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Postmortem: 2K Boston/2K Australia's BioShock
 
 
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Features
  Postmortem: 2K Boston/2K Australia's BioShock
by Alyssa Finley
15 comments
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September 2, 2008 Article Start Previous Page 2 of 4 Next
 

3. Input from outside.

The first external BioShock focus test was meant to be a sanity check: to get a better sense of what was working well but needed polish and what wasn't working at all.

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At this point we had already done one small round of internal focus testing with friends of friends, which had turned out mostly positive feedback. So, just after the first beta, the entire design team plus a contingent of 2K producers headed off to see how a group that knew nothing about our company or BioShock would react to the first level.

It was brutal.

The first level, they said, was overly dense, confusing, and not particularly engaging. Players would acquire new powers but not know how to use them, so they stuck to using more traditional weapons and became frustrated. They didn't interact with the Big Daddies, and they didn't understand (or care) how to modify their characters. They were so overwhelmed by dialogue and backstory that they missed key information. A few of the players did start to see the possible depth of the game, but even they were frustrated by the difficulty of actually using the systems we had created.

Based on this humbling feedback, we came to the realization that our own instincts were not serving us well. We were making a game that wasn't taking the initial user experience into account, and we weren't thinking enough about how to make it accessible to a wide variety of players.

After the focus test, we went back to the drawing board for the entire learning sequence of the game. We scrapped the gameplay in the first two levels entirely and re-architected them to be a much slower paced experience that walked the player through the more complicated gameplay verbs, such as "one-two punch"-combining weapons and plasmids. We changed the medical pavilion from having sandbox-style gameplay to using a series of locks and keys that were set up to ensure that the player knew how to use at least a few key plasmids. And we made a development rule that future changes would be data-driven, not based solely on our own instincts.

After the first round of changes, we had two rounds of internal 2K play testing to gather more data about the user experience, releasing builds of the game to several 2K studios and soliciting feedback about how far people got and which weapons or systems they enjoyed. We received feedback from 2K game analysts, Microsoft, and a few other advisors.

When we brought the demo back to focus testing, which was barely a month before we were (then) scheduled to complete the game, the experience was very different. Although players still got stuck and frustrated at various spots, they understood the game systems and saw the potential inherent in them. While we still had work to do to make the game more accessible, at least now the problems were much more easily solvable.

4. Small empowered teams.

While developing our first internal demo, we realized just days before completing it that it was on the wrong track. By that point it was too late to take on all the problems in the demo, but we decided to try to improve the core interactions. We used a small, focused strike team approach to target and solve AI problems, choosing one problem at a time, analyzing and tackling it, then moving on. Although this approach wasn't enough to salvage the original demo, it was recognized in our internal postmortem of the demo as an effective process that we should do more often.

One of the most visible successes of the strike team system is the tuning of the weapons of the game. All the weapons had been in and working for several months, but as the game got closer to content lock, they still weren't feeling as good as they should.

To tune each weapon, a team consisting of one designer, an animator, a modeler, a programmer, the effects specialist, and an audio designer held a kickoff meeting where they analyzed and brainstormed about each aspect of a single weapon. They came up with a task list for each team member, went off to work for a day or two on their tasks, then came reviewed all the results. When they were satisfied, they moved on to the next weapon.

Over the course of development, we created multidisciplinary strike teams to work on a wide variety of problems, including AI, animation, visual effects, and cinematics. The results of those teams were universally better than the previous non-iterative process.


The 2K Boston BioShock team.

5. Talented people, flexible staffing.

BioShock was initially scoped to be developed in about two years with a small team of 30 people-25 in Boston focused on gameplay and five in Australia working on the core engine. As the team completed successful milestones and demos, and made strong cases for more development resources it became clear that we needed to tap into the Australian office.

Initially, Australia was intended to supply a small core technology team that worked on the renderer, engine, and core tools and processes for console development. The Australians had a tremendous impact on development because by taking care of the core engine and pipeline tasks, the Boston programming team was free to focus on gameplay systems and production.

