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Dishonored 2 cover

Dishonored 2

GameBy Arkane Studios · Released Nov 2016

Dishonored 2 is a first-person action video game and the sequel to Dishonored. It borrows many of the gameplay elements from the first opus: players define their own play style by blending action, assassination, stealth, mobility and combat.

Documents
2
newest 30 May 2023

Connections

Each row is a game or company named alongside Dishonored 2, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Nov 2016
Genres
Shooter, Role-playing (RPG), Adventure
Platforms
PlayStation 4, PC (Microsoft Windows), Xbox One

Game data from IGDB.com

Documents about Dishonored 2

Cover of How Video Games Can Make You a Better Journalist
Report374 pages

How Video Games Can Make You a Better Journalist

Caio Sampaio's book "Level Up: How Video Games Can Make You a Better Journalist" argues that journalists facing fierce competition for audience attention in a content-saturated, smartphone-driven media environment can learn powerful storytelling techniques from video game design.

  • Video games' participatory and immersive nature makes storytelling easier to absorb than text, since players are part of the story rather than reading passively for hours.
  • Augmented reality failed for Esquire's 2009 interactive cover because it was a gimmick that did not make the magazine more informative, whereas USA Today's 2020 AR investment focused on informative content, such as its Kent State Shootings app that projects a map onto any surface to detail the 1970 events.
  • Audio storytelling such as radio plays stimulates imagination because listeners project their own memories and personalities onto the scene, creating a more personal and engaging experience.
ETC PressMay 2023
Cover of Taking Back What's Ours: The AI of Dishonored 2
61 min
Game Developers Conference61 min

Taking Back What's Ours: The AI of Dishonored 2

The artificial intelligence architecture of Dishonored 2 centers on a data-driven framework designed to facilitate complex, emergent gameplay while maintaining high performance on console hardware.

  • Arkane Studios implemented a 'shuffle bag' system for NPC barks to prevent repetitive dialogue, where action lists are shuffled during initialization and again upon completion to ensure variety.
  • The AI team utilized a 'Dynamic Space Management' (DSM) system for spatial reasoning, using influence map layers to store and propagate data like danger ratings across a grid to guide NPC movement and search behaviors.
  • To coordinate group combat, the team employed a 'crew' system where individual NPCs post requests to join a group based on shared objectives, allowing for emergent behavior while maintaining individual decision-making.
Game Developers ConferenceNov 2018