BioShock 2's Jordan Thomas
Daddy's back.
Jordan Thomas is a games journalist's dream. He talks a mile a minute, hitting a dozen tangents in the process, but is consistently fascinating and entertaining - even when, as was the case with this interview, he's soundtracked by the alarming sound of a dozen dogs barking from the house next door.
While he doesn't think BioShock 2 is his magnum opus - he's clearly already planning something bigger - this is his first time fully under the spotlight, and he seems determined to make the very best of it.
Eurogamer: Let's start with the sense that there was this quite vicious backlash to the first game - are you interested in catering in that, or are you too busy making the game you want to make, and it doesn't matter what those guys think?
Jordan Thomas: I just cannot get through my day if I let the internet have a say, frankly. We have high enough standards for what we think BioShock means. Both myself and Melissa [Miller, senior producer], we worked on the first game, it is really ourselves that we have to convince. The experience of the first game was so subjective that if you talked to a hundred different people and asked them, "sooooooooo, what should be the primary features of BioShock 2?" they will tell you a hundred different f***ing things. Probably involving riding seals to freedom and so forth.
BioShock 2 specifically started out as "okay, what did BioShock 1 not do? What was not as good as it could have been?" I wanted to tell a very personal story, a kind of family conflict between three people - through the lens of Rapture, a kind of child's eye view on this magnificent city, and to show the contrast between the philosophy of rational self-interest that was embodied by Andrew Ryan and was critical to establishing the setting, and the sort of ethos of self-sacrifice that Sofia Lamb is bringing to bear. Now that we have that context, it felt like there was room for some interesting drama that comes very much from these polar extremes, and the conflicting forces between them, and the player is caught between those two impulses.
Beyond that, we had this goal to improve the game as a shooter. It felt like the first game - the story was very solid, very happy with that, the options for customising your character were also compelling, maybe not as deep as they could have been, so our goal for BioShock 2 was to celebrate your free will, I guess, both as a player and as a kind of partial author this time. That means giving you a lot more options to specialise, and it means giving you a lot more control over the narrative, in a way that didn't make sense for the first game, either in the commentary layer or in the broad 'how the hell do we get this game done, what does BioShock actually mean' questions we were answering the first time around.

Eurogamer: Which comes first - being a really good FPS, or being a game with moral deliberation and meaningful choices?
Jordan Thomas: I guess I refuse to prioritise one over the other, and that's why I hire badasses... My goal with building 2K Marin, and Alyssa Finney who's the executive producer, was to put together this internal 2K studio that could deliver on the quality bar expected by the BioShock name, and also work very well with several partners. Such as 2K Australia - who are veterans of the first game, and are returning for this one, and Digital Extremes who are responsible for the multiplayer component.
From there, I guess it became about hiring somebody I could trust with the design. So we found this guy Zak McClendon, who is a brilliant sort of systems designer that we found in the Bay Area. And he took control of much of the improvement of the game as a shooter, and I think has delivered on it spectacularly, and meanwhile that gave me the headspace to focus on the BioShock canon and deliver the script that would work in tandem with those mechanics and not constantly be fighting.
Eurogamer: I'm curious about the integration between the single-player and the multiplayer, given it's been farmed off to a different team. Is it something you wanted in the game, or is it more because of market pressure - it has to be there, and it's going to be its own thing regardless of what you guys are doing on the core game?

Jordan Thomas: From my point of view, it was definitely not a market pressure thing. There's a section of Rapture's history that I think it best represented by multiple intelligent survival-driven agents competing over Adam. And that's the civil war of Rapture - that turned from utopia into hell underwater. Specifically, 1959-1960, after the bombing of the Kashmir by Atlas' thugs, and the subsequent open warfare between his forces and those of Ryan.
So we saw an opportunity to scratch some of the itch to see Rapture still beautiful, and also to represent accurately that part of the timeline. Beyond that though, we did hear not only market pressure but also the fans that care enough to feed back to us - some of them really want the experience to extend when they're done with the single-player. And they, like us, saw potential in the combatorial expressions that the single-player supports but does not mandate.