One of the fastest and easiest ways to staff up any newly-opened position on the BioShock project was to pull from the Australian team. By the time BioShock went gold, almost everyone in the Australian office had worked on the game in one way or another.

The huge advantage to using the Australian team resources was that they already knew the engine and the game, and had easy access to the core technology team. They came up to speed incredibly quickly, and could be productive almost immediately upon getting project tasks. And although the time difference made communication a challenge, it also meant that critical bugs could be worked on literally day and night.

 
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Comments

Anonymous
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Four pages and no mention of the SecuROM debacle? Reading about changing design elements is interesting, however such finer points have no impact if your customer has trouble even getting the game to run due to DRM.

Luis Guimarães
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I`ve just finished the game... that was a very nice experience (even if, when I saw the 4 empty slots at the metro, I knew where the game was gonna end...)
The liberty about what and how to do is the best in the whole game... that`s really an action RPG like I was missing for years...
Good job!

Anonymous
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Your game company employee (>9000) says:

DRM junk is not really interesting from a post-mortem standpoint. This is all about the game design and the process of making the game which is very difficult and hard to get right.

DRM is tacked on publisher junk and not really interesting. It's also very easy to tack on after the fact and the real developers don't ever even see it. This is about the team that makes the game, not the DRM policy decisions. Totally different set of people calling shots for totally different things.

J Y
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I have to say that Bioshock had an excellent atmosphere and a decent backstory, but the gameplay was basically doing the same thing over and over again. Picking which few of the genetic weapons you wanted to carry through the next level at those upgrade stations was a terrible, terrible design decision. Because of that I only picked the ones I knew were the most effective at killing splicers (fire, ice, and electricity) and left the other powers to rot, never to be used. Ammo for the more advanced weapons was too sparse. The splicers never changed - They just got more powerful as you went through the game. Boooorrrinnggg.

John Walsh
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This article was very enlightening. The fact that the team was originally aiming to create a FPS / RPG hybrid, but was derailed from this purpose by focus groups who couldn't cope with the game's complexities, makes perfect sense. Bioshock could have been a truly great game, like System Shock 1 and 2 before it, but in the end it was dumbed down to being little more than a fun little shooter - albeit a highly atmospheric one with amazing graphics. I suppose this is par for the course in the console age; we saw the rot starting to set in with Deus Ex 2. Perhaps one day someone will try to turn this trend around, but I'm not holding my breath.

James Qualls
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My own little post-mortem from the player perspective:

What went right: #1 is atmosphere. The Randian utopia is completely unique in gaming. The Fort Frolic level with the plaster statues was especially brilliant. #2 is AI and characterization. The way the splicers behaved made them feel very alive. There are still so many games still coming out where the enemies have perfect knowledge of your location at all times and follow a simple script of "move towards the player and fire" - not here.

What went wrong: Lack of choice. This was particularly galling for a game hyped as offering a "groundbreaking" level of choice. There are a lot of kinds of choice so let me break it down further. There's freedom of tactics, freedom of moral choice, and freedom of goals.

First, freedom of tactics assumes a set micro-goal and allows several methods to achieve it (such as force, stealth, diplomacy.) Bioshock offers pretty much the minimum standard options you'd expect in any shooter. Tripwires, exploding barrels, and hackable turrets are not groundbreaking. There are no situations to apply diplomacy. Very few locations have multiple points of entry. The other games in the Looking Glass tradition (System Shock, Thief, Deus Ex) set a standard for tactical choice that Bioshock makes no effort to approach.

Second, moral choice. To slaughter little girls or not is not a sophisticaed moral dilemma compared to say, evaluating the source of legitimacy of governments as it relates to the use of lethal force in a civil society. And yes, the latter can be the subject of an exciting and compelling game: Deus Ex. Bioshock presents similar social issues through the lens of its Randian utopia, but never invites the player to define their own position or choose their own goal until the final moments.

