BioShock Interview
-
Category: InterviewsHits: 9909
Article Index
GB: First of all, how is development of BioShock coming along? Are you still on track for an August release?
Nate: Well, we're just wrapping-up now. Also, we're polishing-off the PC version and getting the non-english versions of the game ready to go. It's a hectic time, but all indications are that we are right on track for August.
GB: BioShock has been labeled as the "spiritual successor" to System Shock 2. Obviously the storyline will be completely different, but what similarities should SS2 fans expect to find in BioShock?
Nate: SS2 and BioShock are two very different games. But I think what they really share is a focus on player-choice and emergent gameplay. System Shock 2 was the first game we ever made as a company and of course we are all still very fond of it. But, like all first-efforts the greatest value we got from System Shock 2 was a learning experience. Much of what defined SS2 was a great deal of depth that was often hidden from the player. With BioShock we had the resources and the time to bring all that depth out from (under-the-hood) and give the player a deep experience that plays-out right in front of their eyes. The sheer number of powers and weapons and environmental interactions is staggering. BioShock is without a doubt the most ambitious game I have ever been involved with.
GB: It seems as though BioShock is evolving into more of a FPS than a FPS/RPG hybrid. Does the game still have a role-playing emphasis? If so, can you tell us about some of the RPG elements you're implementing into the game?
Nate: One problem with genre definitions when it comes to games is that they bring with them a lot of preconceived notions about what constitutes a certain game. To us, the real heart of RPG is not numerical-stats and limited inventories but rather the simple principle of allowing the player to experience a game world as they see fit. It's different for each player.
We give the player the ability to define a gameplay style and be free to experiment and modify their role in Rapture.
GB: Can you give us a full overview of plasmids? How many are you implementing, how will they be categorized, and how will players gain access to them? Any plasmid examples you can share with us?
Nate: The plasmid-system itself is really divided into two components: The (Plasmids) which are about twenty (including upgrades) distinct, active powers that the player can equip and the over 50 (including upgrades) (Gene Tonics) which the player equips to get a whole host of different passive benefits. Some of the plasmids include (Security Bullseye) which allows the player to tag AIs to appear hostile to Rapture's security system, and thus get attacked by it. Also, (Cyclone Trap) which deploys a trap that launches enemies into the air, temporarily disabling them and causing damage as they careen of the walls and ceiling. Also plasmids like (Winter Blast) and (Incinerate) can freeze or burn enemies in a direct attack.
GB: Tell us about the game's weaponry. Will we only be using ranged weapons or are you implementing melee weapons as well? Will we have the option to upgrade our weapons with attachments, improved ammunition, etc?
Nate: The player will be able to choose, in addition to their plasmids, 8 different weapons which are fully-customizable and upgradeable. Each ranged weapon also has three distinctive ammo types: Two which the player finds or purchases in the world; and one (invented) ammo-type that the player must construct from component materials found in the world. Each ammo has its own distinct advantages against the many AI-types found in the world of Rapture.
GB: How elaborate is the game's inventory system? Are we only going to be hauling around a selection of weapons or will we be scavenging a variety of keys, tools, and other useful objects from all over Rapture?
Nate: There are a huge number of items to collect from the world of Rapture. However, we only present this information when it is relevant to the player. For example, when the player goes to a (U-Invent-It!) crafting-station, it is then that they see all the components they have that are relevant to what they're trying to do right then. Also, weapons and plasmids are accessed on-the-fly from rotary selection interfaces (in the 360 version, the pc version has a custom interface). When it all comes together it's really seamless and intuitive.
GB: How linear is the game? Will we have the option to simply wander through various areas in Rapture and complete side missions that have nothing to do with our primary objective?
Nate: There is a very detailed quest structure in the game, but one of the most compelling aspects of BioShock is how much player-driven objectives there are. One benefit of having such a deep and versatile system of weapons, powers and abilities is that we find that player-driven quests are often the most engaging. In a playthrough I was doing the other day for example I came to a situation where I had to kill a Big-Daddy but was short on the right kind of ammo. So I went on a hunt for components by searching the world and scrounging off dead splicers until I could make enough ammo to have the advantage in the fight. It's this kind of emergent questing that really sets BioShock apart from the (Get-Blue-Passcard-For-Blue-Door) kind of questing that FPS gamers are, I believe, a little tired of.
GB: Will BioShock offer the ability for players to assume a "good" or "evil" role throughout the game and will the player's choices ultimately affect the game's ending?
Nate: Much of what we wanted to achieve as the emotional landscape of BioShock was to give a sense of moral ambiguity to the player's purpose. Often throughout the game the player will find themselves asked to make choices without a clear (right) or (wrong) decision. It will be up to the individual player to decide to their own course of action. As far as how your choices effect the ending let's just say there will be a time when the player will face a reckoning. But I'm not going to spoil it here!
GB: We've heard a lot about the AI being implemented into BioShock. Can you give us an idea of what we can expect when we go up against the game's various adversaries?
Nate: The BioShock AIs have really vast variety of attacks, weapons, movement-types and vulnerabilities. One of the really unique things about the combat of BioShock is learning to leverage all of these various characteristics to make the player deadlier and more efficient. Undoubtedly the most fascinating aspect of the AIs in BioShock is the myriad ways they react to, and interact with, the larger environment. Set a Splicer on Fire? He will run to the nearest body of water and hurl himself in to put out the fire. Got a Splicer down to his last sliver of life? He will run to find a health-station to heal.
In addition to the Splicers we have the Big Daddies, the hulking metal-suited protectors that have become the face of BioShock. We approached these AIs as being a kind of wandering Boss-fight, where the player chooses when, where and how to engage. It's this kind of interaction that we think will stand-out among many (firsts) that BioShock has achieved in terms of gameplay.
GB: You've mentioned that you plan to offer downloadable content for BioShock. Any idea what sort of content this would be? New plasmids? New weaponry? More sections of Rapture to explore?
Nate: Sorry, I'm not really able to address that right now...But stay tuned!
GB: Once BioShock is finished and on store shelves, what's next for Irrational Games? Aside from a potential BioShock expansion or sequel, might there be a chance that we'll see a third Freedom Force title?
Nate: Thanks to the fans, the anticipation of BioShock alone has already afforded us a lot of really enticing opportunities. We are currently looking at a number of possibilities and you'll certainly be hearing something from us in upcoming months. As far as Freedom Force goes, we are all still very fond of that franchise and try to keep our options open!
Thanks Nate!