BioShock's Cultural Impact: How It Changed Gaming
45sHighlights how BioShock, like GTA3, marked a cultural shift in gaming, appealing to nostalgia and curiosity about its legacy.
▶ Play Clip"Delivers a thorough, well-researched documentary on BioShock's rise and fall, though it could be tighter."
This documentary traces the development and cultural impact of the BioShock series, from its origins as a spiritual successor to System Shock to its evolution under market pressures. It highlights the creative vision of Ken Levine, the challenges of development, and the eventual decline of the franchise's unique identity.
BioShock (2007) is compared to Wolfenstein 3D and GTA 3 as a game that shifted culture, elevating first-person shooters with immersive gameplay and inventive storytelling.
Founded in 1997 by Ken Levine, Jonathan Chey, and Robert Fermier, Irrational Games started with System Shock 2 (1999), which was critically acclaimed but commercially unsuccessful.
EA rejected a pitch for System Shock 3 due to poor sales, prompting Irrational to develop a spiritual successor that would become BioShock.
In 2004, 2K Games signed a deal based on 'ideas about game systems,' showing faith in Irrational's vision, leading to a $25 million budget and a team of 90.
Ken Levine's visit to Rockefeller Center inspired Rapture's art deco style and philosophical themes, with Andrew Ryan modeled after Ayn Rand's Objectivism.
The Little Sisters were initially slugs, then dogs, before becoming little girls. The moral choice to Harvest or Rescue them was rooted in Randian philosophy.
Interdepartmental friction and Levine's difficult management style created a pressure cooker, with crunch and focus group feedback adding to the stress.
Early 2007 focus groups mocked Atlas's accent, found the game too dark, and didn't understand the story, leading to significant changes like recasting Atlas as Irish and improving lighting.
BioShock launched in August 2007 to universal praise, scoring 96 on Metacritic and selling four million copies by March 2010.
2K Marin was formed to develop BioShock 2, with Jordan Thomas as Creative Director, focusing on the relationship between Big Daddies and Little Sisters.
Set 10 years later, players control Subject Delta, an original Big Daddy, with moral choices given more weight due to the trust Little Sisters place in Big Daddies.
BioShock 2's multiplayer, developed by Digital Extremes, faced technical hurdles and balancing issues, leading to a prequel narrative set in Rapture's past.
Infinite's 1912 setting and floating city Columbia were inspired by Erik Larson's 'The Devil in the White City,' contrasting Rapture's decay with Columbia's vibrant facade.
Creating Elizabeth as a companion AI was challenging, balancing her gameplay impact and narrative role, with developers considering cutting her multiple times.
Infinite suffered from a lack of focus, iterative design, and technical limitations, leading to delays and a final product that didn't match the E3 2011 demo.
Released in March 2013 to rave reviews but divisive gameplay, Infinite's marketing focused on action, and Levine shut down Irrational in 2014 to form Ghost Story Games.
The BioShock series rose to prominence by challenging conventions, but successive entries capitulated to market pressures, diluting its unique identity. The future of the franchise remains uncertain, with fans hoping for a return to its innovative roots.
Atlas Shrugged
book
The Devil in the White City
book
Press Reset
book
Ken Levine
person
Jordan Thomas
person
Ayn Rand
person
Jonathan Chey
person
Unreal Engine 2
tool
2K Games
service
Irrational Games
service
2K Marin
service
Digital Extremes
service
Ghost Story Games
service
Cloud Chamber Studios
service
What was the original name of the game that became BioShock?
It was a spiritual successor to System Shock, initially pitched as a space station game with mutants.
03:56
Who was the main antagonist of BioShock, and what philosophy did he embody?
Andrew Ryan, who embodied Ayn Rand's Objectivism.
07:16
What were the three pillars of BioShock's early game systems?
Protectors, Harvesters, and Drones, which later became Big Daddies, Splicers, and Little Sisters.
04:41
Why did Irrational Games decide to make Little Sisters little girls instead of slugs?
They wanted players to empathize with them, as slugs could be carelessly squashed.
08:48
What was the moral choice in BioShock regarding Little Sisters?
Harvest (kill) or Rescue (save) them, reflecting selfishness vs. altruism.
09:31
What was the Metacritic score for the original BioShock?
96.
16:40
Who was the Creative Director of BioShock 2?
Jordan Thomas.
18:59
What was the original concept for BioShock 2's protagonist?
A former Little Sister returning to Rapture, but it was changed to a Big Daddy prototype.
19:14
What book inspired the setting of BioShock Infinite?
The Devil in the White City by Erik Larson.
31:14
Why was Elizabeth nearly cut from BioShock Infinite?
Technical and logistical complications, and the challenge of making her believable and sympathetic.
33:56
What was the name of the studio Ken Levine formed after closing Irrational Games?
Ghost Story Games.
41:19
BioShock's Cultural Impact
Establishes the significance of BioShock in gaming history, comparable to other genre-defining titles.
