Building BioShock

Ken Levine, Bill Gardner and Chris Kline on narrative, creativity, controversy.

Gamers have a strange, and in ways very English, attitude to success - a cautious, suspicious response that says that it's okay to be successful, as long as you pretend you're not and keep your mouth shut. Talk about how you made your game, what you learned from it or why you think it did well, and the internet will rise up swiftly to accuse you of having a God complex and believing that the sun shines out of your own backside like a perverse, fleshy torch.

It's something that people like Ken Levine, the creative lead on last year's wildly successful BioShock, fall foul of on a regular basis. Levine isn't a man given to silence - when he speaks, he speaks volumes, and his analytical, even philosophical approach means that he's happy to dissect his own successes (and failures) at great length. For those who loved BioShock and are intrigued to know more about the creative process which spawned it, that's great news. For everyone else, it probably means eye-rolling and accusations of megalomania ahoy.

Levine and his team - including design lead Bill Gardner and technical director Chris Kline, both of whom joined us for this interview - are hard at work on their next project, and probably not that bothered by the slings and arrows of those who accuse them of self-aggrandising. They're certainly more than happy to talk about BioShock, discussing the creative process, the slow evolution of the game, and even the occasional controversy and criticism which followed the launch. So, with the benefit of 20/20 hindsight on one of last year's biggest games, we started off by talking about one of BioShock's strongest suits - the story.

Eurogamer: In your presentation at Develop, you described the story of Bioshock as being something which developed in an almost organic way alongside the rest of the game. How much of it - if any! - did you actually have in mind at the outset?

Ken Levine: The goals were there, but the particulars? Almost none.

Eurogamer: And when you say the goals...

Ken Levine: That I wanted it to be player-driven, that I wanted it to be non-cutscene oriented.

Bill Gardner: The themes as well, I think. The extremism and all of that.

Ken Levine: Sort of, sort of... Really? I think the AI ecology was the genesis of that.

Chris Kline: We wanted to see what we could do that would differentiate us from other people, given our experience.

Ken Levine: It all kind of came together - like, we wanted a world that's cut off from the rest of the world. So, have an underwater city. Well, why on earth would there be an underwater city? Maybe it's a utopia. What kind of utopia would it be? We had these gatherers, these Little Sisters, so maybe it was some kind of economic thing, or a philosophical thing. I personally had been reading all that stuff, like every kid who went to some liberal arts college, so I sort of tuned into that. It accretes over time. Ideas build on other ideas.

'Building BioShock' Screenshot 1

Big Daddies - and their charges - are one of BioShock's emotional touchpoints, but their place in the narrative wasn't clear until fairly late in development.

Eurogamer: So you didn't start off with all the objectivist, Ayn Rand stuff in mind - that just sort of added itself as you went along, and became the overriding, thematic core of the game.

Ken Levine: Yeah, I think that's... To me, the narrative core is that Rapture is a place where people have removed their limitation - of all kinds, completely. Either artificially, or philosophically. What happens? What happens in that situation - when there are no constraints of any kind? We built it from there - things like the genetics stuff came out of that, and the characters all grew out of that. We kept building on that theme.

We had the medical level, right? At first, that was just some doctor guy. We had a mission where you had to go and kill this doctor, and he had a key - a very basic thing. Then I said, this doctor needs to be somebody - so, who is he? I thought of Ryan, and I asked, what would Ryan be if he was a doctor? He'd be this guy who says no limits - I want no limits on me.

That became Steinmann. We asked, what would that guy's personality be like? He'd think he's like Picasso - that he could reinvent the form, even in a form that really can't be reinvented, like plastic surgery. He'd think that anybody trying to limit him was an enemy of his.

They're all reflections of Ryan, all of those characters - Steinmann and Cohen, they're reflections of Ryan. They're people who say - no limits, no limits, no limits.

Eurogamer: Your narrative ends up feeling like a critique of objectivism - there seems to be a strong political view behind it. Is that your own point of view, or even something you share?

