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IGN
talks with Ken Levine
preview:
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IGNPC:
Is Bio a true sequel or prequel to System Shock 2,
or is it a spiritual successor? Ken
Levine: BioShock has absolutely
no relation to the System Shock series in terms
of the intellectual property, characters, settings
etc. However, it is inspired by the open-ended design
principles pioneered by Looking Glass. Irrational
is dedicated to maintaining that tradition.
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BioShock
Q&A at ShackNews preview:
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Shack:
Why an underwater city? What not outerspace, or even
a post-apocalyptic setting? Ken
Levine: How
many games have you played in outer space? How many
in a post-apocalyptic world? How many in a fantasy
world about to be overrun by a mad Necromancer?
All
in all, it seemed like the underwater city was due.
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Through
the looking Glass Interview
preview:
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TTLG:
Developers and fans lament that in recent game history,
the same few genres are produced over and over again.
What is the innovation in BioShock you are most
proud of?
Ken
Levine: No doubt, it's the AI. Our
goal with BioShock was to make a game where the
AIs have interesting and meaningful relationships
with one another…in ways that really impact
on the gameplay. The Big Daddys and Little Sisters
are real to me, and they're real to the team. They're
the moral and technological center of the game.
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GameSpot
Interview with Ken Levine
preview:
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GS:
Tell us about how diplomacy can be used solve any
of the game's challenges, if it can be. How many living
characters, which are articulate and sane enough to
carry on a conversation, will be in the game, and
how will your character's skills figure into these
dialogues? KL:
I'm not a fan of dialogue trees, and I never have
been. I think they're limiting in the sense that
your options are always either A, or B, or C. I've
never liked digital options--I've always liked expressability.
I've always liked being able to choose by action,
rather than choosing by pressing the 1 or 2 keys
on a keyboard. So, we have, for instance, the whole
moral range of the game--the big daddies, the little
sisters, and the various other characters that have
a stake in what's going on in the world. Some characters
may encourage you to do things that may seem morally
wrong, but there are advantages to do so for the
player. But then, there will be other characters
who will try to show players a different way to
deal with situations, and encourage and reward you
differently for not exploiting or hurting the little
sisters. And there are different rewards that you'll
get for that behavior--for both kinds of activities.
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