BioShock Infinite includes a constant companion in contrast to BioShock's fairly constant silence. That companionship leads to more dialogue -- a lot more dialogue. And Irrational head Ken Levine has addressed just how much more we can expect.
"Just one level of BioShock Infinite writing and the character interaction we have is probably three or four times as much writing as in all of BioShock 1," Levine said,
Levine says he's doing most of the writing personally, and calls the challenge "overwhelming" sometimes. "But on the other hand it's a world that I absolutely love to write. Mostly because it's a new challenge. Thinking out these scenes are going to play out, how we keep them interactive and how you communicate the ideas," he told Eurogamer.
He said it would be "easier" to write cutscenes, but he feels compelled to keep the story experiential. "That makes it more challenging, as you keep on ramping up the audience's expectations of the kind of stories you're going to tell. So you come up with certain rules, like, if there's ever a moment where the player is locked to the ground, there must be some context. We don't just lock a player's feet to the ground. There has to be a reason why they can't move - they're using a machine or something."
BioShock Infinite is due for PC, PlayStation 3, and Xbox 360 on October 16.