Rapture's Inspiration
Reveals the real-world influences behind the game's setting and philosophy.
06:19Little Sisters Design
Shows how philosophical concepts were integrated into gameplay mechanics.
08:19Focus Group Feedback
Demonstrates the importance of playtesting and how feedback shaped the final game.
15:14Infinite's Origins
Highlights the creative process and literary influences behind the sequel.
30:25Levine's Departure
Marks the end of an era for the franchise and the industry.
41:19[00:00] Akin to the great musical artists and films of our time, certain video game releases
[00:27] have instituted a culture shift, establishing a clear demarcation line dividing the art created before its existence and after. Wolfenstein 3D earned its place among such a prestigious list, having fathered the modern first-person shooter in 1992. The 2001 launch of Grand Theft Auto 3
[00:45] similarly shifted popular culture, birthing the open-world genre whose potential knows no limits. BioShock from Boston-based developer Irrational Games drew yet another indelible line in August 2007, its immersive gameplay, gripping atmosphere, and pioneering use of
[01:01] inventive storytelling devices elevating first-person shooters on countless fronts. The original BioShock constituted Irrational’s attempt at bringing the hallmarks of the critically acclaimed yet commercially unimpressive System Shock to mainstream audiences. It
[01:17] accomplished as much by coloring outside the lines of market expectations. Over the course of the series, however, adapting to said expectations deeply affected the core of the brand. Development woes affected all three entries as well, often driving a wedge between members of the
[01:33] creative team. That series creator Ken Levine was supposedly difficult to work with only exacerbated the tension. Internal and public-facing issues aside, many would argue BioShock never shied
[01:46] away from challenging the status quo, all while raising the bar. But for Irrational’s publisher, a contingent of fans, and even some developers, that bar could never quite reach high enough.
[01:58] This is the rise and fall of BioShock.
[02:37] Founded in 1997 by Ken Levine, Jonathan Chey, and Robert Fermier, Irrational Games started as an outfit primarily comprised of alum from System Shock studio Looking Glass. Fittingly, co-development efforts with Looking Glass on 1999’s System Shock 2 marked Irrational’s
[02:54] industry debut. It was far from a bad first outing, considering the follow-up garnered enough critical acclaim to be dubbed Game of the Year several times over. Glowing reception did not translate to blockbuster success, however. Thus, try as he might,
[03:09] Levine had no luck securing a green light for the team’s proposed System Shock 3. The designer sent a rudimentary pitch document for the third game to publisher Electronic Arts one year after System Shock 2’s release, outlining a resolution for the cliff-hanger ending. EA
[03:26] dismissed the proposal, presumably because of the sequel’s poor sales performance. An insatiable hunger for additional adventures in the System Shock universe drove Irrational to quietly manage a pet project, one the studio tinkered with while developing
[03:40] Freedom Force and Deep Cover, the latter a canceled joint endeavor with Looking Glass. Levine’s idea for the side project stemmed from an interest in further exploring the freeform gameplay and immersive storytelling that permeated System Shock. Brainstorming sessions began around
[03:56] 2001; by 2002, Irrational had built a barebones demo on the original Xbox using Unreal Engine 2 technology. According to a Eurogamer profile on BioShock’s production, the demo took place
[04:09] aboard a space station overrun with genetically mutated creatures whose conceptual stylings harkened back to B-movie sci-fi fare. The mutants in question included the likes of “eel man” and “jelly man[a],” while the narrative that prompted their existence followed Carlos Cuello,
[04:25] a deprogrammer tasked with rescuing cult members and reversing their psychological conditioning. Centering the earliest version of BioShock around a cult was born out of necessity; the team needed something as it ironed out various game design elements. Impressively,
[04:41] even the 2002 build boasted tentative game systems split into three main pillars—Protectors, Harvesters, and Drones—all of which later manifested as Big Daddies, Splicers, and Little Sisters, respectively. The Cuello-starring narrative didn’t occupy
[04:58] the playing field for long, eventually morphing into another pitch that positioned an abandoned genetics lab run by Nazis as its backdrop. Neither of these nascent ideas sparked the interest of publishers, given that Atari, Codemasters, and EA rejected Irrational’s
[05:13] System Shock-esque concept. 2K Games, on the other hand, inked a deal in 2004 on the good faith of little more than “ideas about game systems.” Levine explained that without Big Daddies,
[05:25] Little Sisters, and antagonist Andrew Ryan in the picture at the time, 2K’s commitment “showed a lot of vision.” Irrational put that faith and the publisher’s expansive budget to good use quickly.
[05:37] What began as a low-budget, RPG-leaning production with 30 developers evolved into a $25 million FPS/RPG-hybrid supported by a core team of 90 people. But before the
[05:49] crew could get too comfortable with its new status quo, narrowing down BioShock’s setting, characters, and overarching narrative was a must.