Ken Levine: It's funny, because you have half the people saying that - and you have half the people saying, it's objectivism boosterism.

Eurogamer: I'm not really sure where they get that idea from...

Ken Levine: It's an amazing accomplishment, right? The city itself is a pretty amazing accomplishment...

'Building BioShock' Screenshot 2

Rapture is designed as a world that says 'no limits', according to Levine - with Splicers being the grimly tragic result.

Eurogamer: Up to the point where they all start killing each other.

Ken Levine: Well, we kill each other here, too. Is a great nation not a great accomplishment because it goes to a horrible war? England's been to a lot of wars, does that mean it's not an amazing nation?

Chris Kline: It's more of a treatise on extremism than on objectivism.

Ken Levine: System Shock 2 had a lot of similar themes, where you had Shodan and you had the Many. That was something we introduced - I always feel like a person caught between idealogues. I think that politically, I feel that way, and in general, I think that the most successful people - the people I like to work with most - are people who don't have rules about their lives. They don't have rules about how they do things. They follow logic, not ideology.

I'm very uncomfortable with strong ideologies that people follow regardless of the facts at hand. To me, that's always where things end up in the sh***er - saying, we're going to follow this ideology, and the ideology must always be right.

So, in System Shock 2 we had Shodan, who was the ultra-id, and I came up with a counterpart for Shodan, which was the Many - this glorious union of everybody. They were both merciless in their views as to their ideology.

You can only be so scary, you know. What ideologies are about is putting a whole world-view in place. You don't have to show Shodan building this giant city - you know what this city will be like, because she's Shodan. You know what the Many would do with the world, how they would suck the individuality out of everything - while Shodan would crush everyone with her will.

In BioShock, it's the same thing. You have Ryan, who has this ideology of embracing the will of man and nothing else, with no limits - and you have Fontaine, who is the opposite. He's almost got no ideology, he doesn't believe in anything - he's a nihilist. You're stuck between those two people, and that gives the player space to think about those extremes.

Eurogamer: When it comes to telling a story, are you constrained in some ways by the way the game must play out? For instance, are there things you would have liked to have done with the story, but which simply couldn't be done given the narrative tools at your disposal?

Bill Gardner: I think it's more about finding ways to present that sort of stuff. We're not really limited in any way. Obviously, it would be liberating and easier for us to do cut-scenes to get all the stuff across... But no, I can't think of any point where we were held back.

Ken Levine: It's about how. How do we get this idea across? We beat on it until we find the way to get it across within our toolset. I don't think we've ever thrown away an idea, saying there's no way we could possibly express it. I think that shows a lack of intellectual rigour on the developer's part - you have to be able to say, does my idea have to be exactly the way I'm thinking about it, or is there another way to show this?

This is how development works. You have an idea, and I go to Chris or Bill and they say, "well, dude, that's f***ing crazy" - and we sit there and we talk about it until we find a way to get the idea across.

Chris Kline: It's one of the great things about working with this team. The design team comes up to me with something crazy they want to do, and I'll say, technically, we can't do exactly that. What's interesting to me is that they'll then say, okay, well here's what I'm trying to get across to the player - how can we present it in a different way? It's a great experience to have that sort of back and forth. When you work with people who are focused around an idea, rather than a particular scene or a particular special effect, it can be really liberating.

'Building BioShock' Screenshot 3

The Medical Pavilion - and its insane proprietor, Steinman - was one of the first parts of the story to take shape.

Eurogamer: One of the common criticisms of BioShock is that the gameplay is more traditional than people expected - it's more linear, less innovative, and it's the narrative and the presentation of it that's really different. Was it a deliberate decision to stick with things that are more familiar on the gameplay side of things?

Ken Levine: This is an interesting thing... Let me preface by saying that the gamer is always right. If that is their opinion, they're totally entitled to their opinion - and I'm not here to argue an opinion. However, I think this is a matter that's modulated by perception.