Finally, there is freedom of movement. Bioshock's interpretation of freedom of movement is that there are some shops you don't have to go in. On the macro scale, you follow a set sequence of levels. The levels are nonlinear compared to Half-Life 2 or Doom 3, but then Tom Cruise is tall compared to Verne Troyer. The reasons for visiting levels in a particular order were fairly arbitrary and could have been dispensed with, so that apart from a tutorial and coda the player would have been free to roam Rapture.

It's certainly not a requirement that every AAA game have the tactical options of Thief, the moral choice of Knights of the Old Republic, and the freedom of movement of GTA, but if the hype of your game is going to be about freedom, you should make a game that actually excels in offering some type of freedom. I don't know whether the focus grouping helped unit sales, but it certainly hurt any claims to originality or ground-breaking. If you make a game for the common denominator, your game will be the common denominator.

I don't want to sound completely down on Bioshock. It's a solid game, fun, and a moneymaker, but I think its destined to be a footnote to the greatness of the Looking Glass tradition, not the genre-defining experience its predecessors were. The official post-mortem here makes it clear that, hype aside, thats what its creators wanted.

Anonymous
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"[...]we weren't thinking enough about how to make it accessible to a wide variety of players."

Unfortunately, there's NOTHING that tells you whether you were thinking TOO MUCH about how to make a game accessible to a wide variety of players.

Ken Levine seems really empty eyed when he talks about his initial visions for the game, the things that he's capable of and how little he actually got to put into the game because of the reactionary handling of focus-group testing.

The games business starts to strangle its greatest visionaries and celebrates the (obviously commercially successful) results in post mortems. In the end, I think 2K was lucky. This could have ended in a "Deux Ex: Invisible War".

Alex Muscat
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@James Qualls
I couldent agree more on your points, concerning Bioshock.

jaime kuroiwa
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After reading this postmortem, I can't help but think about what Bioshock would have been if focus groups didn't carry as much weight as it did. Bioshock was a good game, but what held it back (or made it a success in this case) are the generic gameplay elements. Now I can blame focus groups for that.

The previews made the game sound like a sandbox-type FPS where the narrative unfolded by observing the occupants of Rapture, whom operate independent of the protagonist, and where each area was patrolled by a unique Big Daddy/Little sister. Upon playing the game, it was just a linear, scripted, FPS. While I was satisfied with the art direction, level design, and voice acting, I was completely disappointed with the gameplay.

Of course, teams like Valve and 2K will sing the praises of focus groups and how instrumental they were in the success of their game -- Portal and, now, Bioshock -- but there has to be a point where you have to consider the passion and enthusiasm of the development team over the reviews of a focus group.

Would Bioshock have been better if they stuck to their guns and ignored the negative feedback? I'd insert Frost's The Road Not Taken here.

Aaron Murray
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Wow. I'm shocked by the number of generally negative/coulda-shoulda-woulda responses.

Comparing BioShock to what it "could have been" is a bit of a stretch. I'm certain it "could have been" the best game ever given clairvoyance and unlimited time and resources, but the reality is the guys were running way over on schedule and expenses.

The BioShock that we got was a fun game. Not a long game, or an overly complicated game, but enjoyable. I remember playing the demo on X360 and saying "Wow. This is awesome." The game was compelling and fun.

When I read books, I typically don't choose them solely because they are literary masterpieces. Nor do I blame the author for not creating something as robust or intricate as War and Peace. As long as the setting is right, the plot is decent, and the story takes me on an enjoyable ride, I've received what I set out to get.

jaime kuroiwa
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I realize, as comments go, this is a little late to the game, but Aaron's comment needed a response.

