Saturday, December 3, 2011

creative director and head writer of the game, Ken Levine, explains the philosophy and policy behind this game

is a strange feeling, preparing for an interview with Ken Levine. While most interviews with the developers of the gaming industry generally revolve around the game mechanics and technological innovation, the creative director irrational questions usually include the story for his new game BioShock Infinite. Levine last game, you see, high-end used literature as a source and players immersed in a world that raises political, philosophical and social, while the bombing of the player with bullets and battles.

BioShock was one of the best games of the year, he was released. In the player assumes the role of the sole survivor of a plane crash in the middle of the Atlantic Ocean, which was transported to the underwater city of Rapture. There they found a society based on the objectivist world view of an industrialist named Andrew Ryan, who was torn apart by addiction and madness. BioShock story based on the novel by Ayn Rand, Atlas Shrugged, but was based on their philosophies of much of its narrative drive and build a convincing argument against them. According to this commentator, this is the best story in the game in the last decade.

new draft Levine, BioShock Infinite has already started the gossips of the gaming community. It's about a detective named Pinkerton former Booker DeWitt and his quest to save a mysterious woman named Elizabeth in a floating city called Columbia. Built as a monument to American higher expertise, Columbia is a city at war with itself, with the group Vox Populi left side against the founder nationalist faction. DeWitt and Elizabeth are trapped between the two in their attempts to escape the city and the attention of a terrifying beast called Song Bird.

It sounds tempting

impressive, but as Levine says, the story of BioShock Infinite is not the only aspect of his game that is full of ideas.

How far is the completion of the development cycle BioShock Infinite?

All we have said so far that it will release next year.

So I can not tell us if you have been covered and the tail in terms of plot or gameplay?

(laughs) No, no, no! We are deeply in it, that's what I say. Very, very deep in it.


So when the ideas and brainstorming sessions for the Infinity BioShock filters?

Basically around February 2008. We fought for about six months after BioShock to see what was next to us as a company. We prototyped a number of things and are not happy with a lot of things that were at work. It was kind of against-intuitive to make BioShock and do something really different with it, if it is the most natural thing people think of when they think of a sequel. Once he had the idea that we have become very excited and started running with it.

thing first come the time. Then all that followed - the city in the sky came shortly after and much, much later that the concept of Columbia and the concept of American exceptionalism

When we started, many artists in the game was reading a book called The Devil in the White City by Erik Larson, which deals with the construction of the Expo 1893 in Chicago . She turned me into it and became really attracted to this period. I felt the book did a great job of giving an idea of ??what was happening in the United States in time and we got a lot of inspiration from that.

You said in an interview that BioShock is the story of Andrew Ryan, a man who asks, "is a man not entitled to the sweat of their foreheads. " Is there a belief system or similar basic character that dominates BioShock Infinite say the same thing?

You know, there are several characters who have great influence in BioShock Infinite. It Comstock, who is the leader of the Founders, Fitzroy and Daisy, who is the head of the rebel movement in the city, Vox Populi. We have not talked a lot about these two characters, however, however, I think first, because a lot of space is occupied by Booker and Elizabeth. [In BioShock] did not have a character who had a personality or spoken and certainly do not have someone walking with him, with a dynamic narrative.

to infinity, Booker and Elizabeth are caught between the main forces. But more than that, are the catalyst for the growth of the conflict that occurs in Colombia. In BioShock, when the player arrives, the party is over and you look at the house. In Colombia, it is quite stable on arrival. It has many underlying problems that are easily brought to the surface, saving you from captivity Elisabeth is a catalyst that makes every movement and made many conflicts in the city. When the player arrives, the vox populi are just a bunch of crowds of people and their actions and Elizabeth that put them in a position where they can take on the Founders.

Can we go to all the details on this?

(laughs) No, but what really matters here is that BioShock Infinite is a story that is much more dynamic. As you take steps that will see the changes that Booker and Elizabeth bring to the world.


It was suggested that in the demo at E3. As Elizabeth and Booker walked near Columbia, the vox populi is to attack people, and a couple of them insulted the players. Does this mean that if you attack one of them is bound to the structure of a level a little more?

Look, he is content at this level and some of the content would change, obviously. There's a part where one of the Vox Populi pushes a man down the stairs. If you put a bullet in him before that happens, that part would change. The type is not pushed down the stairs and ends in a fight with other members of the vox populi.

There is also a guy when you square a threat to Elizabeth [at the same level] and put the gun on him and gives him the finger and goes. Brilliant voice actor, by the way, playing this game. It was me!


Really? It was not like you.

Yes my voice has changed.

Hitchcock would be the time then?

not always know how to react to the characters in their environment and I think that's an interesting dynamic that is not seen much in the handles. In general, shooters, you see someone and kill them before they shoot you.

BioShock is a dynamic that was to some extent with the Big Daddys and Little Sisters. We wanted a scenario where the player is going "well, how I approach this?" There is a little education you need for that. When we worked on Bioshock, the first people who took a driver that works the same way any player to act when he saw a Big Daddy in a match that started to shoot him. We carefully clear it was not the best way to deal with a Big Daddy, the game was all about the settings for this big fight and not just go in guns blazing

We had to educate people a lot, which is counterintuitive in the real world because, for example, you have to educate people in the real world not to shoot their neighbors ... in general. We wait. But there are some things that are intuitive games are against-intuitive in real life and vice versa.


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