Back to Bioshock

27 July 2008

or: trust the designer, not the mechanic.

I have a problem with not finishing games. I doubt I am the only one. But sometimes I become disappointed with my inability/lack of time to finish a game, and Bioshock is one title I’m disappointed not to have put more time into.

Most games stop being played either because my interest wanes or beacuse they demanded too much time. Bioshock did neither. Bioshock was, whilst I was playing it, wonderful: simple mechanics, but deep design; beautiful architecture; solid story-telling.

I was really enjoying it, and really into it – and then we broke up. We broke up because of what it asked me to do.

Continue reading this post…

Ken Levine, creator of System Shock 2, talks to IGN about his forthcoming RPG Bioshock. Two choice quotations:

I’ve always said that, when we were working on Thief, I’d rather have a story element about the moss arrow then about some cult you never get involved with in the game or some god or something. That’s because I play with the moss arrow, it’s part of my game experience; I want to tie that into the story.


I think it’s all about making a world that’s believable. One that has an aesthetic point of view in which the player isn’t constantly bumping into the edge of thus pulls him out of the experience. It’s not about physics puzzles, it’s about having things behave the way I expect them to. Half-Life 2 uses physics puzzles really well; that’s not an issue. My response is not to create my own gravity gun. Our goal is to make this world in Rapture a real place.

Yes. Yes, yes, yes. More sharp, incisive, intelligent discussion in the full interview.