What bothers me about this postmortem is not only that focus groups had a strong affect on the overall design of Bioshock -- even Ken Levine was quoted to say that the endings were not his plan -- but that what started out as a truly ground-breaking event ended up a (pardon the pun) watered-down experience. This is not a case of "coulda-shoulda-woulda" but a case of "didn't-because-someone-said-so." In other words, it clearly demonstrates how marketability trumps game design/narrative. It's a very worrying trend in this industry, and it made me feel like a sucker in the end.

If there will ever be a "director's cut" of Bioshock, I would be the first in line to pick it up; THAT would be the masterpiece.

Anonymous
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"This is not a case of "coulda-shoulda-woulda" but a case of "didn't-because-someone-said-so." In other words, it clearly demonstrates how marketability trumps game design/narrative. It's a very worrying trend in this industry, and it made me feel like a sucker in the end."

It's not just a case of marketability trumping design and narrative, it's a case of *reality* doing some trumping as well. Games are incredibly expensive to make, and not only that very hard to make. What I mean is, (especially if you are doing something new) there is no standardised way of constructing games, every company does it a little different on every title, and it is a very complex a process involving a lot of people.

Part of what that means is you cannot give over power to one or two individuals, even if you think they are geniuses. People are just too fallible to turn over that much responsilbity to them. At the end of the day, you are responsible not just for a game but for peoples livelihoods, ultimately - something I wish some of the higher level staff in many games companies would realise.

Listening to focus groups *is* a great idea sometimes. They don't always (though often do) produce a diluted, selfish, lowest -common-denominator effect on everything they touch. High quality opinions from other people are worth their weight in gold and listening to others almost always gives a positive result. In this interview he goes over how many things the team initially got wrong and how they were only corrected when outside forces gave some input. The "directors cut" you envisage might have been a whole lot worse than what we got in the end. I thought Bioshock was compelling, interesting and visually brilliant. Yes it could have been better in hindsight, (which is always 20-20) but if you think about the complexity of making a modern AAA game and shaping that experience for the player and all the layers a designer has to go through to convey something effectively, we should be grateful for what we got. I would be extremely happy if there were more games of the quality of Bioshock.

Personlly I think the compexity of making a game (although the number of staff doesn't) sometimes exceeds that of making even a big movie. Game designers have far less control over players and what they see and experience than movie directors. Giving this directorial power to someone in making a game would be very dangerous, I haven't met anyone in the industry myself who I would want to work under in such a role. I'm sure it has been done many times in games in the past - and i'd bet the results were mostly crap.

Luis Guimarães
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About the "boring" in the last levels of the game, the case is that splices don't only never change in concept, but that they never learned anything else... every movement and behavior gets easier predictable...

I've played the game a second time to see the other ending scene, so I've gone through the whole game using only the wrench and telecinetic power, bullet for bigdaddies and one single firstaid in the full game...

The final boss was VERY easy even in the first time, once more in fact that he only repeat tha same things over and over... but, after the great game, the boss feeled to be there just filling the end of the game.

Luis Guimarães
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I forgot one more thing:

If the game was being made with a strong and deep gameplay style... depending on how that was advanced in development, why just throw the whole work in trash, why do not let the player choose if wanna play the game in basic or advanced mode?

I've showed the game to some friends and they disliked the style how the goals and gameplay works, so they forgave to keep playing (ok, they don't speak english, but can read somethings well), so even the "simple" remade gameplay was considered complex by some players. So the same players that enjoyed the game the way is was released, would probably easely figure out the first game was being made...

Ralf Sinoradzki
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Well, I like both, role playing games and athmospheric shooters.

So I think, Bioshock is a really cool game. Although I'm really interested now, how the first rpg-like Bioshock would have been :)

Anyway, it's one of those games that I completed in a few marathon sessions, because I couldn't stop.
Then I put it on the shelf, until I have forgotten most of the story, and something like after half a year, play it again ... put it away, wait some months, play again ...

I'd still do that with games like System Shock 2 and Deus Ex, but think they don't run on Windows XP anymore.


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