[06:19] The once shining underwater city of Rapture floated to the surface during Ken Levine’s visit to Manhattan. Setting his eyes upon the splendor of the GE Building[b] at Rockefeller Center planted the art deco seed. Couple that with the plaza’s bronze statue of
[06:33] Atlas trapped beneath the weight of the world and BioShock’s visual style and philosophical backbone ostensibly came together all at once. Levine’s Manhattan trip additionally inspired the story behind BioShock, specifically with respect to the plaza’s historical beginnings.
[06:49] Planning to build a new opera house at the location, The Metropolitan Opera initiated the construction of New York City’s Rockefeller Center in 1928, then retracted its funding amid the stock market crash the following year. JD Rockefeller’s need to make a profit from the
[07:03] land ultimately resulted in the oil tycoon taking out a multimillion dollar loan and partnering with broadcasting companies RCA, RKO, and NBC in hopes of establishing a massive entertainment center.
[07:16] The fictional Andrew Ryan would similarly erect an architectural marvel against all odds, one nestled deep within the waves of the North Atlantic Ocean. BioShock’s business magnate didn’t only draw influence from JD Rockefeller; Andrew Ryan’s name, personal history, and Objectivist political
[07:33] ideology were derived from 20th Century writer and philosopher Ayn Rand. The late author’s 1,000-page opus Atlas Shrugged explored her belief that selfishness, not altruism, should guide human
[07:46] behavior. Rand opposed the welfare state[c], thinking it a parasitic system that gnawed away at the productive capabilities of the individual. Atlas Shrugged pondered the ramifications of the rich and talented, an analogue for Atlas, finally freeing themselves of the world’s weight.
[08:02] Ayn Rand wrote a novel to test the boundaries of rational self-interest. Andrew Ryan built a utopia—Rapture, “where the artist would not fear the censor[d], where the scientist would not be bound by petty morality, and where the great would not be constrained by the small."
[08:19] Interestingly, embracing Rand’s political philosophy as the intellectual underpinnings of Rapture’s rise and demise helped the studio zero in on a solution to its longstanding problem with Little Sisters. Irrational had already divided BioShock’s key pillars into Protectors,
[08:34] Harvesters, and Drones, the latter carrying a valuable resource, Adam, that Harvesters would kill to retrieve, thus justifying the existence of stalwart Protectors like Big Daddies. Drones went through several phases of evolution[e] throughout development;
[08:48] they began as slugs, a concept the team abandoned over concerns players would carelessly squash them. Turning Drones into figures with whom users could empathize seemed ideal, engendering concepts that replaced small slithering bugs with dogs in wheelchairs.
[09:04] Little girls were ultimately adopted as Rapture’s resource carriers, though Art Director Nate Wells later divulged the internal wariness that pervaded the decision. Developers balked at the thought of purposefully harming young children in a game. In addition to fearing public backlash,
[09:19] 2K Games rang alarm bells because of how ratings boards would potentially perceive the behavior. The solution came twofold—making Little Sisters invulnerable to player attacks and injecting
[09:31] Randian Objectivism into binary moral choices, which were distilled through Harvest or Rescue options. Harvesting killed Little Sisters, a selfish act that reduced them to slugs harboring the substance capable of genetically altering Rapture’s denizens. The altruistic alternative
[09:47] resided in Rescuing the girls, freeing them from their conditioning and restoring their innocence. This level of consequential decision-making layered the first-person shooter with intellectual depth. But solving the Little Sister conundrum marked neither the beginning nor the
[10:02] end of BioShock’s design-related troubles. Uncertainty about the game’s overall direction as well as pressure to deliver a top-tier blockbuster created a pressure cooker at the Irrational offices, such that tension too often divided internal departments.
[10:28] Speaking with IGN around the time of the game’s 2004 announcement, Ken Levine remarked that,
[10:43] before partnering with 2K Games, Irrational had previously been in no hurry to present BioShock to prospective publishing partners. The studio first focused on pinpointing the project’s “identity and
[10:55] design,” preferably sans the input of external marketing departments that would involve themselves early for purposes of maximizing future profits. And BioShock wasn’t exactly an experience the average marketing group would’ve eagerly endeared itself to, Levine argued.
[11:10] Not until Grand Theft Auto 3’s meteoric rise did gaming ads plainly discuss concepts such as open-ended or emergent gameplay without stealthily threading them into promos littered with popular buzz words. Levine and Company believed the tide was turning,
[11:24] though, thanks in part to the positive reactions that greeted BioShock’s reveal. Players craved innovation and Irrational planned on delivering. One initial design pitch described BioShock as a
[11:37] “modern-day nightmare of the terrifying nexus between religious fanaticism and unbounded science in an undersea complex.” Yet, even while leaning into the now-iconic art deco style, Irrational developers struggled with nailing down a visual language that complemented the
[11:52] pitch. Earlier versions of the undersea colony boasted levels adorned with industrial-looking space corridors where bog-standard mutated creatures roamed. Former Irrational staffers claimed these complications grew from a rift between the art and design departments. It took
[12:07] the collaborative efforts of two relative newcomers, Level Designer J.P. LeBreton and Level Artist Hoagy de la Plante, before the location’s general aesthetic found its footing. Sensing the in-house friction, new hire de la Plante, who joined Irrational early in 2006, asked
[12:24] to work with LeBreton on a “week-long experimental level-building process.” Most importantly, nascent designs for the botanical environment known as Arcadia spawned from the collaboration. Impressed by their work, Levine showcased the Arcadia level to staff, labelling it the bar to
[12:39] reach for all of BioShock’s explorable spaces. Unfortunately, establishing an agreed upon baseline for the look and feel of Rapture had virtually no impact on the interdepartmental tension. Levine added to the friction, too, given his reportedly fraught relationship
[12:55] with the design crew. LeBreton posited in a Eurogamer interview that pressure to produce a “successful blockbuster” placed the co-founder at odds with designers. Fears of repeating System Shock 2’s underwhelming sales presumably fueled one outburst, in particular.
