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Thinking BioShock: From Tech to Philosophy
 
 
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Features
  Thinking BioShock: From Tech to Philosophy
by Brandon Sheffield
4 comments
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August 8, 2008 Article Start Previous Page 4 of 5 Next
 

How is that going to happen when everybody's working so separately?

CK: Well, that's why we have events like GDC; we have books out there; you actually see some companies in the industry, now, looking at sharing technologies, and saying, "Hey, this is not critical intellectual property! Let's just give it to you guys; we want to see better games, too!"

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I hope that starts happening more.

CK: I think that's one of the big things I've learned in the games industry: that it's really not about the technology, it's about execution.

And so, one of the great things is that at 2K Boston, we have people who've been working together for upwards of 11 years now, and we have people who are really good at what they do, so we can take our time, and focus on executing. And that's where we really want to stand out from the crowd.

I keep wondering if we're finally going to get to that place where we could stop worrying so much about graphics, and the tech, and eventually -- I mean, getting to that place where it's like, "OK, now, really, finally, yes, we have to make the gameplay be the primary thing." It felt like in BioShock there was less emphasis on "everything has to have a billion polygons", versus "the universe has to feel like a place that you can be". So it felt like one of those games that was going in that direction. Do you think that we're getting there?

CK: I think we have to get there; that's the direction you have to go in. People are reaching that plane... You can always push technology further and further, but I think people are getting tired of shelling out money for something that can push a couple extra polygons. What they're excited about is giving them those new kinds of emotional experiences, that they haven't been able to have before.

So [that's] what we're excited about, and we're starting on our follow-up project, which unfortunately I can't tell you about, but... On the record, I guess what I'll say is, we were really excited about how we were able to take a really deep and complicated and mature style of gameplay, and bring it to a much wider audience, and we're thinking, now, on the next title, maybe we can push it a little farther.

Like, now that we've figured out how to introduce complex concepts in game style and player growth issues, why don't we start introducing more depth? Can we make these games deeper, and keep the universe as engrossing and enveloping as BioShock was, but give people more choice, and even more freedom? That's our challenge, and I can't wait to show you guys.

Making a Game Work for Multiple Players

Can you do that without alienating people like me?

CK: Well, I think it goes back to what we tried to do on BioShock, which was: provide a path for every style of gamer. Or as many as you can... You know, something that Ken talked about at his GDC talk in San Francisco, was that everything has to work on multiple levels.

So, you need something there for the hardcore story nerd who's going to be picking up every audio diary, and piecing together the back story; and then people like my friend, who I watched play, and he missed almost all of the audio logs, missed everything.

But he was having a wonderful time just going around and looking at everything, and getting into crazy encounters. It's a challenge. It's a challenge to focus and drive the gameplay forward, but it's a challenge we embrace.

I think the danger is with the slightly more casual player not knowing that casual path is. I'm walking by, and I see a grate, and I see an audio thing back there, it's like, "Oh, I've got to get that thing! How do I get there?" And then I'll spend a while figuring that out. And if those options are presented, I think it's quite difficult to know, whether I am biting off more than I can chew, by going after this thing that I can see. Or by trying to mix and match plasmids, and stuff like that.

CK: Well I think another thing you'll see... We have an engineer, working for a long time, like a year, on the system. Something that we designed from the start on BioShock is something that we call the Adaptive Training System; this is a system, it's almost like a mini AI in itself, and it sits there and it knows the things you can do in the world.

More importantly, it has a concept of what it thinks you should know how to do. And it watches you as you're playing, so say, you know, you don't know how to jump, so it says, "OK, by this time, the player should know how to jump. If he doesn't, prompt him. But if he does, don't waste his time."

And that watches you throughout the whole game, because -- frankly, these games are long, and people don't have a lot of time. You play it, you put it down, and some people can't remember the controls; a system should be there to help you move forward in that kind of situation. Or you forgot that you could hide from security cameras, or something like that.

We really don't like tutorials at all; we don't want some space marine saying, "ALRIGHT, LISTEN UP! THIS IS HOW YOU'RE GOING TO WALK!" I think people are tired of that.

What they want is to jump in, start playing, and have a little system that's there, a little friend that says, "Hey! I bet you didn't know about this... Or, you used to know about it! You could use it in this situation, and I notice that you haven't used it in the last twenty times you could, so I'm just going to give you a quick reminder."

