In Dishonored, Sometimes The Story Is What You Don’t See

Kotaku - Pro tip for anyone wanting to write a video game: "If it's longer than a tweet, a character should probably not be saying it in the play of a game."

For those with dreams of seeding video games with their scintillating prose, Austin Grossman's observation may be a bit deflating. But the writer/designer who helped craft Dishonored's narrative knows what he's talking about.

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