So, you can do all these crazy things like covering an explosive barrel with trap rivets and then hurling the entire clusterf** towards one of your enemies and watching the suffering. That, while cool, is kind of more self-gratification in single-player; we don't require it. In multiplayer, the forces of competition - very Darwinian in fact - require you to migrate around in the tool-space and learn these combos. We in fact reward some of the more difficult ones with these sort of rider trials.
Melissa Miller: And that's not to say we were able to take the BioShock single-player and go like, "hey, now there's a bunch of you". There was definitely refinements that we had to make, and changes to the mechanics that were just an absolute necessity for the multiplayer. One of the first of things is the pacing of a multiplayer map - it's so much faster than a single-player map. In single-player, you can see how many choices I have. I have the chance to pause and say, "hmm, what should I use?" Well you don't have that in multiplayer - it's just not going to make a good experience. So we limit you to equipping two plasmids, two weapons and three gene tonics - so if you hit the bumper you're immediately onto your second weapon or plasmid.
But because BioShock is all about choices, that's just one loadout - and you can have up to three loadouts going into a match. So if I'm in a match and I'm playing Survival Of The Fittest and I'm not doing so well, maybe it's my loadout - so I can shift tactics when I'm killed and during the respawn I can choose a different loadout and see if that will help me. So we are trying to keep that choice alive and well in multiplayer.
Eurogamer: You're a designer who's specialised previously in scary dark places. Whereas a lot of people have looked at BioShock 1 and complained, "oh, it's just more dark FPS corridors", for you is that more of an opportunity than a limitation - a chance to hone those tricks of terror and atmosphere you're known for?

Jordan Thomas: That's a really good question, and one that I've been contemplating lately. I actually see BioShock as an opportunity for me to branch out from traditional horror. And the reason for that is that I see it more as a tragedy. We've made a number of choices as designers for BioShock that you are so empowered as an agent in this world that physical vulnerability, which I've exploited in prior games, is not one of the chief attributes of this series at all. You are still fighting overwhelming odds, you are still in a deeply atmospheric place and you have limited information, and those are my tools here.
But it's kind of more of a psychological warfare. My intent this time around is to inspire moral terror. Because you have free will, and because you are so central. My hope is that you become aware of that, and are creeped out by it rather than [adopts Mickey Mouse voice] "Oh God, they're going to jump on me" scares and so forth.
There are still long, spooky sections of BioShock 2, which we have deliberately engineered as pace-breakers, but I don't think they're the focus of the game in the same way as something like Condemned or Silent Hill. It is more of a kind of parable, which you decide the meaning of. And my goal in the second game has been only to augment that sense of tragedy, but also to move you to high action and adrenaline back to speculative sections that are purely about atmosphere.
Eurogamer: Is there a risk that the mention of moral dilemmas means people start thinking about BioWare games and the like - but those aren't the kind of choices and depth of choice that's really possible in an FPS?

Jordan Thomas: It's not a risk - it happens. It's a fact! If you mention moral dilemmas, that's where they go. I guess we had to drawn our line for this particular brand differently. Because this is a first-person shooter, and because seldom does a shooter that puts this much effort into the visuals and into the moments of high systemic drama also try to deliver on any of your possible narrative choices.
There's a strong internal conflict between all of those things, and it's hard to get all of them right. So, for BioShock 2 I've had to choose the number of variables that I think we can meaningfully and interestingly support. So when you make those choices, the pay-off is spectacular enough that you notice that it's there. As opposed to something like Fable or any of the BioWare games - of which I'm a huge fan - but there's so many variables in question that the results can often be so gentle that you don't necessarily perceive the change.
This game is about coming from the philosophy of 2K Boston and even before that, about discrete results as following from meaningful and strongly differentiated choices. It's just a less noisy system deliberately - and that's because I hope that you actually notice the change to the story this time.
BioShock 2 is due out for PC, PS3 and Xbox 360 on 9th February 2010.
You may also like...
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: The Darkness 2
-
EA evaluating FIFA Street features for FIFA 13
-
Who Killed Rare?
-
Gotham City Impostors Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Kingdoms of Amalur: Reckoning Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
The Darkness 2 Review
-
Grand Slam Tennis 2 Review
-
Skyrim patch 1.4 now live for Xbox 360
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
One Piece: Unlimited Cruise SP Review
-
King Arthur 2 Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
Metal Gear Solid: The "Lost" HD Remasters
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Samsung Galaxy Note Review
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Mass Effect 3 FemShep trailer debuts
-
App of the Day: Superman
-
Double Fine Adventure passes Day of the Tentacle budget
-
Valve admits hackers accessed Steam transaction log









Comments (43) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
With the atmosphere, though, it's a good game - just not a great one...
