"Dishonored:" 20 Things the Creators Want You to Know Going In

Smith, on fulfilling players' fantasies:

"A lot of our powers, like, they're mechanics that work in the game ecology, but they're also fantasy in a way that works in the player's head to fill in the gaps between—sort of like, you know, the way a reader reads comics, and between the panels, he's imagining some movement or whatever. Like, you know, if I stop time and some guards are complaining about being on duty too long, and I saunter through the room, eat an apple on the table on the way, and get to the other door just as the time resumes, my fantasy—not only mechanically did I bypass them, but my fantasy is, like, you know, those guys are standing there, and someone might have noticed a chill, like someone walking over his grave, but otherwise they literally never even perceived me."

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