If you take BioShock and compare it to other first-person shooters - and we're always very clear that this is a shooter, first and foremost - it's in general, less linear than most first person shooters, like Call of Duty, Half-Life, stuff like that. The feature-set is pretty substantially different, in terms of stuff like the plasmid system, hacking, taking control of bots, the Big Daddies and Little Sisters, passive gene tonics, all the min-maxing that's involved...

It's not World of Warcraft level by any stretch, and we never present it that way, but we really didn't show a lot of that stuff because we didn't want to get across the idea that there is a WoW level of complexity at work here. If you think about the missions, whether it's the residential area, Olympus Heights, or the Medical Pavilion - compare it to a CoD level or a Half-Life level - it's actually far less linear than those levels. Now, I'd say that the mission structure is pretty linear.

Grading on a curve, or relatively to other products, I think it is... I don't quite understand that criticism. I don't invalidate it, because people...

'Building BioShock' Screenshot 4

Levine and his team don't quite follow the critics who claimed that BioShock was too simple - pointing to the number of new mechanisms it introduced to shooters.

Eurogamer: A lot of people who played the System Shock games expected it to be a progression of that play style, basically.

Ken Levine: This is interesting too, because if you play System Shock 1 compared to System Shock 2, for instance... System Shock 1 is actually a pretty straightforward shooter. There's not a lot of characters - we added a lot of that in System Shock 2. So I think if you compare it to SS1, it's quite a lot more systemically complicated. Not in interface terms - interface has come a long way since then. I say this as the biggest fan of System Shock 1 ever - I got to make the sequel! It was awesome!

As for Shock 2, I'd certainly love for someone to lay out the systems side by side. Is it really - and I'm really trying to be genuine here - is it really less complex than Shock 2? I don't know...

Bill Gardner: I don't know if it's about that. I mean, I'm just as baffled as you...

Ken Levine: I'm really curious to know. I want to figure this out.

Bill Gardner: To me, when I look at shooters in the past ten years - and that's what we are - I look at Halo, where you get the cover system, the recharging health, and all that. Those are the big things. You go to Call of Duty - they were the first game with iron sights, I think, or maybe Medal of Honor. Iron sights was a big thing, they made it into a core mechanic where it was all about shooting from the hip versus going into iron sights.

To me, BioShock is the first shooter that really introduces combos. It's almost like a fighting game in some senses - you've got the one-two punch, you've got this plasmid and that weapon, and all this creative, improvised gameplay. I may be overstating, and I'm obviously too close to it - to me, I view it as pretty innovative in that sense, but obviously the gamers are the ultimate arbiters. Judge, jury and executioner! [Laughs]

Chris Kline: I think there's less up-front presentation of complexity in the UI, and I think that's where it comes from. The systems are just as complex - it's just that we hide the drudgery of having to deal with over-complication.

Eurogamer: You mean that because you don't show people all the stats, they don't realise they're there?

Chris Kline: You don't need to physically drag your inventory items around, say...

Ken Levine: And to be fair, some people may not view that as drudgery. Some people may view it as fun... I love min-maxing in WoW, and I love messing around with my inventory. I mean, why the hell do I like managing my inventory slots in WoW? I don't know, but I do.

I think that we wanted to expand the audience for a first-person shooter, while retaining that hardcore audience. And I think, honestly, really, deep-down, we wanted to popularise this kind of gameplay that we've been attached to for so long. If the first iteration of it was a tiny bit simpler than System Shock 2... How many of these type of games do you think are going to be made now, compared to how many of them were going to be made before? It took us, how many years to get this game green-lit?

Now, future games - competitors' games, our games - we can build upon millions of people's knowledge base. How many people had played these kind of games before? 300,000 or 400,000 maybe? Now it's millions of people, because of this game. It's like with RTS games, if you go back and play Dune 2 - and now look at them! They have build queues, all this complexity - there's Company of Heroes with cover and stuff like that. It's because a system was popularised, and people were willing to invest in it with confidence that there would be an audience.

