The Making of Bioshock
Gamasutra is running a feature from Game Developer magazine in which Bioshock's project leader writes about what went right and what went wrong making last year's award-winning shooter, Bioshock. He talks about what the developers learned from fans and focus groups, how long it took them to firmly define what the game was supposed to be, and how they tried to reconcile their ideas with their capabilities. Quoting:
"...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."
Here I thought market research died with the invention of mass-advertising.
Great to see them actually test out a product, and further, fix their product before launching it.
Funny. I recently bought Bioshock on Steam (when they were running their $15 special a month or two ago). I only had a chance to play it for a few hours (not much time for games these days). However, in the past week my system's gone completely crazy. Turned out it was due to SecuROM. I found the uninstaller utility and removed it, and now my system is behaving perfectly normally again. I liked what I managed to play of Bioshock, but unfortunately I'm not going to reinstall it again. It's a shame, really, because it seemed like a good game.
This guy's the limit!
I have almost beaten this game on the PC, and I must say that I truly love it. It's creepy, weird and under the ocean, so I've gotta give 2K some props for the concept. Those Big Daddies are horrifying tankers, loved'em to bits! The thing that I find most odd about this game is the text during loading screens. they were supposed to be quotes of various citizens talking about how things of gone down the tubes. I know that they were trying to capture some old-style slangy ways of talkin' , but damn the quoted text was so riddled with bad English that it sort of undermined the whole creepy feel of the game. I didn't let it get to me, but wow, it sure feels nice to share that with ya'll ;) Please reply if you felt the same way about those quotes. Great game IMHO!
And then the point came where DRM ruined the whole thing?
SecureROM.
I really want this game. I've wanted it since before release, I've played the demo on an old machine, and it reminds me enough of System Shock (I and II both) that I really really want it!
However, it uses SecureROM. I contacted the company to see if this bug had been fixed yet, and they confirmed that no, it hadn't. As such, they're not getting my money. I can live without this game, if they're going to infect my computer in order to let me play it.
It's very simple:
If you're going to harm my computer, you don't get my money.
If you're going to require internet access/activation for a standalone game, you don't get my money.
If you're going to treat me like a criminal, you don't get my money.
Developers, it really is that simple.
"People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
They forgot the ending! Whoopsie doopsie!
i feel like i read this article half a year ago.
I seldom finish games but I've played through Bioshock twice and started a third time.
I played it on console so I didn't have to worry about SecureRom or anything, but can't you guys just download a 3rd party patch to get rid of it? I used to download 3rd party patches for all the PC games I bought so I didn't have to put the disk in to play.
Game was fail for copy protection. I payed and got screwd cant even play what I payed for. -.- I hate this game for this one reason.
Ah, nothing like developing for the lowest common denominator to screw potential!
--- Do you believe in the day?
One of the few I played and then immediately went back and replayed it again. The "good ending" was quite rewarding after fighting so hard to save all of those girls. It capped the game off nicely. The whole Atlas vs Ryan story was well done and it was rewarding to explore every inch of the game. Graphics, gameplay, atmosphere, weapons, etc were all top notch and this is definitely one of the best FPSers to date. Pick it up if you haven't already.
If you wanna get rich, you know that payback is a bitch
Hmm... Game with a lot of back story, depth and complex mechanics, tested poorly with the focus group so they toned it right down to the more or less hand holding game that it was.
Don't get me wrong, I loved the game, and found it really accessible, however I would be interested to find out what got cut for the frustrated test group
What you get when you see Joe Biden on the ticket of a candidate that's supposed to represent change.
Joe Biden - who's been in DC since Nixon was there.
Now now, let's not assume that the project lead must be a "he" . . . Meet Alyssa Finley
I just finished it last week. It looked cool but even that was overrated. After you've seen the basic lighting/color scheme and art-deco look they're going to use, it doesn't vary a whole lot. All those mods and junk you could do to yourself was just boring, there was never a compelling reason to mess with any of it. Beyond that it was just the same game mechanic over and over again until it's over -- not even a good ending to the story they seemed so proud of! just my opinion, but overall in the year I've had an XBox, gears of war and portal have been the best games.