[13:10] During a meeting centered on condensing BioShock into a compelling demo for Game Informer’s March 2006 cover story, one developer submitted an idea using System Shock 2’s cyborg ninjas as a point
[13:22] of reference. Some in attendance alleged Levine threw his glasses down, then shouted expletives that underscored his disinterest in the topic. Those who interjected in hopes of defusing the tension similarly attracted the director’s ire. System Shock’s influence on BioShock constituted
[13:38] the source of much inner turmoil. Though Irrational considered its new title a spiritual successor to the Looking Glass classic, the need to ship a bankable first-person shooter outweighed all else. This especially became evident after BioShock’s E3 2006 showing,
[13:53] when Levine returned from a 2K marketing meeting and announced the underwater adventure would be promoted as a shooter from that point onward. The creative director assured staff the game hadn’t lost its identity as a “smart FPS/RPG hybrid” but explained that a few tweaks were critical
[14:08] to attracting the Halo market. It made sense; an action game focalizing a failed undersea utopia and the overt Objectivist philosophy that precipitated its ruin would’ve been a difficult sell since shooters were predominantly associated with the likes of Call of Duty.
[14:23] The pressure never hit a standstill, either. In fact, crunch in the final year of production exacerbated the issue, courtesy of mandated six and seven-day work weeks. J.P. LeBreton said Levine ordered the crunch directive; meanwhile, leads like Producer Alyssa Finely
[14:38] disapproved the mandate. Worse still, feedback from focus group testing conducted months ahead of release raised questions about whether these laborious efforts were for naught.
[15:14] Early in 2007[f], the BioShock creators hosted focus group testing sessions that didn’t go as well as anticipated. The brutal feedback delivered a huge blow to morale. For one, players mocked Atlas’s accent while expressing immediate distrust in the character meant to initially feel like an
[15:30] ally. BioShock’s zombie-like enemies counted among the more confusing factors for testers. Other noteworthy complaints pointed out how dark the shooter looked. But most debilitating was how many users understood neither the story nor what they were supposed to do. And,
[15:45] apparently, at least one participant had no idea they’d been exploring a city beneath the sea. Fully aware of the title’s esoteric themes, developers expected testers would have difficulty grasping everything set before them, yet no one prepared themselves for BioShock’s brief turn as a
[16:01] laughing stock. Thus, as the unfavorable feedback flooded in, so, too, did self-doubt. Regardless, addressing the criticism seemed the natural path forward; fixes added following the focus
[16:13] group testing even fostered some of the game’s most memorable qualities. BioShock’s lighting system received an overhaul, for example. In addition, developers reworked the controls and implemented a large quest arrow that provided players with better navigation tools.
[16:28] Recasting Atlas as an Irishman helped tackle the disdain for the character. And, finally, the user’s introduction to Rapture underwent extensive changes, the end result showcasing underwater
[16:40] vistas that established the colony’s setting. Despite the setbacks, turmoil, and daunting feelings of uncertainty, BioShock’s creative crew felt validated once the shooter launched to universal praise on PC and Xbox 360 in August 2007. Its 96 rating on Metacritic quickly secured
[16:58] BioShock a spot among the highest-reviewed games of all time. Critics dubbed it an instant classic, a masterpiece that demanded everyone’s attention. Reviewers and players agreed the hauntingly atmospheric world of Rapture presented a technical marvel unlike anything else in or outside the
[17:15] medium. Many also argued the storytelling had demonstrated gaming’s cinematic potential, since it so seamlessly encompassed multiple art forms. Not to mention the immersive gameplay elevated first-person shooters, setting a high bar that few would subsequently dare to reach.
