I agree completely with the sentiment, but I think that may come from being inspired more by Thief and Bioshock than Deus Ex. I wish Dishonored took a couple more ideas from Deux Ex (consistency in object interactivity is one of them), but even if it is more DX:HR than DX, I'm so far very pleased with what I got.I understand this game isn't about role playing, but why even put a chair there if it functions as a giant rock? It is just unnecessary. I had a similar problem with Deus Ex HR, where it seems the levels had an immense level of object detail and variety (especially the offices), but all of it was baked. The illusion was shattered the moment you accidentally bump into something or an explosion goes off.. and nothing happens to the stack of papers that were in the middle of the blast radius.
This is a stealth game? So take your pretty lighting system down a notch and introduce dynamic lights. Let me turn off generators to certain buildings so I can use darkness as a cover. Let me shoot out lights.
Why shouldn't I have expected any evolution from the Deus Ex 1 formula? Its not that I feel entitled, but this mixture of visuals and gameplay just isn't doing it for me anymore.. and I can't be the only one can I?
Minecraft is so immersive to me because it's game world is consistent in its rules. Even a text-adventure game is more immersive because it only communicates to me what I need to know and what is important to me. When game worlds become so visually dense and the game-design doesn't evolve along with the visuals it becomes more and more obvious to me as a player that I am simply being fooled by smoke and mirrors and walking through a pretty maze with some A,B,C choices.
If that chair was not there I wouldn't have been taken out of the experience. If I could have interacted with it I wouldn't have thought anything of it. Deus Ex 1 allowed me to pick up chairs, why couldn't Dishonored take it to the next level and use the chair as a way to distract or attack the guards?
If I could've closed my cell door after opening it I wouldn't have been left wondering 'why can't I close this?' (my in-game reasoning was that if I left it open it would attract the guards' attention, which doesn't seem too far fetched.)
Dishonored is technically an extremely well executed game, but I think the gameplay design is holding it back from its peers. As a stealth game it isn't anything new or daring, and as a FPS game with RPG elements it is severely handicapped and too streamlined.
Why do guards 'sleep' eternally? Why can I, after putting someone to sleep, pick up their body and toss them around infinitely with no fear of them waking up from my behaviour?These are all things that could have made the experience so much deeper.
I hope these quirks are changed in the inevitable sequel. Also, bird possession.