Before, as great as System Shock 2 and Deus Ex were, nobody bought 'em. We want to crack that - and I think that now, the sky's the limit for how deep these games can go.

'Building BioShock' Screenshot 5

Rapture itself is one of BioShock's most important characters - atmosphere is crucial to the success of games like this, the team claims.

Bill Gardner: I think it's similar to film - when you got to the point in time where there was an established vocabulary of how you used a camera to show certain things, creativity took off. It wasn't dumbing anything down.

Ken Levine: If you showed The Matrix to an audience in 1958, they would not be able to follow one frame of it.

Bill Gardner: Or to my parents... [Laughs]

Ken Levine: There is a language which people have been initiated to, a filmic language. We're now expanding the... Sorry, I don't want to end up sounding like Jonathan Blow or something, but the "gamic" language. The ludic, gamic language! However the hell you want to say it!

I don't really play in that space, talking about games in a very academic way - but I know what people will get, and in BioShock we really tried to push the boundaries of that in a popular first-person shooter that could sell millions of units. Now, they get it - so we can push a little further, and a little further.

It's not to say that the criticism is unfounded, anyway - but nobody's ever been able to explain to me exactly where it comes from. Look, nobody likes the idea of these hardcore guys selling out, or whatever - but I view it the opposite way. We brought such a large audience to this... I can pretty much guarantee you that if BioShock wasn't successful, there never would have been another game like this.

I don't know how we convinced people to pay for BioShock, because these games had never made any money. That's what we were told. Everybody told us when we were pitching BioShock, it sounds like a great idea, you'll sell 150,000 units - next! We managed somehow to sucker our friends at Take-Two to make this game, and god bless 'em, they bit, and they went for it. Now, I think people who like these kind of games can benefit.

Eurogamer: That's a question in itself - if games in this genre had previously made no money, why did BioShock manage it? What did you do differently that turned out to be the magic ingredient?

Ken Levine: I'll tell you exactly what it is, as far as I'm concerned. I looked at all the stuff in System Shock 2, and I thought that the most compelling thing was the atmosphere. Not the game systems, not the min-maxing - if you make a world that people get really lost in, and really immersed in, you can make the world a character - and people want to play the game.

That's what we focused on in BioShock. If we spent resources on anything, it was making Rapture real. That paid off. Most first-person shooters are like, next hallway, next office building, next whatever. You get some things that are very familiar but really well executed, like Call of Duty - where you have these amazing tableaus - but it's downtown Baghdad. Their stock and trade is working on the familiar, and they give you that sort of experience. Our stock and trade was the unfamiliar, and we knew we had to focus on this - on atmosphere, and on a sense of place.

'Building BioShock' Screenshot 6

Some have derided the 'moral choice', but Little Sisters were a fascinating - and controversial - addition. As to what 2K Boston does next, their lips are sealed for now.

Bill Gardner: I think that's definitely number one. I think there's definitely an element of luring the player in, easing them into the complexity - almost tricking them, in a way. It's about elegantly introducing players to different mechanics, systems and play styles. The one-two punch is a core example. I don't think that's the kind of thing that any player would ever even think to do.

Ken Levine: Step that back for a second. If you said to the player, "first you have to set up an enemy... blah blah"... We found a way to communicate that very simply, the one-two punch - which people are familiar with from boxing. People didn't understand the concept before we presented it that way.

There's a lot of training going on in the game, which people may not even notice. There are all these dynamic messages that pop up in the game, which watch for when the player doesn't get stuff and reminds them. I think if the game came up with a lot of text on the screen - System Shock 1 actually had all that, all the tutorial stuff - people would have had a perception of complexity that they didn't have in this game. What first-person shooter can say, "if you shot this guy in water, he's vulnerable for a period of time and then you can use another weapon, but he may be more vulnerable to this type of damage..." It's just not the lingua franca.