Should have been PC only, dumbasses on consoles get confused by more than three colors.
Blah blah DRM blah blah blah. Gee, it's not like there's cracks out there or anything. Can we please leave the dead horse alone? It's already been completely pulped, bones crushed, etc. It's soup now. Let it go. Stop splashing it. Now: Too dense? Too hard to use powers? Did they play the same level I did or did they dumb it down after this incident? If they dumbed it down after that, they should really stop using focus groups.
If they're actually paying attention to market research, they would've known that DRM completely kills it for a lot of (otherwise) PAYING customers.
ELOI, ELOI, LAMA SABACHTHANI!?
They didn't have the testers install or activate it.
I think of some of the gsmes I have paid good money for, some of which I beta tested, and I couldn't get in contact with anyone on the developmenbt team to give my ideas.
One company that just doesn't get it is Novalogic. Their Black Hawk Down franchise was groundbreaking and had some serious potential, but they just never solicited or even listened to feedback. A potentially great game with some easily-fixed flaws, but they just don't listen.
EA is the same way. All the cheating that still goes on with BF2, and they do nothing. Sad.
Slashdot "libertarians": Small government for me, big government for those I disagree with. -1, I disagree with you
DOSBox + Master of Orion II + either quakenet #moo2 or RL friends. Aaahh heaven.
Well, if only moo2 was slow real-time, or if I could punch people through internet.
http://dosbox.com/
http://masteroforion2.blogspot.com/2006/05/dosbox-guide.html
urd
My qualification to have an opinion: I paid good money for this and played it to the end.
My opinion: from all the hype I was expecting something much much more and was very dissapointed.
I found Bioshock to be a fairly dull semi-on-rails shooter with an unimaginative, awkward and badly scripted plot. There were so many great possibilities plot-wise that they completely missed out on. There were parts of the plot that just made no sense and many annoying and stupidly unrealistic holes in the gameplay like when you kill a big daddy (Which was ludicrously tedious as it took so long and all your ammo but otherwise was easy) then you could walk away and turn around and the same one would be right back. Very cheap and cheesy.
The majority of reviews were ranting about the fantastic graphics but I was suprised at how obviously low-res and fake the views out of the windows were (I mean REALLY blocky scaled up 2D bitmaps instead of 3D rendered objects even though I was playing on highest poss. graphics settings). The developers have no excuse for adopting the same cpu-cheap approach to doing background scenery that they had to do for comupters like the amiga back in the 80's. The interiors were nicely 50's retro-styled, but the graphics themselves were very average and repetetive. Its like they had a library of about 50 objects that they just kept re-using. They certainly did that with the characters. The worst thing is that given the large amount of graphics re-use you could at least expect there to be a lot of levels/playing time, but it was all over after only a few hours of playing.
I guess I must seriously missing something but IMHO this is a really budget-quality game that has nothing at all going for it gameplay-wise, massively too much hype and no repeat playability.
I was amazed at the sheer number of supposedly unbiased games reviewers that gave it top scores. I didn't realise how open to bribery from games producers those guys must be.
The DRM is the reason I didn't buy it.
It's really evident if you've played System Shock 2 beforehand. Bioshock is basically SS2: Simple Underwater Edition With Shit-Hot Graphics.
Every feature they didn't remove is taken straight from it, except easier and with more limited options. The hacking, research, vending machines, character customisation, one-time upgrade points, upgradeable weapons, psychic powers, the ghosts, the logs, the plot... It's all basically the same, but simpler. Even the big plot revelation is the same.
The whole thing stood to gain a lot from a little more sophistication in the gameplay; I think SS2 is the better game despite its dated graphics. I know what you're thinking - I'm some old fogey gamer with rose-tinted glasses - but I only got SS2 about six months before Bioshock.
Can you whine on WINE?
That's a great line.
Every time I hear about one of these deals, I start to think that they should makethe DRM *a whole separate game*!
"If you want to play this game at the Advanced level, Hack the Mainframe DRM. If you want to play it at Standard, just put the little CD in nice and easy..."
