Moral choices came late to BioShock
Little Sisters not in original plan.
Ken Levine has revealed that the moral choice behind harvesting or saving the Little Sisters in BioShock was a relatively late addition to the game.
The 2K Boston boss was speaking at the Develop conference in Brighton this morning, discussing the evolution of BioShock and how the these moral decisions were implemented as a result of creating the Little Sister character.
Although the game initially started with the idea of both protective characters and gatherer characters, only the Big Daddy concept was retained from early in development. The gatherers, on the other hand, didn't become Little Sisters until late in the day - having earlier taken on forms including insect- and worm-like creatures, according to lead technical artist Nate Wells.
Wells explained that the girls were originally created to create a meaningful relationship between the gatherers and the Big Daddy characters - with this strange, twisted "father / daughter" relationship being easy for players to understand.
By turning the gatherers into Little Sisters, Levine expanded, the team created a moral choice - and that choice, in itself, informed much of his later thinking on the kind of capitalist utopia Rapture was.
"We ended up with a game where we had to confront this moral choice, rather than setting out to create that choice," Levine explained.
According to technical director Chris Kline, the Little Sisters also solved a major gameplay problem - gatherers at one point were slug-like creatures, and players tended to kill them for no reason, since "that's what you do to slug-like creatures".
Other elements of the game, too, emerged at a later point rather than being in the design from the outset. Among them was the concept of telling the stories of key characters in each level - the first of which to emerge was that of Dr Steinman, the insane plastic surgeon.
"We can't tell the story of everyone in Rapture, all these thousands of people," reasoned Wells, "but we can tell eight or nine of them - and let that encapsulate the whole story."
Steinman's story is built gradually throughout his level, thanks to various pieces of art and tableaus set up on the level itself, along with audio logs the player picks up (Levine is somewhat disparaging about these, describing them as "old technology that we used to fill in the blanks"). By the time you meet him at the end of the level, Levine says, "you know who he is... Without that, he'd just be another puppet on strings, another boss you need to put a DoT or crit on".
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Comments (21) Latest comment 4 years ago
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It was a great game, forget about it and make us something new!
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We get it, development was hard but the results were great. Now more with the greatness. Please.
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The game was a good 8/9, but maybe not a 10.
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'what a disappointment'
Well then your wrong then because according to Levine its the second coming! (mejokes)
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Games like GTA do so well because they allow you to be the rebel and allow you to carry out moral atrocities with a smile and laugh, because you know it isn't real. I am betting that the vast majority of people didn't really care about whether they harvested or not, their decision was based on how to get the most EVE, not whether it is the right thing to do.
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Having empathy for a fictional character!? What madness is this.
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A game like Planescape Torment for example.
I didn't feel much of that with the little sisters in Bioshock as I hadn't developed much of a connection with them by that early stage. Making them into 'little girls' in some ways feels to me like a kind of a shortcut to my empathy.
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[link url=http ://www.bioshock-online.com/media/conceptart/
]http://ww w.bioshock-online.com/media/con...[/link]
There is also a PDF for download here;
http://ww w.2kgames.com/cultofrapture/art...
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I actually think that the ability in Fable 2 to kill your spouse and orphan your child may be one of the better examples, because you have chosen them and created them and once they're dead they don't come back. But even then it's all a little hollow.
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