Many elements of Dishonored - from its original setting and art style to the protagonist's arsenal of special powers - have made the game subject to a great deal of attention. But with great power comes a great fear: Will the game lack any sort of challenge? Where is the difficulty in being stealthy if you can teleport behind guards and stop time in order to get away?
"It was a hard paradox for us to get right in the game design," co-creative director Raphael Colantonio told Joystiq during QuakeCon 2012, "because we wanted to give you very strong powers, to make you really a badass, but at the same time we didn't want the game to be too easy. So it took awhile to get it right, and some of it is just obvious tuning. Every power has a duration, cost of mana, and some other tunable properties ... So even if your power is incredibly strong, you can mitigate it by saying 'Well, it only lasts three seconds.'"
Ricardo Bare, one of the leads behind Dishonored, echoed that sentiment. "We're always in a discussion about where the line is. Should we move it back a little bit toward constraining the player, or should we go ahead and let the player do this? And as much as possible we try to say 'yes' to the player and enable the cool combinations and powers that they put together."
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