The Wooster said:
As a rule developers shouldn't be criticized for what players do with game systems
I wouldn't use that as a blanket statement. If a developer makes an imbalanced system then they can be criticised for it as long as one of the points of the system is to not be imbalanced. In D&D 3.5 some character choices are immediately and immensely more powerful than others, there also the choices that are less powerful than the norm, as well (such as the infamous trap feats which only look good on paper). In that case, it's the player's decision whether they go with the more or less powerful choices - even if not guided by exactly that. A player my choose option A over option B purely because they think it sounds better without analysing the mechanical implications. That can then end up trivialising encounters or making them more trouble than normal[footnote]monsters have a Challenge Rating (CR) which is a number representing the average level that adventurers should be taking it on. Bad choices may lead to a 12th level party being overwhelmed by CR 11 encounter or an optimised party demolishing CR 15 encounters.[/footnote].
So, in that case it
is player's choices, however, I'd put the blame on the system and by extension the people who made it. This would be because the game strives to have a unified power level, hence the CR ratings. The CR ratings cannot exist without a having firm basis to stand on. Their inclusion means that the developers counted on that firm basis being there, when in reality, it isn't, hence the developers warrant criticism.
The Wooster said:
Also, there's cases where "optional" features can still have a negative impact on a game. Non-lethal is an "option" in Dishonored, but the narrative and resource system makes it the best option. It's also the most boring way to play the game.
I love
Dishonored. It actually does a lot more under the hood than I've seen it given merit for. The game is set in a very bleak world with pretty much black and grey morality. The "good" paths mostly end up just being "a bit better than the bad path" by limiting the amount of damage Corvo does. So, in-game you are facing the option of going the easy but "evil" path or going the harder but "good"[footnote]in reality "a bit better"[/footnote] path. This is an actual choice that not many games do. Sure, the ones with morality system love to boast the good/evil paths have different rewards -
KOTOR and other BioWare games do that a lot. Finish a quest and the neutral option is to accept the payment, evil option is to extort more money and the good option is to say "keep the reward". This is supposed to illustrate that evil is the "easier and better" choice and hence the more lucrative but it's...not. Money tends to be plentiful and we're talking about rewards in the region of 100-300 credits/gold/whatever which is a really pitiful sum when several hours later you start getting thousands just by playing.
Dishonored, makes it into an actual choice - yes both paths are viable, but killing people is actually quite a lot easier than not. It's not whether you'll get the resources for the in-game equivalent of bubble gum or not.
Moreover, the powers illustrate just
why the Outsider is not trusted. The Abbey tries to stomp out the Outsider worship and throughout the game we not given much justification why. Sure, there are several people who went mad by being close to Outsider artefacts and Corvo is also aided by him it which in part can allow him to go through the game which results in the game world being changed. However, it's the actual powers that nail down why Outsider is considered a bad influence.
First of all, the powers are very distinctly unnatural. This is to illustrate how the Outsider influence turns people into
something else. There are only two abilities that (maybe?) wouldn't stand out as being just
wrong when viewed by a normal person: Dark Vision[footnote]Daud's Void Gaze makes the mark on his arm glow, however, so it is visible[/footnote] if we assume there is no outside indicator, however, it's possible Corvo's eyes glow or something and Vitality - it would be harder to detect but Corvo/Daud are able to take more damage than a normal human would. Vitality is still easier to hide than anything else.
Second, the abilities geared towards making the marked person better at causing harm and mischief. This is the big one - this is why the Abbey doesn't like the Outsider. Not only are the marked turned into something not quite human - they are also way better at hunting down other humans. It's also something that stands out to other games with moral choice. In those powers can still be aligned with good/evil. However, this is the thing - all of them are equal or mostly equal in making you more effective at the game. In
KOTOR, the light side powers can buff you and disable enemies making you a killing machine, thus they do rival the dark side powers which focus on direct damage and debuffs. In
Disciples 2 the evil races can destroy and harm enemies in various ways using their magic, while good races make their own troops way better.
In general that's how the moral based powers work - "good" helps out "evil" harms. If available, "neutral" would be sort of there with some generic buffs and/or uncharacterised powers[footnote]examples include erecting a force field or lighting a fire[/footnote]. But the end result is pretty much the same - whether you use "good" or "evil" powers, they all contribute to you killing a bunch of dudes. In
Dishonored, all the powers are evil. Or at the very least they certainly aren't good some may be called neutral. The more involved you become with the Outsider, the more power you get but they only serve to make you into more of a monster.
This is part of why I liked
Dishonored so much - the game did actually present a choice even if it didn't frame it as such. Would you pursue becoming something else in order to achieve your goal or would you keep your humanity? And this is a
different question to whether you would go thorough low/high chaos paths. Yet still linked, since if you take up the inhuman route, you are heading down the high chaos path. This all fits in incredibly well with the world painted in the game.