 
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Comments

Chris Melby
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I could not finish this game on the PC, but would do so on the Wii.

System Shock is the best single-player gaming experiences I've had. It's the most immersive and terrifying game I've played. SS2 was somewhat of a let down -- it was unbalanced and incomplete, but BioShock, well this was a blow to the Shock lineage. It felt like I was on a Disney ride and there's only so many times one can sit through Mr. Toad before they get bored. There was never any real concern with this game. It felt like an ordinary FPS.

This is a game I wish had only been made for the PC, then later ported to the 360/consoles.

When you guys develop games for a PlaySkool controller, there are compromises that have to be made that effect the game-play way more than visuals. No amount of eye-candy can cover up the games underlying lack of complexity.

All of the sophistication of the previous Shocks had been ripped to accommodate a thumb-stick. BioShock was nothing more than a Disney FPS. Having no menu system was a poor decision, more so than the super-fragile weapons in SS2.

I'm serious about the Wii comment. I have lots of fun with its controls for FPS games like MOH2, or games like RE4. It would add that extra something to BioShock that would at least make the experience new -- if done right, so not tacked on -- that will get me to finish it. Then just maybe I'll forget about this game's shortcomings when compared to its predecessors and see its ending on my TV, instead of on YouTube.

If you guys are making console games first, I'd rather it be built to the Wii's strenghts, because at least its controls are better suited for PC games than the 360 or PS3's default option. At least support the mouse on the PS3. Graphics can always come second in my book, since they attribute the least to what makes a game great.

Tim Carter
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Bio Shock is a visually beautiful game, but its underlying "philosophy" is extremely thin. I think it amounts to name-calling - the two bad guys are "Atlas" and "Fontaine" (i.e. "Atlas Shrugged" and "The Fountainhead", Ayn Rand's two major books [she being the founder of Objectivism]). The lead designer, in an interview here earlier, said he basically was taking issue with "ideology". He declined naming Objectivism, but I think that the core of what the game is saying is that he doesn't like those people (ad hominem - probably the oldest logical fallacy there is).

If you're going to take on Ayn Rand/Objectivism/[insert philosophy or ideology here], you have to take its ideas apart and really examine them, instead of evading that by just saying, "Well, those people are really mean, so let's turn them into bad guys." Turning them into raw bad guys - symbolic or otherwise - is mere propaganda.

Also, I don't think a game respects its audience if it forces them to jump through so many hoops (of character development, ammo-finding, fetch quests, etc) when it claims wanting to be a narrative-focused game. Make up your mind: Are you a sandbox game or a story-driven one? Please don't muddle the two. If story-driven (which is what it seems to want to be), please don't put so many obstacles and trivial housekeeping activities in the way of getting to the next plot point. If sandbox, that brings up entirely new issues...

All in all, a game that lives on its visuals, but little more. Which is fine.

Steve Roach
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"You know, I just threw away my desktop at home, because I was tired of trying to get my hard drive to work, or figuring out my power supply... It's nice to come home and just have a console, power it on, and enjoy gaming. I don't think you need to limit your audience or your style of game, based on what you're developing for."

You know, we PC Gamers are not stupid. We all get that you'd like everyone to throw out their Desktop PCs and buy a console, but we are not buying into that. Some of us take pride in our gaming rigs, and our ability to troubleshoot our PC problems.

Some of us remember the glory days of pc gaming, and don't care for dumbed-down console offerings.

Peter Park
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It seems like people are over-stressing "freedom." It must be noted that more choice does not directly translate into players' satisfaction, as some psychologists found out--less choice actually gives us more happiness, not more choice.

So, instead of overloading players with choices, give them only the ones that are really important. Give them choices how to look at events, choices on how to react to events in game. Don't give them more weapons, more magic, more items, choice to slash or shoot.

If there's one lesson to be learned from Mass Effect, it's that we can give players ability to *customize* story-telling; player can influence actors to have certain attitudes, even if it's not really story-changing. This is surprisingly satisfying. I would have loved it so much more, if it was more of an interactive-novel where it's loaded with dialogues and more interesting plot and events san run-and-gun segments where no character development (meaningful one, not level-up) takes place.


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