[17:49] Unlike its ancestor, BioShock enjoyed both critical and commercial success, having hit a milestone of four million copies sold by March 2010. Ken Levine viewed the positive reception and strong sales as evidence that players craved the types of thought-provoking
[18:03] interactive experiences his studio specialized in. But the crew at 2K Boston, so named following 2K Games’ 2006 acquisition, weren’t interested in revisiting the sunken halls of Rapture. A
[18:15] sequel “wasn’t the right thing for 2K Boston,” Levine admitted in a GameSpot interview. The outfit’s parent company had other plans in mind. In December 2007, publisher Take-Two Interactive
[18:28] announced the formation of 2K Marin, a new developer under its 2K Games label located in Novato, California. About half a dozen BioShock veterans seeded the Marin office, with series Producer Alyssa Finely serving as founder and Executive Producer. Press details
[18:43] confirmed the expansion would permit the creation of original IP, as well as open the door for more collaborative efforts between 2K-owned studios. Secretly, the group had already begun mapping out plans for a second BioShock. Finely brought Jordan Thomas on board as BioShock
[18:59] 2’s Creative Director, a big leap for someone who’d previously been a Level Designer. Still, Thomas’s vision proved rather ambitious. In a retrospective by VICE, the Creative Director shared insight into the original pitch, which cast players in the role of a former Little Sister
[19:14] returning to Rapture. Layers of trauma concerning the protagonist’s past would’ve been peeled back as the story progressed, specifically in a manner that Thomas called “very Silent Hill.” However,
[19:26] someone higher up the chain insisted BioShock should embrace its action-oriented qualities, franchise like Gears of War or Call of Duty.” Regardless of what awaited them at the finish
[19:39] line, 2K Marin developers tried protecting the established BioShock canon above all else. Dissecting how best to accomplish as much helped determine the primary concepts that guided development, namely Rapture’s return, the humanization of the relationship between Big
[19:53] Daddies and Little Sisters, and the positioning of an ex-Little Sister at the story’s center. Upper management had its mandates, too, according to Thomas and Lead Designer Allen Goode, one of which required multiplayer to justify the sequel’s launching at full price. Another
[20:08] mandate prioritized a PS3 port[g] for the original BioShock; and, finally, the publisher wanted the project on store shelves within two-and-a-half years. These were tall orders for a studio assembling a brand-new team and building the follow-up to a venerated masterpiece. In pursuit
[20:23] of its lofty goals, 2K Games provided Marin with support from 2K Boston and 2K Australia. The publishing house additionally outsourced Digital Extremes for its multiplayer expertise, ensuring the lead team could steer its energy towards delivering a worthy BioShock sequel.
[20:39] Despite the time constraints and their myriad limitations, Thomas and Company hardly wanted to retrace previously taken steps. The Creative Director advocated against orchestrating an M. Night Shyamalan-style “gotcha” twist, feeling it risked duplicating the original. This
[20:55] meant stripping away the ‘Would you kindly,’ mind control motif to instead centralize how the player’s actions impacted the in-game world. 2K Marin funneled the new approach through an additional thematic departures. Firstly, BioShock 2 paid closer attention to
[21:09] the regular people in Rapture, emphasizing smaller stories and intimate relationships whereas its predecessor depicted grand ideas about the city’s elite. As a result, the sequel did far more than meditate on free will, thus amplifying the weight of moral choices regarding the Little
[21:25] Sisters. And it all required a very specific story staring a certain type of character.
[21:55] Set 10 years after the first game, the script Thomas penned for BioShock 2 dropped users back into Rapture where Brigid Tenenbaum, the geneticist responsible for Adam and the
[22:08] Little Sisters, awakened an original Big Daddy prototype and restored his free will. Playing as a model from the first line of Protectors allowed audiences a view of Rapture from the perspective of a “man out of time.” If BioShock starred an outsider discovering a secret society,
[22:23] its successor focalized an insider reacquainting himself with the metropolis. The relationship layer of nuance when Subject Delta took the lead. While the moral choice to either Rescue or Harvest
[22:38] Little Sisters remained intact between games, Executive Producer Alyssa Finley maintained in a Digital Spy sit-down that the decision held more weight. Unlike Jack in BioShock, Subject Delta didn’t feel like a stranger given that Little Sisters inherently trusted Big
[22:53] Daddies. What the player did with said trust drove the sequel’s most significant choices. All in all, 2K Marin aimed to produce an experience whose deep dive into morality read as more “fuzzy-edged” when compared to the 2K Boston title. A broader range
[23:08] life figures like Sofia Lamb gravitated towards the center of attention. Lamb, in particular, constituted the perfect polar opposite of Andrew Ryan, assuming control of Rapture following his
[23:21] death. Philosopher John Stuart Mill and socialist Karl Marx provided the building blocks of Lamb’s creation, her altruistic ideology enforcing the notion that everyone should treat the rest of the world as they would their own children. In true BioShock fashion, Lamb imposed extremes
[23:37] which blurred the lines between secular and religious altruism, to the point of bearing an uncomfortable number of qualities in common with cult leaders like Jim Jones. 2K Marin planted Big Sisters in the middle of Subject Delta’s brewing conflict with
[23:50] Lamb. The mantle of Big Sister initially belonged to a sole character—Eleanor Lamb, Sofia’s daughter and the Little Sister formerly bonded to Subject Delta. Speaking to GamesRadar months after release, Thomas explained that players would’ve fought Eleanor frequently;
[24:05] however, this course for the character left her feeling too far gone, fragmented in a way that allowed for no redemption. The director also rejected the implication of a twist wherein the story suddenly unveiled the main antagonist as the protagonist’s assigned Little Sister. Ultimately,
[24:20] a “combination of pressures” engendered the shift where multiple Big Sisters functioned as enforcers before Eleanor later adopted the role. Big Sisters represented more than an interesting narrative touchstone. Mechanically, they made for the ideal opposition to
[24:34] a playable Big Daddy. The diving suit-wearing enemies in BioShock dealt with a lot of bulk, an unfitting design for a leading character in first-person shooters. Subject Delta’s status as an early model Protector informed the creation of a faster, more agile suit,
[24:48] ensuring he stood a chance against the especially spry Big Sisters who were kitted out with powers that provided yet another combat advantage. In terms of sprucing up the gameplay, Jordan Thomas told Eurogamer the project started as an examination of what the
[25:01] 2007 title didn’t do and what it could’ve handled better. BioShock’s upgrade systems, which included weapon improvements, Gene Tonics, and Plasmid modifiers, were nothing if not solid, but 2K Marin knew customization needed more depth. A wider range of specialization options entered
[25:17] the mix in BioShock 2 as a result, though the franchise’s shooting mechanics received the most measurable enhancements thanks to guidance from designer Zak McClendon.
