Ken Levine On The Background of Bioshock
GameSpy has up an interview with Ken Levine of Irrational Games. While Levine has spoken previously about Bioshock's ideology, this piece discusses a number of the elements that went into creating the game. He touches again on objectivism, but expands on the title's connection to its spiritual predecessor System Shock 2 and the process of actual developing the game. "Sterling: Segueing away from storyline a little, what sorts of hardware limits did the team encounter from pre-production leading up to this point of near-completion? Ken Levine: As a credit to my programming team, honestly, I didn't hear much about them. There was some hesitation on the part of some of programming team in pushing a level of physical simulation in the world, in part because they knew how much work that was. To their credit, I'll say, not only did they do it, they knocked it out of the park, because I've never seen this level of simulation ever in a shooter."
Despite the years of Halo 3 hype, is anyone else more excited about the (hopefully soon) release of Bioshock? The gameplay footage so far has looked amazing, especially the clips demonstrating the use of telekinesis.
How far from a storyline can you get on a segway?
Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
What truth?
There is no dupe
I'm encouraged by Ken Levine's response to the "indictment of objectivist ideology" question. It's good for a game to invoke matters of belief and opinion, but in a complex way. It's far better to be provocative and open-ended at the same time than to just come down on one side in some simple, idealistic way.
That kind of complexity is one of the things I really loved about Thief: The Dark Project. [Spoilers follow.] In Thief TDP, the Hammerites are a bunch of oppressive fundamentalist assholes. The main character hates them, and rightfully so. But, as the plot progresses, it turns out that at least one of the Hammers' wackier beliefs is in fact quite real, and that they are quite essential in protecting the people of the City from a rather nasty fate.
Deus Ex was also, of course, quite good with this stuff. You've got layer upon layer of conspiracies, whether true or false, deliberate hoaxes, elaborate cover-ups, etc., leading up to opposing ideals of world government vs. anarchy; humanism vs. trans-humanism; open society vs. secret rule; none of which is presented in a wholly good light.
I liked System Shock 2, but not for those reasons. It's pretty hard to sympathize with Shodan or The Many... or those freaky monkeys, for that matter. What was great about System Shock 2 was the off-balancing level design and the set-piece hallucination. There were some real classic moments there, like the apparition in the Bon Chance lounge (should've been "Bonne Chance", but that's Tri-Optimum for you...) and the tunnels in the Garden. I hope that Bioshock is able to provide some of those elements... but even if it doesn't, I'm still definitely going to get it.
"Maybe I'm a dreamer, but I'm hoping for a -experience- with this game, and not just another shooter."
Deus Ex.
More than any other game recently, Bioshock has preloaded me with all the talking points to convince my friends to buy the game. Now all that remains to be seen is if I end up gushing over this stuff or complaining about it when I actually get to play it.