Bill Gardner: It's a microcosm for the way the whole game was presented. If you look at the first half hour, Jesus Christ is there a lot of stuff we throw at you! The plane crash alone is more than enough to carry some games through the first half-hour. You get the plane crash, the bathysphere, then you've got Rapture, Ryan, the Big Daddy, the splicers, the security bot, the one-two punch, the wrench, plasmids...

Ken Levine: Meanwhile, in another game, they're taking Hill 451 after D-Day again. Again, in no way am I dissing that stuff - but they just have an easier job of what story they sell.

It's a much more familiar story.

Comments (41) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • MORZTAN #1 4 years ago

    OK! OK! Bioshock was a good game, but not this amazingly fantastic epic revolutionairy title.

    It was a good game, and can we please move on now?

    I think 2K just got lucky with the sales numbers. BS might as well had ended up like SS2 or DEX, but luckily it didn't.
  • bad09 #2 4 years ago

    "It was a good game, and can we please move on now?"

    I know what you mean, but in fairness it is heading PS3 way so I suppose they feel they need to hype it up all over again
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #3 4 years ago

    Levine and his team - including design lead Bill Gardner and technical director Chris Kline, both of whom joined us for this interview - are hard at work on their next project, and probably not that bothered by the slings and arrows of those who accuse them of self-aggrandising.

    It seems very telling that this article has a great big italicised disclaimer at the beginning. Perhaps it's the staff og gaming news websites who out to give banging on about Bioshock a rest.

    Bloody hell, I enjoyed Bioshock thorought when I played through it last year. I even defended it in the comments of your over-wordy defence of it, but I'm starting to get sick of the way you lot, and the rest of the games news machine are going on and on and on about it.
    Edited by 1 at 08/08/08 @ 08:40
  • Darren #4 4 years ago

    Odd that people claim BioShock is as linear as Call of Duty 4, I don't seem to remember being able to backtrack to earlier levels on the latter like you could with the former! LOL

    That said, the linear nature of Call of Duty 4 means that it would be pointless doing so anyway but BioShock had stuff to find and collect so I did an awful lot of backtracking in order to get the most out of the game. Being able to do that certainly gave the game a sense of realism that most other FP games lack and made it massively atmospheric too. The whole thing took me 35 hours to complete as such and I loved every nano-second of it. Great game.
  • SBfistfun #5 4 years ago

    I really should pick this up at some point.

    Damn work gets in the way of playing games :(
  • Azazel #6 4 years ago

    Going to buy Bioshock again as soon as my newly capable PC is assembled.

    I bought it for the 360 when it came out, but couldn't stand playing with a controller (I r teh console fps n00b)
  • Yossarian #7 4 years ago

    EG just go ahead and publish my blog post on it and be done with it.
  • Veldaban #8 4 years ago

    I loved the way Ryan's character progressed through the audiobooks from "noble" grand objectivist, to being corrupted by his extremism (the turning point is probably when he seizes Fontaine's company, which goes against his own philospohy). Then to the end, where he tries to go back to his objectivist roots. Extremely good character development, and I'd agree it's more of a critique on extremism. It's a shame that in the end it's Fontaine's extreme nihilism that triumphs out, just like about every other game...
  • disussedgenius #9 4 years ago

    To be honest, the gameplay play 'problems' were much less in the actual shooter mechanics and much more in the number of tedious fetch-quests you needed to go through.
  • MBar #10 4 years ago

    It was a good game, and can we please move on now?"

    What he (and everyone else has) said.

    It was a game with average combat held together with good artistic direction and story.
  • zuljin #11 4 years ago

    Loved this on 360, recommending to all PS3 only friends...

