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BioShock: Infinite ready for “psychopathic” and “alcoholic” players

Monday, 25th March 2013 02:56 GMT By Brenna Hillier

BioShock: Infinite director Ken Levine believes games should be designed to account for all sorts of extremes of player behaviour.

At a PAX East panel reported by Destructoid and Kotaku, Levine diuscussed the difficulty of designing games which cater to player freedom.

“Sometimes we don’t know what’s going to happen. We’re writing a scene where the lead actor is like this psychopathic, alchoholic, because you don’t know what the player is going to do,” he said.

“They’re unpredictable. What the fuck are you guys going to do? Chill.

“You have to embrace that lunacy, if you fight it and you lock the player in place it’s not the player’s game, it’s our game – but it has to be your game.”

Later in the panel, Levine spoke about Elizabeth, an AI companion whom Irrational Games hopes won’t be as utterly useless as all her precursors to date.

“I hate to say this, but she’s a giant machine, full of all this different content. All this writing all this acting, all this animation all this motion capture,” he said.

“All these things that can happen, but may or may not. She’s a machine with all this human content put in, trying to yield this person.”

Level designer Amanda Jeffrey, one of the four women most involved with Elizabeth’s creation, said Irrational’s solution to how to make Elizabeth valuable in-game was to give her eyes.

“Every time we were trying to make Elizabeth a better character to experience the game with, so generally the first thing we did was making her awareness of the world absolutely impeccable,” she said.

“She has these incredible eyes that she can see the world in a completely different way, Liz can see what’s important to her.”

BioShock: Infinite releases on March 26, which is midnight tonight where I’m sitting, on PC, PlayStation 3 and Xbox 360.

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1 Comments

  1. TheWulf

    Well… that’s accounting for what every game has accounted for since the PlayStation kicked off the nu mainstream. Even the original Grand Theft Auto accounted for those kinds of gamers, so that’s hardly an accolade. That’s kind of like saying HEY, YOU CAN PLAY OUR GAME WITH A CONTROLLER.

    I just think that white noise like this hurts the credibility of BioShock Infinite more than it helps it. Someone would have to be incredibly naive and new to gaming to think of games providing avenues for ultra-violence as being anything new or special.

    What’s new and special is when games provide avenues for clever, sly people. For being able to play the slick con man, the smooth talker, and the brilliant problem solver. The Machiavellian planner who’s always able to use some assortment of tools and contrivances in order to be able to complete a mission without leaving a single person dead. Now that’s special, and that would be worth tooting their horn about.

    But OUR GAME ALLOWS FOR ULTRA-VIOLENCE… Really? Really? Who’d have thunk it. A game that allows for ultra-violence. Imagine that.

    #1 1 year ago

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