Pay for two hours of Bruce Schneier's consulting time and come up with something truly hideous, like self modifying code living inside a SchrodingerCatBox with a live feed from the NSA's Algorithm Beta Testing program.
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
It's pedantic, but their labeling this as "Machine Gun" kind of bummed me out. It gave me the Hollywood vibe of "any fully automatic weapon is a machine gun."
Machine Gun
Assault Rifle
Submachine Gun
... also, I can kill you with my brain.
Game Magazine's Post Mortem column is freaking BRILLIANT.
I recommend it to anyone who wants to program. It talks about what happens when things go wrong, which is all too rare these days.
I'm surprised by how many developers make games without looking to Valve. From all the articles I've read about how Valve develops games, it seems they have the right philosophy. They playtest their games starting the moment they have something you can play. I think it was a Gamasutra article that told the story of Portal's development where they had the playtesters playing nearly every nightly, always giving the developers feedback on what was working and what wasn't. It sounds to me that that's the way to make a really polished game.
That's not to say that you focus group your game into mediocrity. It's about setting gameplay and story-telling goals and making sure you meet those with direct feedback from gamers.
They talked about how they used the Australia team initially for technology and later for more tasks, but what about the Shanghai team mentioned at the end in the data section? I know it's unlikely that anyone here will know, but I'd love to find out how they coordinated with the artists and designers in that studio, and what they worked on.
Listening to people talk about the game makes me want to go out and buy it. I hear it's a fun game. But knowing there's SecuROM in there? I won't touch it.
I could be half-tempted to buy it and then pirate it. But I hate rewarding anyone who would use an evil program like SecuROM. I don't like giving up control of my computer to anyone.
I heard bioshock was quite good and a fantastic game but before I get it from steam, I usually go over to steampowered.com and check out the forums. After a nice read I passed just because of the installation problems.
It's one thing to have a dodgy creative driver, but it's quite another if everyone's having it from the SecuROM. Sowwie, I pass.
My biggest beef with BioShock was the HORRIBLE response time on the Xbox 360. it played well for the first half but then it got so choppy and unresponsive it became unplayable.
This is probably what went wrong with it. The fact that they went to a group with 0 knowledge about them probably meant they also had 0 interest in games. They didn't even develop for LCD, they made up a whole new denomination to develop for!
This is becoming an increasing problem for games and movies. Early 90s when it just cost a few hundred grand to put out a game (if that), you could stick to how you liked it, shoot it through Q&A, and have at it. They didn't put games in front of large groups and ask "How would you make this?" (At least, to my knowledge.) That's exactly why the company is making the game--because these other guys aren't. So you get these awesome games that were awesome because it was just the company, not the masses, making the decision.
I'm not familiar with the authoring process, but if someone writes a book I don't think they send it to some "random" group (and by random, we mean people walking by who were willing to spend 15 minutes in exchange for ten bucks). They'll send it to a few trusted friends, people who's opinion they trust. They'll send it to their publisher, who will ship it between a few people, also in the know. They, people who have a trusted opinion or experience, will help make decisions.
Who here has played Portal? And have you played through in Commentary mode? If not, I highly recommend it. You get a lot of insight as to the development and planning phases. What you also get is a lot of comments about how they took this puzzle or that puzzle to a group and made changes based on that group. Most of these pieces of commentary talk about how they dumbed down the game because of feedback. Now, Portal was an amazing game. I also enjoyed Bioshock, though it had no replayability. But I often wonder how much more fun I would have had in Portal, had I been given the harder challenges.
Rather than ask "What can we cut from this", it should be "How can we better explain/show this". Other Portal comments talked about how the puzzles were changed to draw the player's focus to certain portions in order to make them more aware of how to complete a puzzle. This is what focus groups should be about. They should be with gamers of all ranges (yes, even some without experience), but responses shouldn't cut anything, just change the length, instructions, or other things to make it work.
I remember this big story about how you would physically change depending on choices, plasmids used, and more.
