The developers decided to make the character a blank slate

Nov 5, 2012 10:28 GMT  ·  By

Raphael Colantonio, one of the co-leaders on the development of Dishonored, says that the first version of the game was supposed to have a main character who spoke, but the design was changed before the game went into full development.

The developer tells The Official PlayStation Magazine that, “To this day, we wonder what the other version would have felt like in the game.”

The Arkane Studios team who created Dishonored says that it was a clear choice for them to make the character a blank slate, because they felt that the player should be able to overlay his own ideas and his own concepts on the character.

Colantonio adds, “If we portrayed Corvo angry and seeking revenge, it might offend the nonlethal player who is seeking a stable outcome for the City of Dunwall, and vice versa.”

Much of the story of the game and the ending that the player gets access to is linked to a Chaos level, which is linked to the amount of violence that a player uses while going through the level.

Killing a lot of enemies and getting spotted makes the entire world of Dishonored darker and increases the number of enemies that players have to face from then on.

On the other hand, gamers who move without being spotted and choose to take care of their quests in non-lethal ways will get a better ending for the city of Dunwall and the main characters.

Dishonored was pitched as a stealth game with action elements which took a lot of ideas from the Thief series.

Many players chose to play it as a straight up action game and then complained about the consequences of their actions.

Arkane Studios and Bethesda have already announced that they have plans to support Dishonored in the long term with extra content.