[25:50] Of course, the Big Daddy-starring campaign served as only one part of the sequel’s overall offerings. Produced and released during the height of tacked-on multiplayer modes, BioShock 2 featured a narrative-driven online component known as Fall of Rapture. Developers got word during
[26:04] pre-production that the sequel needed to “expand what it meant to be a BioShock game.” This note, presumably from 2K Games leadership, nudged 2K Marin in the direction of an online suite, inspiring several loose concepts that were “too complicated.” For instance, Jordan Thomas
[26:20] and Lead Designer Allen Goode referenced an MMO-like proposal in a TechRadar interview, describing it as “self-contained and perpetual.” 2K ultimately outsourced the multiplayer to Unreal
[26:32] co-creator Digital Extremes, which built a more reasonable online component because of the roughly two-year development cycle. Translating the sophisticated shooter to a PvP setting created several challenges, chief among them being that BioShock’s heavily modified version of Unreal
[26:46] Engine 2.5 boasted no built-in multiplayer capabilities[h], forcing Digital Extremes to create the necessary technology from scratch. On top of battling technical setbacks, the support crew struggled with determining which type of content would best befit Rapture-set online modes.
[27:03] One embryonic version pitted nine users against a playable Big Daddy in an asymmetrical experience that was sidelined due to balancing issues. PvP seemed the optimal route, although the established gameplay required fine-tuning. According to Senior Producer Melissa Miller, adjusting the
[27:18] pacing of maps in multiplayer proved especially integral. The single-player campaign let users pause and consider the best path forward; online battles offered no such options. Limiting loadouts
[27:30] to two Plasmids, two weapons, and three Gene Tonics helped combat the PvP balancing concerns, which developers hoped would encourage players to stick with Fall of Rapture long-term. Digital Extremes further stretched the mode’s potential appeal by exploring a prequel narrative,
[27:46] recognizing multiplayer as the perfect opportunity to delve deeper into Rapture’s past between the years of 1959-1960. Though beset by a violent civil war, the Rapture of this period still held
[27:58] glimpses of beauty in areas such as Arcadia Bay and Fort Frolic. Players could explore the city through a new lens, one wherein Andrew Ryan’s original vision didn’t feel so distant.
[28:15] BioShock 2’s single-player and multiplayer successes weren’t possible without impeccable teamwork. The Marin office staffed up quickly upon opening its doors, going from a headcount of eight to 80[i] in record time. But rapid growth never hindered the team dynamic; if anything,
[28:31] Jordan Thomas viewed 2K Marin’s approach as egalitarian “to a fault,” suggesting that perhaps everyone on staff had too much of a say. As a first-time Creative Director, Thomas gave all developers a voice, believing BioShock 2 was much bigger than any one creative
[28:46] mind. He may have felt some reservations about this method in hindsight, yet members of the crew appreciated the collaborative environment. It paid off tremendously, too. 2K Games lifted the veil on BioShock 2 in March 2008; the excitement quickly reached
[29:02] a groundswell, although news about the newly founded development team and online play fostered a degree of skepticism. For the most part, 2K Marin proved the doubters wrong when the title garnered acclaim at launch in February 2010. The sequel didn’t earn review scores high enough for
[29:17] a place among the upper echelon of gaming greats like the original; however, most agreed BioShock 2 amounted to nothing less than a worthy second entry. Plus, the Minerva’s Den DLC won over series faithful with an emotionally gripping storyline comparable to the 2K Boston-developed adventure.
