Kevin Levine on Bioshock development

Shock!

You’ve heard the hype, heard all the jazz, seen all the screens, and read all the message board giggles. BioShock is supposed to be the game that would make non-linear, FPS games sell in the millions. It wants to be the non-linear FPS that will have more story than RPGs and more freedom than already established “sandbox” games. It wants to be the game that will make you look at FPS games differently.

So how does Irrational Games Managing Director Kevin Levine sell the game? Here’s a pertinent part of his commendable performance during an Evil Avatar Interview:

Jonathan: I don’t think any of the non-linear shooters, when pooled, have gotten 2 mil.
Ken: Not even close, probably less than 500k all totaled.
Jonathan: So BioShock has those 3 things the others donÂ’t have: that it’s easy to get into, clearly defined choices and visceral appeal
Ken: Visual and visceral, yes good you added visceral.
Jonathan: Is clearly defined choices not dumbing down? That the outcome is of the cardboard-cut-out variety, and that theyÂ’re predictable?
Ken: No. It’s making sure the player doesn’t fall out of the bottom of the game. Hasn’t there even been a game you really wanted to get into but didn’t have the time and energy to understand it? IÂ’ve had that experience with some hard core strategy games – Europa Universalis, Dominions 2, etc. All I really wanted was a buddy to sit behind me and help me learn how to play it and when I got stuck to point me in the right direction. While BioShock is certainly nothing like those 2 games, the metaphor holds. Yes BioShock innovates in ways you won’t find in a traditional linear shooter, but we’ve developed a system called dynamic training that sits back and watches the player. And if the player gets lost, or clearly is not getting the game systems (for example, different ammo types vs. different foes), the system will speak up and lend the player a hand, point him or her in the right direction. But it’s also how you design your missions, how you motivate the player.

It’s good to see that Mr. Levine is aiming to get the game to sell in the millions. So, given his performance (hey it’s his job to sell you guys their product), are you guys convinced? Are you one of those eagerly awaiting for this title?

Shock!

You’ve heard the hype, heard all the jazz, seen all the screens, and read all the message board giggles. BioShock is supposed to be the game that would make non-linear, FPS games sell in the millions. It wants to be the non-linear FPS that will have more story than RPGs and more freedom than already established “sandbox” games. It wants to be the game that will make you look at FPS games differently.

So how does Irrational Games Managing Director Kevin Levine sell the game? Here’s a pertinent part of his commendable performance during an Evil Avatar Interview:

Jonathan: I don’t think any of the non-linear shooters, when pooled, have gotten 2 mil.
Ken: Not even close, probably less than 500k all totaled.
Jonathan: So BioShock has those 3 things the others donÂ’t have: that it’s easy to get into, clearly defined choices and visceral appeal
Ken: Visual and visceral, yes good you added visceral.
Jonathan: Is clearly defined choices not dumbing down? That the outcome is of the cardboard-cut-out variety, and that theyÂ’re predictable?
Ken: No. It’s making sure the player doesn’t fall out of the bottom of the game. Hasn’t there even been a game you really wanted to get into but didn’t have the time and energy to understand it? IÂ’ve had that experience with some hard core strategy games – Europa Universalis, Dominions 2, etc. All I really wanted was a buddy to sit behind me and help me learn how to play it and when I got stuck to point me in the right direction. While BioShock is certainly nothing like those 2 games, the metaphor holds. Yes BioShock innovates in ways you won’t find in a traditional linear shooter, but we’ve developed a system called dynamic training that sits back and watches the player. And if the player gets lost, or clearly is not getting the game systems (for example, different ammo types vs. different foes), the system will speak up and lend the player a hand, point him or her in the right direction. But it’s also how you design your missions, how you motivate the player.

It’s good to see that Mr. Levine is aiming to get the game to sell in the millions. So, given his performance (hey it’s his job to sell you guys their product), are you guys convinced? Are you one of those eagerly awaiting for this title?

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