Register Lost Password?  Cookie?
  The time now is 08:05 AM GMT -6.  
Banshee Network
 
Quick Links
 
 
GameBanshee Swag
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 
Go Back   GameBanshee Forums > Forum Categories > News & Feedback > GameBanshee News

Reply
GameBanshee Forums  
LinkBack Thread Tools Rate Thread Display Modes
  #1 (permalink)  
Old 06-23-2008, 10:07 PM
GameBanshee News's Avatar
News ID
 
Join Date: Nov 2002
Posts: 25,275
Post BioShock's Mistakes Contributed to its Success

Develop Magazine has posted a short overview of some interesting comments made by 2K Boston technical director Chris Kline during the Paris Game Developers Conference. Essentially, he states that the mistakes made during the game's development contributed to its success:
"Bioshock was basically a sequence of failures and errors," he said. "But every one of them was a good thing - it forced us to look at the game and reassess what we had, which worked in our favour."

Charting the development of the product back to 2002, Kline pinpointed almost a dozen points at which wrong decisions or wrong paths were taken, ranging from bad middleware decisions right at the start of the project to the team's original misguided decision to simply remake System Shock 2, a game that had failed commercially despite universal critical acclaim.

One of the original differential points for Bioshock was to be its self-sustained AI ecology, which Kline called "life around you, but also without you". While impressive results came from months of intensive focus on these interactions, it soon became apparent to the team that it was incredibly boring without any player involvement in this ecology. This forced the team to rethink not only the entire system but also the designs of the AI agents themselves to make them more interesting and empathic.
Reply With Quote
  #2 (permalink)  
Old 06-24-2008, 01:59 AM
Tricky's Avatar
Exalted Member
 
Join Date: Oct 2005
Posts: 2,117
I recently got a fair go at Bioshock. I haven't been able to try it out up until now because my Radeon lacks sm3.0 balls. Fortunately for me a friend of mine was kind enough to let me borrow her pc for a bit. I only had about four hours, so I didn't have time to play the whole game. To my impression this game is too much like System Shock, so it inevitably includes all its flaws. And it's slightly more on the console-ish simplistic side.

I remember the early previews, AI ecology and all that. What I remember most was a single preview that mentioned you could change the air pressure in a room, so your footsteps would be muffled and you had an easier time sneaking up on your foes. I didn't chance upon that particular room, but I was generally disappointed with the environment nonetheless. 2K promised a vastly interactive world and didn't deliver. So, together with AI ecology we have at least two gameplay elements that could have vastly set this game apart from its predecessor.

Boring my shiny metal ass. Creating the same game twice, thát is boring.
__________________
"Get me some thermite and a parachute."
- Dresden Codak
Reply With Quote
  #3 (permalink)  
Old 06-24-2008, 10:32 AM
Brother None's Avatar
GameBanshee Editor
 
Join Date: Jun 2007
Location: Liberty City, the Netherlands
Posts: 821
I don't think that room exists.

The "living ecology" consists of Big Daddies walking around banging pipes. The rest pops up on the same spots, always
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


 
      Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0
© 2000-2008 GameBanshee.com