    Good read too. And the people complaining about too many Bioshock articles, how about... Not reading it?
  • wowami #12 4 years ago

    if only they could bottle the atmosphere from SS2 and apply it to all games. Bioshock was pretty cool but didnt quite hit the SS2 "high"
  • Hypercube #13 4 years ago

    I've just started playing BioShock on the PC again, and it is still one of the best gaming experiences I've had. I will echo zuljin's comment - if you don't like articles on BioShock, why did you bother reading it?
  • justsomeone #14 4 years ago

    yes, for gods sake let's stop hearing about stupid bioshock. honestly, what makes me most cross is that the bioshock devs seem almost to have taken over the "games as art", and the "narrative in games" argument as their own when bioshock had one of the weakest, cliche-ridden stories/narratives i've ever experienced. it's irksome in the extreme, because there are some games that do art and actual narrative (see braid for a recent example), and yet we still get this sort of nonsense (along with the likes of FEAR and oblivion) wheeled out as great examples when they so clearly are not.

    every time anyone anywhere does an article, a conference or even voices an opinion on story telling in games, the bioshock people either get invited or stick their nose in. make them stop. make them go away. please.

    EG should be embarrassed to their core each time they mention bioshock, it's getting so old now it's not even ironic. i don't care, no one cares, that it's coming out on PS3.

    and please don't do a sequel.

    /rant off
  • Chalee #15 4 years ago

    Bioshock is the best game ever and I feel it deserves even grander praise than it has got. Now kill me.
  • Chalee #16 4 years ago

    Also as I always say - if you want to shoot monsters you play gears of war. If you want a sense of atmosphere and artistic flair, your play Bioshock. Depens on what you want from games.
  • Shabtai #17 4 years ago

    Ken, here's whats wrong with Bioshock, and you basiclly said it yourself, it's a straight FPS and it isnt good. Gunplay is avarge minus, its not fun to shoot, weapon handling is off, aresenal is pretty much straight forward. Rapture should have offered alot more.
    For FPS, the enemy variery is laughable. Spilcers with different skins, some that can climb walls, someone shoots booms. Isn't Rapture supposed to be "no limits", how come a setting like that produces the most usable enemy types in games ever? The perfect chance to introduce crazy enemies, with un-usual powers and so on and we get a lame ass rundown of enemies in the history of the fps.

    Big Daddy - The most disappointing and underwhelming encounter i had in 2007.

    So, if it isn't good as FPS, people thought it's RPGFPS but obviously, they weren't making one. The game doesnt really encourages you to use them all and most of the time the electricity shock is the best choice. All the "choices" and non-linear elements dont work out too well.

    Anyhow, Bioshock has two things going for it: Atmoshpere and Design. Really great. It always appeared to offer that, but the reviews close to its rls made it sound like it had more and so everyone expected a great experience, but it turned out to be a RPGFPS w\o alot of the RPG elements or a severly lacking FPS.
  • zuljin #18 4 years ago

    @justsomeone
    Sorry to stir, but I know a fair amount of people that care about the PS3 version.

    Not to mention theres apparently a sequel in the works.

    Together with a film.

    You must lead such a stressful life if things you don't care about upset you this much.
  • Niall #19 4 years ago

    Just finished going through Bioshock again. I love Bioshock. People only talk about it still because it really IS that good. BIOSHOCK.
  • menschenfracht #20 4 years ago

    Gears of War gives you atmosphere too. Pity's that GeoW is as dull as Bioshock in the second half. Psychonauts, i think, handled it better. Oh right, it wasn't a shooter, but it had some kind of plasmids, artistic flair and atmosphere. And inevitably better dialogues.

    The main problem with Bioshock is that it becomes uninteresting in the second half - after 'Would you kindly' free fall. All weapons, except, crossbow, are yours to play. All plasmids. Even on hard difficulty you still get that feeling that you're in some ship remains stomping off annoying rats.

    Where is the wine
    The New Wine
    (dying on the vine)?

    The game is very linear in terms of combat. More linear than Deus Ex was or even the first Thief for that matter. Bosses fight like common monsters. Maybe it would be better if they were all like Indian pantheon - eight arms, burning eyes, banshee voice. But no, they are all shadows of Ryan. Oh crap.