I hope the "hacking" portion was based off of focus groups, at least. Some idiot says "You know, this technobutt stuff is confusing. Can't it be something similar, like plumbing?" Letting focus groups make your decisions can only make a game worse, not better.
All I can say is that the mouse control was totally f***ed up for many of us, and they NEVER patched it. So the flavour of the game was totally different than from what I hear here...
http://forums.2kgames.com/forums/showthread.php?s=3f2c128a7953838baeb8fe67860a7249&t=7697&page=56
one year after, still not fixed. This is really a pity.
Either way the effect is the same -- you'll get your gaming without DRM, because they'll protect the game in an alternative manner, using all sorts of things that also piss you off. Monthly fees, phone home activation, and micropayments sound like great ideas to you? Then please, continue boycotting DRMed games to send a message. The message the industry receives might not be the one you think you're sending, though.
Help poke pirates in the eyepatch, arr.
I still haven't beaten this game. While it looks good, it's just so much of the same thing over and over again.
"Oh, here's some boss or something blocking you from leaving. Do a bunch of crap so you can fight them and then move on to the next zone and repeat."
It's a good game, but for me at least it just didn't hold my interest.
does it run on Linux?
System Shock->System Shock 2->BioShock->monkey
I think the "closed" nature of a console actually has a few advantages, but to me those are not enough to pay something like 300 Euros for an additional gaming platform. Because I have a PC anyway for lots of things that the typical console won't allow me to do. And in terms of capability, I think it is comparable to the current generation of consoles.
Considering the graphics quality, I guess I'd be happy with any modern console that can do resolutions typical for a HDTV set. Because I think HalfLife 1 on the higher resolutions is good enough, anything beyond that is nice to have but not really necessary in a game.
Of course, unless the console plays nice with my existing monitor (a 1600x1200 pixel Samsung with DVI port) this would mean shelling out more money for a matching screen. A quick Google search shows that the PS3, for instance, won't work with the Samsung at all (encrypted HDMI output).
Finally, I play a lot of FPS where mouse + WASD really rules. Call that arrogant if you like, but that's how I see it.
If a console allows me to use mouse and keyboard, fine. But as I understand it, console games are usually not designed to support these.
C - the footgun of programming languages
Even if a DRM was magically unobtrusive, you'll still have lots of complex corner cases.
What if two different persons own the same computer (the family's computer) should they both be allowed to play (DRM restricts per computer) or should only the owner of the game ? But then how should it function for people with several computers (laptops on the move, desktop at home) ? And what about two kids who pool money to be able to buy together an otherwise too expensive game ? (I've actually done it when I was younger) etc...
And none of the above examples involved someone selling copies burned on DVD in some street black-market (which arguably is a more definite example of pirating).
You see, the question of who is an "evil pirate" and who is not isn't straigh-forward. Once you go in detail you either have to put arbitrary limitations and/or use a byzantine complex licensing scheme.
So even with a magic DRM, the DRM won't satisfy everybody.
And currently we don't have "magic" technology so good DRM are even more difficult to achieve.
Whereas, *not* using DRM doesn't require any skill that we don't posses already.
No, as I've often said before, DRM isn't the magic bullet that solve everything from piracy specially when getting the pirated software is only a torrent away.
Other models have to be found.
- If you manage to create enough dedicated fans some of them will be willing to pay for the game just because they like it.
- If you manage to create an incentive to buy the game maybe more people will do it (with proper packaging for exemple. The games I remember from when I was a kid always came with lots of things like maps, useful books, etc... - currently a game is just a CD/DVD slapped inside a soft plastic case along with a leaflet telling you to read or print the PDF on the disc if you really want some documentation - no added value between a bought game and a CD-R one burns oneself)
Or maybe some other means to get the revenue to the game maker have to be found. ... there's much success to be made if people would start thinking about better scheme to finance development.
- Ad-sponsored game may indeed have some future-
- Or donation supported development could maybe be feasible for some indie developper.
- Or resurect the shareware model like used by ID software back in the days (episode 1 of the game is free for everyone to share. Only pay it if you like it. And then you can buy the commercial episode 2 and 3 if the game is good and you're hooked to it).