Comment below viewing threshold Show
Fallout 3 was a bit boring but had an insane amount of depth.
The first Bioshock just seemed a bit boring.
Comment below viewing threshold Show
What kind of argument is that? You're not playing the stripped version, are you? That's like saying you didn't play Fallout 3 because with the graphical interface stripped, it's just like Zork.
Judge the game as a whole, why don't you.
Say what you want, but BioShock set a new standard in gaming and that's that.
Comment below viewing threshold Show
With the atmosphere, though, it's a good game - just not a great one...
So, what's your point, exactly?
Comment below viewing threshold Show
Comment below viewing threshold Show
However, I am still not sold on the multiplayer, I dont think the game needs it, and until i have played it, i cant help but feel its just being put in as a response to the huge amounts of people playing MW2 multiplayer.
Comment below viewing threshold Show
I see!
So, if you say anything bad about the game in the article, you get marked down! Say anything good and get marked up! Is that how this "karma" works?
Comment below viewing threshold Show
OK so the final section was a bit poo and predicatable, but that doesn't detract from the overall brilliant experience. Looking forward to BS2
Comment below viewing threshold Show
Comment below viewing threshold Show
Yeah, we cool!
Comment below viewing threshold Show
Comment below viewing threshold Show
However, a mate then came over and wanted to have a look at it so I restarted the game to show him, turned all the lights off, and went through the intro slowly, looking at everything properly.... and goddamnit am I glad I did. It really is the way that the story is told as much through incidental environmental detail as through more conventional methods that makes it.
There are some very interesting game mechanics in there as well, but it's perhaps the fact that you're not forced to try them out and can pretty much get through the whole game with a pretty conventional FPS play style that led many not to 'get' it.
I do agree that it dramatically loses tension after a particular sports equipment-related story event happens though. Up til that point though it is an incredible experience IF you approach it in the right way.
Comment below viewing threshold Show
I see your point. An upvote you get, not for agreeing but for adding to the discussion in a mature and reasonable fashion.
Comment below viewing threshold Show
But the actual level design and layout became disappointing after a few levels. Quite linear and a lot of the "quests" or objectives seemed to be disguised "Get the Blue Key Card, now get the Red Key Card" objectives. Plus there weren't too many different enemy types which meant it didn't really feel like you were progressing that much.
It was a good game to me, but not as mindblowing as the pre-release hype and release reviews seemed to think it was.
Comment below viewing threshold Show
I wont buy 2nd on release day, at least. As I said, Im very disapointed with the idea of having someone ruining my vision of Rapture, with usual "comedy" and "why so serious?" or "i'm so l33t"; "I pwn you!"... don't want that, not on Rapture.
I don't want to polute the idea I have of BioShock and its history. I will play 1st again instead.
Comment below viewing threshold Show
I'm happy to see them equip powers in one hand and guns in another. In the first game the one-two punch system was stressed and you felt that the weapons were made to complement the powers but by the time you switched from one to the other the opportunity for one-two combos was lost. The new system worked really well in Undying and it's good to see it here.
Yeah, I think the ending could have been more apoteotic too. I mean, so many games are missing that, the whole apoteocity thing. I'm definitely a fan of apoteotry.
(heads to top right hand corner of Firefox, changes icon to Chambers, and starts typing...)
Comment below viewing threshold Show
"Bioshock didn't raise the bar at all and doesn't deserve the praise it gets. It's a dumbed down sequel to a better game, System shock 2."
this. this so much. there was so much good-will available to bioshock from system shock 2 fans, but they just acted as if it was some long-lost curio to be raided of its plot and mechanics, at the cost of both. because, after all - who played system shock 2? i can't blame them for that, but i don't have to like it.
(as it goes, i do still like bioshock and am quite excited by the sequel, but you know...)