    I am the milkman. My milk is delicious.
  • mkreku #21 4 years ago

    Geez, people don't know what linear means nowadays. So being able to backtrack to a previously visited area (that's now empty and pointless) is now non-linearity? Get a grip.

    Also, YES, Bioshock is way less complex than System Shock 2! In fact, I have SS2 installed right now and it's pretty obvious from the start. I think Levine needs to boot up an old machine and replay System Shock 2. He turned a FPSRPG into a FPS and he's not sure if SS2 is more complex than Bioshock? Wow.
  • Inquisitor #22 4 years ago

    "Yossarian
    EG just go ahead and publish my blog post on it and be done with it."

    I agree. Probably the most interesting and intelligent bit of work I've seen in regards to bioshock. I found myself nodding in agreement throughout the whole piece, no matter how much I love the game.
  • ZuluHero #23 4 years ago

    A very entertaining and insightful read - and i very rarely read the full three pages of an article written on EG these days. More of this and less of the crap in future eh? :)
    Edited by 1 at 08/08/08 @ 10:51
  • MORZTAN #24 4 years ago

    @menschenfracht

    +1 for bringing Psychonauts into the thread :D

    Didn,t see that one coming! One of the best games of the last generation.
  • Svecke #25 4 years ago

    Can we have System Shock 3 now, plz?
  • SeesThroughAll #26 4 years ago

    Can we have System Shock 3 now, plz?

    Cue the "but it's already out! It's called Bioshock!" jokes...
  • Azazel #27 4 years ago

    And the people complaining about too many Bioshock articles, how about... Not reading it?

    Arrrrrgh!

    Logic!

    My only weakness!
  • berelain #28 4 years ago

    man, i'm fed up of hearing about BioShock now. Seems a day doesnt go by without there being some reference to Bioshock in a news story somewhere. Meh. I got it at launch, played it over the weekend, completed it within 2 days, and haven't been back since. I enjoyed the ride, but I have no desire to play it again.
  • Veracity #29 4 years ago

    Sorry, I don't want to end up sounding like Jonathan Blow or something, but the "gamic" language.
    Ouch, 'ark at 'er. Considering Levine usually manages to deport himself in such a manner as to seem one of the most charming and reasonable people in game development (don't think this can really be fanboyism - I don't actually like the games he's been lead dev on all that much), I think that translates roughly to "Jonathan Blow is a cunt, and so is his mum".

    And thank god for at least one artwank dev taking the angle that "the gamer is always right" even though they're clearly not. Of course, he doesn't really mean quite that, but it's not a bad basic assumption compared to "I'm just making what my muse compels me to, not everyone can be expected to understand". If you're sincerely sure what you're doing is fine art, pitch it to a gallery or start looking for patronage; otherwise, if you're working in a medium that needs to shift a few hundred thousand or more units at a time, best you take that into account somewhere along the line.

    Missing question: Why was the last 33% arse?
  • Coughthulu #30 4 years ago

    @Veracity
    I'm not sure he meant it that way, Jonathan Blow is very vocal on the design of getting ideas across, he's given several presentations on it (some of them ranty, by his own admission!). I think Ken was just saying "I'm not going to give as passionate a response as he might."

    And Braid is bloody brilliant (going slightly off topic).

    You can see some of Jonathan's presentations here:
    http://number-none.com/b low/
  • adamamosa #31 4 years ago

    Im really feeling the need to play through Bioshock again soon. The core mechanics of the gameplay were nothing revolutionary. But it created a sense of atmosphere that so many games fail to achieve. Which is what makes it so memorable.
  • theanorak #32 4 years ago

    @mkreku

    Any chance of some evidence for SS2 being significantly more complex than Bioshock? (I'm asking for information, not to start a flame war, btw)

    Admittedly I've never *finished* SS2 but I have played a good chunk of it, and it was a while back too. That said, I can't really think of too much extra complexity in SS2:

    Inventory management - but that's a deliberate, and useful loss

    Weapon failure (didn't SS2s weapons gradually break unless you had a high enough "repair" skill"?) is gone, which removes part of the managing weapons and ammo equation, but I'm personally not convinced it's a great loss - particularly given the stated intent of making "a shooter".