[29:34] Across these few experiences existed the foundation of what would later be dubbed—albeit condescendingly—walking simulators. Former BioShock developers went on to produce Gone Home and Firewatch, for example. Bearing that trajectory in mind, onlookers might have
[29:50] assumed the BioShock brand had a clear path ahead of it. But during the time in which the Marin studio descended into the depths of Rapture, franchise creators in Boston had their heads in the clouds—crafting a universe, or multiple universes, where the variables were infinite.
[30:25] Taking a step back from Rapture didn’t immediately set Ken Levine and his staff on another course in the System Shock-inspired world of BioShock. 2K Boston instead cast its gaze towards another classic PC game, XCOM. For his book Press Reset, reporter Jason Schreier spoke with
[30:42] former developers who alleged Levine’s commitment to the secret XCOM project had subsided by mid-2008, leaving 2K Australia and 2K Marin to join forces on The Bureau: XCOM Declassified while the Boston-based subsidiary reengaged with BioShock.
[30:58] The earliest ideas for what would become BioShock Infinite were conceived as far back as February 2008. Levine informed The Guardian that Infinite’s 1912 backdrop settled into place first, with the city in the sky concept coming online sometime thereafter. The American
[31:14] exceptionalism bent manifested much later, each idea coalescing into one thanks to the influence of Erik Larson’s The Devil in the White City. Multiple 2K Boston artists were engrossed in the historical non-fiction book, reading about the architect behind the Chicago
[31:28] World's Fair of 1893 and the serial killer who used the fair as a lure for unsuspecting victims. Levine considered the New York Times bestseller a mirror to the United States’ then-concurrent
[31:40] events, thus believing Devil in the White City a perfect point of reference for the creation of a floating metropolis that exemplified American idealism. And out of that motif blossomed the vibrant visuals, accentuated by the beaming sun rays, high-flying national flags,
[31:55] and god-like effigies honoring the founding fathers. Columbia signified Rapture’s polar opposite in every sense. Rapture represented a graveyard, a time capsule rife with disturbing
[32:07] histories for players to unearth, whereas Columbia offered a lively world whose tragedies users could experience first-hand. Beneath the perpetual July 4th veneer rested something sinister, discomforting truths nestled within harrowing political and religious ideologies.
[32:23] Columbia very easily worked in concert with BioShock themes; building a character-driven piece to complement them proved rather trying. The team made it a point to avoid standard sequel tropes, which typically involved introducing a handful of previously unseen monsters
[32:38] and extra playable levels. An entirely new locale didn’t seem striking enough either, since skirting the usual trappings of a sequel also morphed into ditching basic shooter conventions that had comforted the genre for far too long. NPCs issuing orders
[32:52] from behind a window or through an earpiece had become old hat—the original BioShock swore by these means of delivering objectives. For Infinite, 2K Boston, which reinstated the Irrational Games label in 2009, challenged itself to design a companion character capable of
[33:08] driving the narrative and drawing empathy from players. They named the character Elizabeth. Games of the past had featured meaningful AI companions, but Elizabeth’s injection
[33:25] into BioShock presented obstacles that were fairly novel for the time. On one hand, the ways in which she enhanced the gameplay had to correspond with the abilities of player character Booker DeWitt, though Elizabeth’s powers couldn’t prove so dominant that she led the action and,
[33:39] consequently, outshined the playable hero. Still, her gameplay involvement demanded noticeable impact, requiring a balancing act on Irrational’s part that bled into her narrative function as an NPC. Making Elizabeth believable, worthy of sympathy even, was another challenge, given that
[33:56] BioShock and countless of its FPS contemporaries had conditioned users to either kill non-playable characters or view them as commodities. Unsurprisingly, technical and logistical complications arose from these lofty ambitions; developers argued in favor of cutting Elizabeth
[34:11] from the game on more than one occasion. While she ultimately crossed the finish line, several so-called “doomed projects” fell by the wayside, dedicated multiplayer constituting one example.
[34:23] Ken Levine noted not long after Infinite’s 2010 announcement that online support wouldn’t be a guarantee. Job advertisements posted in May 2012 indicated Irrational had big plans for
[34:35] multiplayer, though, with sources later confirming two separate modes were once in development. Polygon sources claimed one mode, Border Control, offered tower defense-style cooperative gameplay, children for propaganda purposes. Meanwhile, former developers who
[34:54] spoke with Kotaku said the tentatively titled Spec Ops shared similarities with modes of the same name in classic Call of Duty: Modern Warfare entries[j], in which four players worked cooperatively to navigate levels borrowed from the campaign. The studio put both on hold
[35:08] so resources could be diverted elsewhere; when BioShock 2’s Jordan Thomas rejoined Irrational to steer Infinite on course, he and Levine agreed the multiplayer efforts were impractical. After all,
[35:20] the main story needed every bit of help Irrational and its sister studios could muster. Apparently, such a need emerged because the project had suffered a distinct lack of focus. When asked to address Infinite’s developmental woes in a 2016 Rolling Stone interview,
[35:34] Levine cited a number of factors regarding the structure of the development house. Working across continents between the Boston and Australian arms complicated matters, of course, but the Creative Director insisted the real disruption stemmed from Irrational having
[35:48] to rebuild its internal team. A number of key BioShock developers moved to BioShock 2 in 2007, shattering the work culture and creating a schism that never properly repaired itself. One key departure included co-founder Jonathan Chey. The head of 2K Australia,
[36:04] Chey represented the yang to Levine’s yin in that the former led the production side of things while the latter managed the creative. Chey’s exit in 2011 saddled Levine with the responsibility of wearing both hats, admittedly unfamiliar territory for the acclaimed visionary.
