BioShock Creator’s Bold Statements On the Future of Gaming

<p>Creator of the esteemed <em>BioShock<&sol;em> series&comma; Ken Levine&comma; shares some new information about his untitled&comma; unofficially announced new game while claiming that his costly linear narratives are a thing of the past&period;<&sol;p>&NewLine;<p>Speaking to Tom Ashbrook in his <em>On Point<&sol;em> podcast&comma; Ken Levine stressed that gamers will see fewer short&comma; linear narrative experiences&colon;<&sol;p>&NewLine;<p><em>&&num;8220&semi;The AAA&comma; single-player narrative game is starting to disappear&period; Kind of games like BioShock&period; There&&num;8217&semi;s fewer of them being made&period; The real reason is they&&num;8217&semi;re very expensive to make and I think gamers are saying pretty loud and clear that if they&&num;8217&semi;re going to spend &dollar;40&comma; &dollar;50&comma; &dollar;60&comma; they want an experience that lasts more than 10-12 hours&period; That&&num;8217&semi;s a lot to ask somebody to spend&period;&&num;8221&semi;<&sol;em><&sol;p>&NewLine;<p><em>BioShock<&sol;em> <em>Infinite<&sol;em> was Levine&&num;8217&semi;s final endeavor in creating a game driven by linear storytelling&period; He closed Irrational Games shortly after finishing the final DLC for the game&comma; and announced that he would be focusing his efforts on creating a game with a smaller team of developers&period;<&sol;p>&NewLine;<p><em>&&num;8220&semi;We started this experiment after we finished BioShock Infinite&comma; which was&comma; &&num;8216&semi;How do you make a narrative game feel like the kind of games we&&num;8217&semi;ve made before but make it replayable and make it extend and make it react to the players&quest;&&num;8217&semi; Make it replayable by giving players different ways to approach the problems and really letting them dictate the experience&period;&&num;8221&semi;<&sol;em><&sol;p>&NewLine;<p>He hopes to solve this issue that linearity presents by opting for a more open-world environment in his next game&comma; one that retains the narrative quality of his previous games&colon;<&sol;p>&NewLine;<p><em>&&num;8220&semi;The thing we&&num;8217&semi;re working on is sort of a small-scale open-world game&period; And the reason ours is an open world game is because if you want to give the player the agency to drive the experience&comma; that really fights against the linear nature of the games we made before like BioShock and BioShock Infinite&period; What it really means though is&comma; &&num;8216&semi;How do you make your content so it feels like the quality of the content you&&num;8217&semi;ve made in games before but reacts to the players&&num;8217&semi; agency and then allows the player to do something in one playthrough and something very different in another playthrough&quest;'&&num;8221&semi;<&sol;em><&sol;p>&NewLine;<p>It remains to be seen whether or not Ken Levine&&num;8217&semi;s ideas will be fully realized in his untitled game&period; He certainly makes some bold statements about his games and the industry as whole&comma; so it will be interesting to see how it all unravels once he and his team provide concrete details on the game&period;<&sol;p>&NewLine;<p>Source&colon; &lpar;GameSpot&rpar;<&sol;p>&NewLine;

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