Sadly, there are much more ressources dedicated to finding "better" DRMs (and often buying more "snake oil" in fact) than trying to find more efficient ways to get the money to the developers.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
As a gamer, I agree with most people around here that machine-damaging DRM is what's holding me off from getting this game. I've literally stood on a store, with this game on my hands ready to buy it when I saw the SecuROM symbol and just took it back to the aisle were I got it from: No game is worth the risk of having my machine stop to work properly.
As a developer (not games though), a lot of their problems in their list of what went wrong sound very much a case of not having a really senior techie guy around (I'm thinking senior developer/technical architect type). Things like naming conventions for the scripting language, streamlined build process and adequate logging are very much the kind of thing a senior designer will help get right from the start. My impression up to now is that game development is mostly a (very) young man's game ...
Judging from the amounts I've been offered for game development positions (yes, I can code C/C++ and several variants of Assembly like the best), beyond a certain level of experience game development pays crap and there are plenty of places out there outside that industry which have decent-sized working weeks that are willing to pay a lot more for experience.
I was about halfway through the game a few weeks ago when it crashed on a level change, and told me it faulted on msvcr80.dll. I emailed the support email address in the booklet and got no help at all other than a message from the autoresponder. I can't attach a debugger to it to get a hint of what might be happening, because SecuROM won't launch the game if it detects a debugger. Did this happen to anybody else? If so, how did you fix it?
I bought Bioshock about a week after it was first released (largely because I found a $10 off sale on it at a local Circuit City, and figured all the hype plus the discount made it worth grabbing).
I have to agree that it could have been more compelling. To this day, I've never finished the game. I enjoyed it for a few hours, but ultimately, I felt like the mechanics made it too similar to many other 3D shooter type games I've played before. The graphics and sound f/x are outstanding. The concepts in the game like the plasmids, the little sisters, and the Big Daddies are great. But I spent too much time walking around the same rooms, trying to get to where I could unlock one lousy opening to see the next set of interesting things.
And honestly? I think the theme itself annoyed me, too. Initially, I was really thrilled that someone was making a game revolving around objectivism and Ayn Rand's beliefs. But then, it became clear it was trying to illustrate why such concepts were "bad" things, and would only lead to utter failure and despair.
I guess somehow, I'm just not buying the idea that all these great scientists *really* just wanted to escape the laws of the land so they could start injecting each other with substances that would cause permanent mutations, but giving them "super powers", etc. etc. Just because you're for progress and minimal government interference doesn't imply you've tossed ethics and morality aside.
The article is about the process of developing/making the second best console videogame of 2007 (behind Mario Galaxy), not about the porting of aforementioned videogame to the PC and the arbitrary decision to weigh it down with really awful DRM.
But I guess any opportunity to complain is a good opportunity. =)
The problem is playtesting is surprisingly expensive. You can't just keep using the same playtesters, because, unless they're brain damaged or something, they're going to get better and better and the game, and/or attached to the way it "used to work" if you change it (even for the better - witness how many people seem to love windows even though both macosx and the most modern linux desktops actually work better, just different). So you need a constant flux of new playtesters. Which is expensive, and potentially a leak liability too.
That's true in almost any business or organization. No one wants to hear their baby is ugly. I think they went too far listening to the focus groups and the constant changes lead to a game I didn't like. I got BioShock due to the "Game of the Year" rants and was really looking forward to playing it. I picked it up and their "dumbed down" first two levels bored me to tears. I put it down after about 2 hours and haven't loaded it in my XBOX360 since. I hate a game that bores me with trivial little tasks and not much is going on. I'll take a complicated game where I'm instantly getting my butt handed to me over a game that takes forever to develop. Now contrast that to GTA4. I played it, it was sorta slow to develop, but you could get into action as fast as you want. Granted, I played that for about four hours before pulling it out and not having put it back in since (the week after release)...but that's only because I can't pry Halo3 out of my console to save my life. Just when I start to get bored, Bungie comes up with new maps, there's new gameplay (e.g. Team SWAT, MLG Pro Games, etc), or something else. I wish I could stop playing Halo3, but I can't.