Original BioShock pitch document released
Genotypes! Cults! Multiplayer! Crab men!
Irrational Games has posted nine pages of the original BioShock pitch document on its website, revealing a game quite unlike the finished, multi-award-winning article.
The document outlines the tale of main character Carlos Cuello, "a down and out 'deprogrammer' assigned to infiltrate a religious cult on a remote island and 'rescue' a wealthy heiress from the clutches of the cultists".
Cuello would have visited the island - seemingly called Isla de Salvacion - in the present day, judging by the timestamps on quotes from "MP3 Log Files" and other abstracts dotted around the pitch, and explored a city beneath the waves similar in principle - if not principles - to Rapture.
While the game as envisaged would have shared many characteristics with the BioShock we eventually played - its story-driven focus and sophisticated narrative, and a large degree of player choice, for instance - many of the details were very different.
Rather than the conflict between "looters" and the philosophy of rational self-interest espoused by eventual antagonist Andrew Ryan, for example, the original BioShock would have focused on "the terrifying nexus between religious fanaticism and unbounded science".
While genetic modification would have been a fixture, "plasmids" were to be "genotypes", many of which had an aquatic vibe. Hydrozoan, for example, would "allow the player to turn his skin gelatinous, poison enemies with a touch and appear nearly invisible in the shadows".
Judging by the graphic descriptions at the start of the document, players would have changed appearance considerably - and been able to observe themselves doing so.
Two of the biggest elements were to be customisable weaponry and environment hacking. Weapons would have been modifiable with all sorts of upgrades that reduced stability but made things more interesting - resulting in things like a chain-lightning tazer pistol, triple-barrelled shotgun or laser-sighted sniper rifle with acid-coated rounds.
The island's security systems - cameras, alarms, turrets, robots and so forth - would work for or against the player depending on how they were approached, and Irrational was keen to have us hack the environment, increasing oxygen levels in pressurised chambers to make explosions more volatile, or raising humidity to thicken fog.
The document also makes mention of "Story Based Deathmatch". BioShock didn't ship with multiplayer, but the second game - developed by 2K Marin with help from a variety of 2K affiliates - did include an online component with narrative components.
According to the Irrational website, future updates from the pitch document "will divulge the myriad departures BioShock took from its original vision, but also show our readers just how much the game’s heart and soul stayed constant".
We'll also get to see some interface mock-ups drawn by Ken Levine, apparently.
Suddenly a little nostalgic for BioShock? Check out our original BioShock review, our sort-of-retrospective from a few months later, and an interview with Ken Levine, Bill Gardner and Chris Kline about the game's development.
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Comments (15) Latest comment 2 years ago
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That Minority Report ad has to go, seriously.
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I'll never understand why EG felt the need to publish that - "You're wrong! If you don't think Bioshock is amazing you are just TOO STUPID TO GET IT!".
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I totally agree. Worst. Ad. Ever!
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Yeah, prefer this original draft.
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I thought I was the only one.
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The purpose of thge pitch document is to secure funding so the game can be made. It is natural that the pitch doc gets whittled down into a proper concept document, and that in turn will get refined into a GDD. Time and money is obviously a factor, but also some of the ideas that looked good on paper may turn out to not be that good in practice, and it is right they get cut (the oxygen content item in the current doc for example, sounded weak to me and hard to implement in a meaningful way for the players).
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"@duckncover
I thought I was the only one."
*Raises hand*
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Edit: In light of what Kanga has said...it seems that all the innovations and ideas get whittled down into the same old concepts of guns/ammo/health, with some nods towards a 'skill tree' of choosing which guns or powers to upgrade. It's as if everyone is too frightened that anything too revolutionary just won't sell.
Has anyone seen Triangle? The horror film about an abandoned ship? I saw it with my brother and his wife. I loved it to bits, my brother was on the fence, but his wife hated it. "Who was the bad guy?" summed up her problem. She expected someone or something evil to be at the heart of it all, to see it and scream about it. But the Evil Thing was just a loop in time, well outside conventions of how to make a horror film....it's people like her (now now, I'm not saying anything about a woman who has spent a career teaching autistic children!) that the World is scared to disappoint. I hope you can see the parallel here.
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What's the issue with the Minority Report Ad? I can't even see it. All I get is the S/S one...
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To be fair, SS2 made the same approach with SS1.
I really looked forward to Bioshock after the previews outlined the original ideas and I have never been more dissapointed with a game.
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https://a ddons.mozilla.org/en-US/firefox...