Shack Interview: BioShock
New for you guys this morning is a BioShock interview, as David got to ask Ken Levine of Irrational Games about the PC/Xbox 360 action game which is due out next year.
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Ken Levine: First off, BioShock is not only ambitious from a visual standpoint, we have really set a demanding goal for ourselves: we intend to redefine what gamers expect from a first-person shooter. We want BioShock to do for FPS games what Gran Turismo did for the racing genre, or GTA did for the action genre: To raise the bar for features, user choice, open-endedness, immersion, story and setting, and replayability. Imagine going back to Ridge Racer after Gran Turismo, or Driver after GTA. You canÂt. What goes into this? Well, starting with the environments and look of the game, a huge amount of work. To be honest, we blew it the first time around. The first prototype we took to Take 2 really didnÂt work. Fortunately, they let us go back and try again. To me, thatÂs the real difference between having a decent budget for the first time: second chances.
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Even if Bioshock does have a lot of gunplay, the fact that it's non-linear and allows players to approach conflict at their own pace and using their own methods always leaves open the possibility that it'll be bland for many players. A game like Half-life 2 focuses on choreographing each battle in an incredibly precise way to ensure that it's staged in the most exciting and dramatic fashion. In a less linear game, the player essentially has the ability to make things less fun for themselves, because they control how each scenario unfolds. Emergent games are the opposite of set-piece driven gameplay, since they're generally about developing a range of interesting AI behaviours and letting them act autonomously, with the player left to exploit those behaviours to drive gameplay themselves. It's a really tall order to get combat to pan out in a consistently enjoyable way with that approach, and i don't think it's been done successfully yet; certainly not on a par with the more scripted, linear games anyway. I suppose I'm more sceptical of Irrational's ability to pull of good combat in a game of this type because of the the incredible blandness of the shooting in System Shock 2.
I find it more likely that, rather than redefining the FPS, Bioshock will just be another game catering to the tastes of those who like Deus Ex-style gameplay; ie a genre-blurring offering that isn't going to supercede the leading lights in any particular existing category of gaming.
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Still, very nice interview.
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