Smith, on making Dishonored feel organic:
"We just go over the world and over the world trying to, like, make it rich with interactions and trying to provide some consequences for the reactions. And so what you end up with at the end of the day is this matrix of powers you've chosen, play style (combat vs. stealth), moral compass, you know, lethal or non-lethal, which pathway you take (over the rooftop or in the river, front door, back door). Plus the sort of analog nature of the AI where they're making decisions, fearing things, you know, they don't necessarily know where you're at. And all of that together creates a wide amount of variability, you know, so it just feels very organic."