Harvey Smith, the co-creative director of
Dishonored 2, said in an interview last week that Dishonored 2 will have “many more than just two endings,” and that those endings will change depending on the player’s actions throughout the game. However, he didn’t specify how that system would work, leaving many fans to speculate about possible morality systems in the upcoming sequel. These speculations were cleared up by Smith a few days ago, when he provided a much clearer explanation of the morality system in Dishonored 2.
latest episode of the Game Informer Show included an interview with Harvey Smith, where he was asked to clarify his comments about the game’s multiple endings. Here, he provided a much more detailed explanation, essentially stating that the endings are planned out based on branching choices that will be presented to the player, which will be separated into different levels of morality, named “low chaos,” “high chaos,” and “very high chaos.”
“We have more endgames that are based on branches based on your actions in the world, like who you supported or didn’t support, or killed or didn’t kill, and then we have optimistic or cynical versions of each of those depending on chaos.”
“So chaos factors in that way. It also factors in how many blood flies infestations there are across the city, how thick the Grand Guard is in some places, some voice lines here and there. Also the tonal reaction of the protagonists, Corvo (Steven Russell) and Emily ( – their lines sometimes change based on that. We track three different states of chaos: low chaos, high chaos and very high chaos. We dynamically allocate, at the start of each mission, a morality to the characters around you; most of them are what you would call guilty and they’re worth a certain amount of chaos.”
“A smaller set are sympathetic and they’re worth more chaos. Another small set are murderous and they’re worth less chaos – some people just need killing. It’s a more nuanced approach, in response to players feedback, and yet at the same time we hold on to our values just saying “if you don’t murder everyone in the streets, you’re less disruptive to the world”.
“The ending uses a permutation system, so there are several different pieces of the ending that play and each one of those have, like, in some cases two states, in some cases five states, in others maybe a couple more than that. And then all of them have high/low chaos permutations, and in a couple of spots very high chaos permutations.”
— Harvey Smith
These branching endings would be a severe departure from the system present in the original Dishonored, where only two separate endings could be reached. Now, a player’s actions will have a much greater impact on the ending, and more elements than just morality will come into play.
What do you guys think? Does this sound like a good system, or would you prefer to see less branching paths, similar to the original game? Let us know in the comments below!