    What am I missing?

  • Luvbeers #33 4 years ago

    me thinks Bioshock PS3 will do better than MGS4.
  • FogHeart #34 4 years ago

    The big difference between SS2 and Bioshock: in SS2 you had to make careful choices about where to spend your hard-earned upgrade material, because the game cleverly kept you just a bit more powerful than your opponents by specialising in certain powers or weapons. In BS you can get every weapon, and kill every enemy, because ammo is so plentiful. That's why it crosses from being a first person RPG to a shooter with diversionary fun to be had in hacking.

    It sold well because the ads/vids for the game showed you squaring up to an enemy - The Big Daddy - that was sinister, difficult and yet anthropomorphic, so lots of people fancied a go.

    The one-two punch? What? I know it was there but I didn't see many uses for it. There were better one-two punches in Painkiller with the complementary secondary fire for each gun and Undying with the superb magic-and-gun combos. If you have to switch weapons to do a one-two it's too much like hard work.
  • Bill Gates is Evil #35 4 years ago

    It's like I'm on some other planet seeing Eurogamer mention Objectivism and Ayn Rand.
  • Veracity #36 4 years ago

    Coughthulu wrote:
    I'm not sure he meant it that way, Jonathan Blow is very vocal on the design of getting ideas across, he's given several presentations on it (some of them ranty, by his own admission!).
    Sorry, should've used [facetious] tags. I suppose there could be some personal beef there I know nothing about, but, no, I doubt it was meant to be a dig. The two somewhat negative things I associate with Levine are rambling on a bit and being, if anything, too anxious not to be seen to be taking swipes at competing products/design approaches in an industry where everyone else seems to consider it all but obligatory. Hence something from him that could be construed as a bit handbags at dawn made me smile. Blow I know little about and have no particular opinion on, other than broadly agreeing with his ranting about "exploitative" game mechanics (that is him, aye?), though I'm not sure who I think is principally to blame for their success or what can be done about it.

    Anyway, how's about that BioShock, eh? Not nearly enough people have spouted their inconsequential opinions about it in the past year or so, we need some more. I'm still not dead sure it really needed to be a shooter...but it likely wouldn't have sold as anything else. Shadow of the Colossus got away with a game full of non-interactive scenery, though. A lot of the BS criticism also suggests Valve is right: your customers have paid for a fairground ride, so make damned sure you ram all your content in their faces, because they ain't going to play it twice or go hunting for the interesting bits. But those aren't the kind of games I much want to play, myself...crazy thought, but maybe there's room for multiple approaches as long as studios stay away from budgets that require pleasing quite so many people at once.
  • newt #37 4 years ago

    What a splendid interview and people still manage to spew their patented Bioshock negativism all over the comments. The hate must flow, I guess.
  • timberwolf #38 4 years ago

    just put stats and an inventory screen in bioshock 2, or i won't buy it. after all it's my choice.
  • Tlaloc #39 4 years ago

    Ken Levine: If you showed The Matrix to an audience in 1958, they would not be able to follow one frame of it.

    Bullsh*t. There were complex films available in the fifties and films which stretched filmic language far more than "The Matrix" ever did. That was just a stupid concept Ken.
  • Martin #40 4 years ago

    Just to try and counter all the negativists here: I love Bioshock and love reading about it.

    Can't wait for the sequel as well as Levine & Co's next game.
  • andromeda #41 4 years ago

    bioshock is probably THE most atmospheric game of the last few years.
    You'll probably think you can name a better one.
    But you know you can't.
    I have to look way back to Outcast to get even close to it.