5 Things We Learned From Dishonored 2’s Reddit AMA

Dishonored 2 Game Designer Harvey Smith has taken to Reddit to answer questions regarding what is inarguably one of this month's biggest releases. We've learned a bit behind the development of the game, what its aspirations are, as well as perspective regarding Bethesda's review policy.

Check out the best questions and answers below.

 


Question #1

What was your main goal while developing Dishonored 2? What are you most proud of in the new game?

Harvey: Main goal was to be true to our players.​

Question #2

While I understand that you don’t necessarily have much influence over Bethesda’s PR strategy, I’m very interested to hear your thoughts about the new review policy, as it impacts the perception of a product you’ve worked on for years.

Harvey: We're really confident in Dishonored 2. And I know the post-launch critique stuff everyone does will once-again be interesting. Looking forward to hearing all those thoughts – press and players alike – once people have played more of the game.

In our case, we took the game on tour to a bunch of cities and let players run through the Clockwork Mansion mission as Emily or Corvo, and the response we got on those nights and afterward was super positive; very gratifying.​

Question #3

What was the thought process of adding features to the sequel? Were there ever moments where the team had to ask themselves that a new feature was indeed a natural progression of the first, or was it something you were adding for the sake of it being a "bigger, badder" game than the first?​

Harvey: Creating big games is hard. Making a sequel is a different kind of challenge. With lessons learned, we wanted to 1) give players more of the core elements, strengthening them when possible, 2) add a few impressive, complementary elements, 3) fix the few things players disliked in Dishonored 1.​

Question #4 

Does Dishonored 2 have as much little mind blowing details like Dishonored? For example the Sokolov's High Overseer Campbell painting changing when you pick up the cider.

Harvey: ​Hard to count, but I think more. Some small details, but some really big things more fully detailed.

Question #5

Do you remember the process of deciding to make Emily an assassin? How did this come about?

Harvey: ​It was a leap moment. Dialing through my thoughts on framework for the new game. It required moving the timeline by 15 years, but once it occurred, I could not shake it.

 


The full AMA can be read here.

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