BioShock update
The guys over at Evil Avatar have interviewed Ken Levine, Managing Director at Irrational Games, and asked him some really interesting questions. Yeah, they even talked about Thief, one of the best games that ever was. However, the first part isn’t all that much about BioShock but you’ll get some interesting background information on Thief and Shock 2. Part 2 is more about the new game, so head there if it’s of interest to you.
Jonathan: Is clearly defined choices not dumbing down? That the outcome is of the cardboard-cut-out variety, and that they’re predictable?
Ken: No. It’s making sure the player doesn’t fall out of the bottom of the game.
Hasn’t there even been a game you really wanted to get into but didn’t have the time and energy to understand it? I’ve had that experience with some hard core strategy games – Europa Universalis, Dominions 2, etc. All I really wanted was a buddy to sit behind me and help me learn how to play it and when I got stuck to point me in the right direction.
While BioShock is certainly nothing like those 2 games, the metaphor holds. Yes BioShock innovates in ways you won’t find in a traditional linear shooter, but we’ve developed a system called dynamic training that sits back and watches the player. And if the player gets lost, or clearly is not getting the game systems (for example, different ammo types vs. different foes), the system will speak up and lend the player a hand, point him or her in the right direction.
But it’s also how you design your missions, how you motivate the player.
I absolutely love the direction these people are taking with the game. Even if it again is a first person shooter, there are some points that are very satisfying. Player-driven gaming, user-choice, non-linear narrative. These are just some mechanisms to immerse the player into the game. More information on that topic, such as interactive storytelling or emotionally engaging game audio, is available on the net. I’m so excited!