[36:29] After launching a cryptic teaser website, 2K and Irrational lifted the veil on BioShock Infinite during an NYC event in August 2010. The now-infamous E3 2011 demo exhibited its
[36:42] true coming out party, providing a showpiece of what developers planned on delivering. Yet, Infinite’s heavily-scripted demo featured dynamic gameplay sequences the seventh-gen consoles couldn’t replicate, making for a final product that technologically failed to measure up. The
[36:57] memory constraints of PS3 and Xbox 360 severely limited everything from dynamic mechanics to the number of enemies present on screen at once; and less on-screen enemies meant foes were bullet sponges. Such issues added another knock against the franchise’s divisive combat systems.
[37:14] In some respects, the E3 demo and its false promises were the least of Irrational’s concerns. Former staffer Shawn Elliot divulged that so much effort went into the vertical slice because the studio had nothing else of consequence ready for primetime. Dozens upon
[37:30] dozens of issues had beset the project by this point; even Infinite’s A.I. circa E3 2011 earned the description of “atrocious.” According to anonymous sources interviewed by Kotaku, a good chunk of the bloated production cycle meandered to and fro—the result of
[37:46] Levine’s iterative creative process. The director reportedly leveraged a system wherein repeatedly creating, destroying, and reconstructing ideas became the norm. This method served the project well in certain cases, having benefited the Skyhook mechanic that nearly hit the cutting room
[38:01] floor multiple times. However, this one mode of traversal absorbed resources for lengthy periods, distracting from key areas of design that hadn’t been finalized years into development. BioShock 2’s Jordan Thomas and Rod Ferguson of Gears of War fame helped turn things around
[38:17] upon boarding the Infinite crew in 2012. Thomas guided the production away from iterative tactics, using his talents to assemble the disparate parts of Levine’s vision, then cohesively mold them together. Similarly, Ferguson in the role of VP of Development established a
[38:32] manageable path forward by providing structure and assigning actionable goals. Many developers later posited the title may not have launched without guidance from Thomas and Ferguson.
[39:49] BioShock Infinite finally landed in stores in March 2013 after multiple delays. Met with rave reviews, the series had yet again pushed the medium in a bold new direction. Its handling
[40:06] of subject matters such as racial segregation in the 20th Century felt eerily prescient, though divisiveness about its politically pessimistic arc for insurgency leader Daisy Fitzroy dominated much of the conversation. The uninspired gameplay further disappointed
[40:20] critics and players who lamented that BioShock played like an average shooter. Players could still equip special abilities and mix and match them for stronger effects, but gone were BioShock’s relatively deep customization options. That the actual shooting
[40:35] mechanics felt unrefined didn’t do the gameplay any favors, either. From the outside looking in, it all played into the notion that higher ups wanted a broader audience for the brand. This much held true regarding Infinite’s marketing campaign at least, with Levine admitting that
[40:50] ads purposefully “focused on the action” to attract those who purchased games off the shelf with minimal knowledge—hence the generic cover art that relegated Elizabeth to the back of the box. Over the course of three entries, BioShock had somewhat capitulated to market pressure, the very
[41:05] thing Irrational originally bucked against. And it apparently took a toll on Levine, who began downsizing the studio’s workforce during production on the Burial at Sea expansions. Internally, the executive expressed doubts about the viability of producing another
[41:19] Triple-A title in the then-current video game landscape. Even so, most were surprised when Levine shuttered the studio in February 2014 to form a much smaller company, Ghost Story Games,
[41:31] with roughly a dozen Irrational veterans. 2K Games hasn’t given up on the property. Despite the delays, overrun budgets, and a PlayStation Vita spinoff[k] that was unlikely to ever see the light of day, BioShock still holds plenty of promise. New
[41:46] development firm Cloud Chamber Studios entered production on the next installment years ago; as yet uncorroborated rumors allege the adventure will explore an Antarctic setting. Precedent suggests it may trace the footsteps of its forebears, perhaps centralizing a larger-than-life
[42:01] figure whose hubris and inordinate ambitions send the world tumbling down around them. As the industry continues rinsing and repeating exhausted visuals and gameplay systems[l], BioShock fans can only hope future entries retain the IP’s distinctly unique qualities,
[42:16] some of which got lost in the shuffle over time. But so long as there’s a lighthouse, a man, and a city, there will never exist a limit to the stories worth telling in the universe where choosing the impossible requires nothing more than the sweat of the brow.
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