Levine: extra development time helped to make BioShock a success
Praises Take-Two for "leap of faith".
Take-Two's faith in BioShock meant 2K Boston and 2K Australia had "the luxury of getting to bump into a lot of things", the game's makers have told an audience at the Develop conference.
Speaking in a keynote session this morning, creative boss Ken Levine said that the amount of time and money the team had been given to develop BioShock allowed for mistakes to be made and numerous ideas to be trialled.
"We didn't get as much time as Blizzard does, but it was a lot more than we used to get," said Levine. "Time... Lets you stop drinking your own Kool-Aid, step back and see how things really are."
The team gave a few examples of early ideas for BioShock that didn't work out - including an early prototype featuring a monster called "eel-man", which dragged itself across the floor. "Not only could it not move, it could even turn invisible!," commented lead technical artist Nate Wells. "I thought it would be terrifying," Levine lamented, before Wells added that "its main attack was making you feel awkward".
The BioShock team was also disparaging of approaching game development with everything planned out in advance - rather than allowing the game to emerge and adapt during the process.
"AAA games are about never being satisfied," Wells told the audience. "If you aren't biting your nails on release day, you've screwed up.
"It's easier to make a schedule, work out what your levels will be like, how your characters will look... But the game will be boring," he said. "It'll be more like a product than like art. Making art is about fighting, arguments, throwing glasses," he concluded, referencing a now-infamous moment when Ken Levine threw his glasses on the floor in anger during a design meeting.
Astonishing instances of nerd-rage aside (and Levine ruefully noted just how dorky the above anecdote makes him sound), the team's respect for its publisher (and now parent company) Take-Two came across strongly during the keynote.
"There's no way this game would have been made without a leap of faith," Levine commented, reserving special praise for Sam Houser, who he described as Take Two's "spiritual godfather". Houser, he said, had shown the company how to "ignore the parasites" - with Levine saying that he'd had his own taste of the kind of behaviour Take-Two has had to deal with when a news crew came to his house under false pretences and attempted to film a slam piece about him and his wife.
Oh, and Levine also described BioShock as "the most integrated porn movie of all time", commenting that while games are, indeed, like porn movies (a little story, some action, a little more story, etc.), BioShock's approach is to make it so "the action is the story". We're being good today, though, and haven't made that into the headline. Can we have a gold star?
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Comments (10) Latest comment 4 years ago
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*stirs the pot*
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Oh hang on it was an FPS with a hacking/puzzle mechanic thrown in. The plasmids were simply alternative weapons that you didn't need to complete the game. The things this had going for it were the story and art-style.
I'm willing to bet that there were many more features tried and thrown away that could have been avoided with some planning and thought up-front rather than implementing it then chucking it away.
The Bioshock team probably had as much time and money as they needed to complete this game, something the majority of games companies don't have. Most teams can't rely on the 'organic' development method (which coincidentaly has produced more shit and canned games than good ones) and doing sensible planning never caused a project to fail.
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Standard weapons, check
Physics/magical attacks, check
Plot explained with found audio recordings, check
Vague 'moral' decisions that don't really impact on the game, check
Linear path through the levels vaguely disguised by backtracking, check.
It's presentation is immensely, most obviously in the wonderful graphics, but the gameplay hardly changes from the first hour to the last. In the meantime the plot seems to take a walk outside and come back looking a bit wet.
It just goes to show that combining already established elements with an interesting setting can make everything seem fresh... Now, other developers, can we please stop making so many bloody gritty urban combat games? Set them in the arctic, in twelfth century Mongolia, on a tribal Pacific island with only spears and rocks... Anything other than the middle east or yet another version of New York.
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gameplay might have been a bit better, but overall a great game/story
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"Anything other than the middle east or yet another version of New York."
You forgot bombed out generic European villages stuffed with entire wehrmacht divisions.
A little variety would definitely be appreciated. I thought Bioshock was a joy because of the setting and the delivery of the story rather than for the gameplay (pretty standard Unreal shooter for the most part).
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*opens a can of whoop-ass in advance*