Slashdot Mirror


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."

6 of 281 comments (clear)

  1. Re:What went BADLY wrong by The+End+Of+Days · · Score: 4, Funny

    Too bad you aren't as important as you think you are.

  2. Re:that's nice by philspear · · Score: 2, Funny

    You get to whine about not being able to whine :-P

  3. Re:I think I found it! by Shadow+of+Eternity · · Score: 2, Funny

    Console FPSers will always be around now that the systems are strong enough to handle it, all we can do is try to ignore them.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  4. Re:that's nice by Anonymous Coward · · Score: 2, Funny

    So you bought an expensive dongle?

  5. Re:that's nice by billcopc · · Score: 4, Funny

    I'll one up you: I'm waiting for Spore to be cracked, because there is no way I'm going to tolerate that ridiculous 10-day reactivation DRM. I'll gladly buy the game, but only if I can play it without being encumbered with SecuROM, which is the most invasive piece of filth ever coded. It is like an executable goatse.cx

    --
    -Billco, Fnarg.com
  6. Re:The Tommy Gun by RayMarron · · Score: 2, Funny

    You're right. It IS pedantic.

    --
    ON DELETE CASCADE