We've all had that experience in a game where you'll see something that looks just like a platform you should be able to jump on or a door you should be able to walk through, but when you try, you butt up against an invisible wall. Dishonored, according to the developers, will be singularly lacking in that experience. At least that's according to this new development diary, showing off new gameplay footage anddiscussion of level and gameplay design. http://www.youtube.com/watch?v=PrpM0bsGoLw Right at the start, we learn that if we can see something in a level, we can climb on it, which is a welcome design decision. Secondly, we get more of a look at the improvisation the game allows you to pull off, or even just the sheer cruelty. One clip shows a target being blown off a balcony… and then the player freezes time and pumps him full of crossbow bolts, just for good measure. Especially interesting is the hint that there will be more choices to the game beyond the already discussed Chaos stat. As you progress through the game, what you do beyond just killing your targets affects the world around you in subtle ways. Especially, as co-creator Harvey Smith notes, if you choose to play the game without killing anyone at all.