But this is the thing that turns games into larp simulators or, well, toys. The challenge removed, the player himself is forced to put limitations on his abilities so as not to get bored to death playing the game. Part of the whole problem-solving mechanic is to solve the problem with as little effort (pot. relative to reward) as possible; in an rpg that would be playing on the skillls on which you have invested. If you bypass that and make the problem solving optional, where minimal effort actually equates to no effort, then why not just watch a lp of a good and challenging game? Even that's gotta be more rewarding right?
Well, in a sense, I sympathize with the brainless sacks of shit. It's easy to see this only from the point of view of someone who actually wants to get something out of an entertainment product, and this type of feature can cut into that by accentuating one solution to such an extent that other alternatives become mere easter-eggs (did u kno u cud use ducts too acess dat room wit dat guy lol?). Many of us, I would imagine, aren't motivated by achievements or unlockables and simply want multiple solutions that are equally viable and rational, on a subjective level naturally.
How about this for a game -- there's the exit; head on out for the final cutscene. Or go to the right to look for the key and actually play the fucking game and make sure it's unforgiving as hell. The exit is just an obvious false choice, nobody would settle for it, but since it's there you have to question why it's there. The only function it serves, as you encounter it throughout the game while the difficulty steadily increases, is as a demoralizing symbol. Even if it were to actually progress you to a later stage of the game, it's still essentially a "give up" mechanic and players, wittingly or not, are penalized for it.
I would imagine the same applies to Dishonored, especially if the dummy options were added on later as a last resort. Dumdums simply won't be playing through the same game; they'll get the watered down version with, hopefully, chunks of vital information and the most amazing sequences omitted, as their low-INT builds chug along doing menial tasks to get the job done. Question is, which is more cruel/motivating? A hard game that distributes content fairly across the entire playerbase, or a game that has a "special needs" path that holds content back from the mentally retarded?
I realize, of course, that the question is moot. The games of this generation normally only have one, retarded and unrewarding path, with a side dish of ocd collect-em-all.