and losing karma. “They let me kill them so why should there be any consequences?”

              • Flamekebab@piefed.social
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                2 days ago

                It sounds like I’m incapable of expressing my point in a way that you can understand.

                It is not that there are consequences I take issue with. The chaos system is fine. It’s a matter of framing.

                I’m really not interested in dragging this out further. How about you just decide that I’m dumb and we both get on with our lives?

                • Jakeroxs@sh.itjust.works
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                  1 day ago

                  Lol fair enough, idk like you called the boatman traitorous, view it from his angle, you would have to have gone around murdering a LOT of people for him to turn his back on you. The whole plot is about the govt being suoplanted and you’re supposed to be part of the “good guys” yet it doesn’t feel that you’re (a player with high chaos) is being a “good guy” I can totally get why he’d be like… Dude in done with helping you, this isn’t right what you’re doing

                  • Flamekebab@piefed.social
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                    23 hours ago

                    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.

                    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?!