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Old 04-07-2008
Farlz
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Default Bioshock Sequal Hints!

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With a game as inventive and original as BioShock, success brings with it a unique problem -- how do you follow it? With BioShock lead designer Ken Levine reportedly taking a less hands-on involvement with the sequel, that challenge has fallen to Jordan Thomas, the creative director at new studio 2K Marin.
Thomas's work on the original BioShock involved creating the Fort Frolic area (where players first meet Sander Cohen), regarded by many as BioShock's high point. Next-Gen spoke with Thomas about Fort Frolic, his inspirations in developing games, and, at least a little bit, what we might expect to see in BioShock 2.
"I really like the idea of the player being able to create dynamic physical attachments -- Rube Goldberg machines of death!" he said, noting examples in BioShock such as sticking mines on an explosive barrel, carrying it with telekinesis and launching it at a Big Daddy for a one-hit kill. "Those little chains of intent, those little arcs of player creativity are better expressed by tools that plug into each other. BioShock has a really great first crop of that kind of thing, but in games I do in the future I'll want to generate much more of that -- maybe give the player the ability to steal superpowers from characters that are wandering around the world, or alter their behavior in ways that amount to more than just getting them to fight each other. There's a lot of potential real estate there."
It's hard to say if these are concrete ideas planned for BioShock 2 or if Thomas was just thinking out loud, but in any case, it's clear the sequel is at least in very thoughtful hands.
That sounds sweet and leaves this game open to many new ideas to make this an awesome sequel!
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