this post was submitted on 14 Nov 2025
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[–] Voroxpete@sh.itjust.works 6 points 10 hours ago (2 children)

I bailed on Dishonoured for one very specific reason; the morality system.

Dishonoured is, in my opinion a spectacular example of game design, and an equally spectacular example of how to break your game design by not understanding the way players interact with the tools you give them.

Dishonoured is a stealth game. It's also a game with a superb combat system, and a really fun and exciting set of powers for the player to enjoy using. These things can, sort of co-exist, if somewhat uneasily. But then you add the morality system.

The morality system, in effect, punishes you for playing the game in a non-stealthy way. Or, more specifically, for playing with the wrong kind of stealth. The morality system wants you to ghost the whole game, slipping past every opponent without the slightest evidence you were ever there. But doing that means not engaging with most of the powers and any of the combat.

Having the option to follow a ghost playstyle is great. But when the game sets up a bunch of really fun mechanics, then punishes you for engaging with those mechanics in exactly the way they were designed to be engaged with, that just sucks.

[–] DrSteveBrule@mander.xyz 4 points 6 hours ago (1 children)

Can you explain why you think the game punishes the player for engaging in combat and killing enemies? I get that the events in the game may change but I'm not getting how that's a punishment to the player.

[–] dodos@lemmy.world 2 points 4 hours ago (1 children)

You get a bad ending if you kill too many people, and the non-lethal option is just the chokehold for the most part. I bailed for the same reason the first few times I tried to play through the game. The morality system is really the games only critical flaw (or they need more non-lethal options)

[–] SmoothOperator@lemmy.world 5 points 3 hours ago (1 children)

Non-lethal also means avoidance rather than conflict. But ultimately, "bad ending" is subjective. You still save the princess, it's just a more murdery vibe.

Also you get to kill the baddies yourself, it's the good ending where most are killed for you right?

[–] dodos@lemmy.world 1 points 2 hours ago (1 children)

I guess it's personal preference. I prefer for choices I make in the story to affect the outcome. If my gameplay has an affect, I feel like I'm being forced into a playstyle. I know it's stupid, but I have trouble getting out of that thought process. For me it's similar to why I can never get into bayonetta or devil may cry, the scoring system for each encounter stresses me out. I just want to have fun

[–] SmoothOperator@lemmy.world 2 points 1 hour ago (1 children)

Interesting, I've never considered choices and gameplay as separate things. Isn't it more, I don't know, immersive if gameplay and story are unified?

[–] dodos@lemmy.world 1 points 36 minutes ago

I'm not gonna disagree with you there, but personally sacrificing a bit of immersion here would be IMO more fun. I'm too extrinsicly motivated.

[–] drosophila@lemmy.blahaj.zone 2 points 2 hours ago

IMO the combat mechanics shouldn't have been there in the first place, but the developers were terrified of making a player-character that wasn't a demigod that can slaughter an entire army.

I still think Dishonored 1 & 2 are both really good games, but its like they made Portal but just let you break the walls of the test chambers and walk right through if you felt like it.