Comment below viewing threshold Show
Oh, and Fogheart, I think it depends on the person. When playing Bioshock I first harvested a little sister and I couldn't stand it so I restarted my save and saved her. Other games though, like infamous, do not make me feel bad at all, actually they make being bad kind of fun. Oh and the airport scene in MW2 totally shocked me. I guess is how you see games, also, I always try to look at the potential art or storytelling so I take everything really seriously.
And Crofto: What's the point on being so arrogant?
Comment below viewing threshold Show
Next time you will want to have a say how we shag our girlfriends, huh? Oh... wait! Sorry, that was mean.
Anyway, don't you think it's a bit pathetic the way you talk about video-games, like you are the entire public and the whole industry could live on your paycheck (oh man, that made me laugh... Crofto's the 16 yo paycheck..., mean again!). Grow up.
I probably spend more money on games per week than you do per year, so no matter how much crap you spit here day in, day out is going to change the fact I would in fact be missed if I stopped playing games. I'm not sure if somebody would care if you did.
Comment below viewing threshold Show
And who exactly would miss you if you stopped playing games?
Comment below viewing threshold Show
Who would miss? Well, I hope the money I spend is worth something for the entire community.
Comment below viewing threshold Show
One is not optimisitc..
Oh and are people really talking about how much money they earn? And how many games they can buy? Seriously?
Comment below viewing threshold Show
'Stop playing videogames, you don't have a clue. Seriously. '
How's that?
Comment below viewing threshold Show
Don't worry about Crofto he's harmless, would you kindly read his profile blurb and you'll understand.....
Anyway roll on Feb (it's still out then isn't it?), the first was a great game and I'm up for more!
Comment below viewing threshold Show
Comment below viewing threshold Show
An angry elitist gamer, on my internet? It's more likely than you think.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Re: BioShock 2... BS was fun, and generally really well designed. I prefered SS2, but that doesn't mean I'm not looking forward to BS2.
Comment below viewing threshold Show
No there wasn't. There was a backlash to the reviewers who gave an average shooter with a great story 10/10
Comment below viewing threshold Show
Anyway roll on Feb (it's still out then isn't it?), the first was a great game and I'm up for more!"
Aaah. Evil Oirish mind control. Next you'll be warning us about "Sploicers". That's one thing the sequel could do without. Dodgy Irish accents
(although I probably actually sound like that if I recorded my voice and played it back, but lets pretend I don't)
Comment below viewing threshold Show
Comment below viewing threshold Show
"Stop playing videogames, you don't have a clue. Seriously."
How tiresomely predictable. Grow up little man.
Comment below viewing threshold Show
I don't know if it's the mixture of the cartoony style with the 60s(?) setting but I just found the game highly depressing. There didn't seem to be much variety to the game play or story. Nothing that gripped me anyway. I found myself just killing mad person after mad person over and over and getting pretty bored.
Comment below viewing threshold Show
have you seen his profile? he's a child not a man.
Comment below viewing threshold Show
50s
Besides, it was an alright game - as far as shooters go.. just not a great one. Problem is with most shooters reviewers tend to review the graphics and the story rather than the game. Take cod4 for example, 9/10 scores.. Then the wii version comes out - same game, crappy graphics.. Reviewers give it 6's and 7's - despite deep down being the same game, reason they gave - graphics not as good as the other versions.
I know graphics matter to a lot of people but if a game is a 6 or a 7 without the great graphics - surely that the score it should get with the graphics, as it's the gameplay that matters most?
(if you get me? This makes sense in my head but i'm having trouble putting it in writing - lol)
Comment below viewing threshold Show
Like the original GTA games? Pure gameplay over graphics.
I'm sure reviewers take both into account. A game with great gameplay and poor graphics can score highly but I agree that the opposite shouldn't. All the beauty in the world can't make a game if the gameplay is poor.
That said, Bioshock didn't have poor gameplay. I'm sure a lot of people loved it, just not me.
Comment below viewing threshold Show
Kinda... in that take 2 lost the plot with gta4 and churned out a boring piece of ass (in comparision to vice city) which the reviewers lapped up... But that's not what im saying, im just saying that with fps games reviewers tend to review the graphics and story as opposed to the game itself
>That said, Bioshock didn't have poor gameplay
I know it didnt.. I enjoyed it while it lasted, it just wasnt a 10/10 game.. more like an 8 imho.. Good, just nothing special.