Bioshock came out a long time ago, 2007 to be precise. 8 years have passed and technology has advanced dramatically. So despite being a beautiful game for the most part, its limitations can easily be seen with even the untrained eye. One of those limitations was the 30 frame per second limiter put on the game's graphics engine. Well, now there's a mod for that.
The International Games Developers Association () Games Writers Guild held their annual writing event at the Southbank University last Wednesday, where some of the video games industry's most recognised names shared their thoughts on breaking into the industry. Covering a range of topics, from the merits of cutscenes to the uses of Excel in scripting, a panel consisting of Rhianna Pratchett (Tomb Raider), James Swallow (Deus Ex), Andrew Walsh (Fable:Legends), Ed Stern (Brink) and Tom Jubert (Subnautica) discussed in detail exactly what makes for a good in-game story.
Bioshock creatorhas been talking about his next project, and though he's not quite ready to spill the beans on what it's all about just yet, he has revealed some interesting details.
Speaking, Levine said the game would contain a new narrative system, with characters reacting to the player differently based on their wants and needs.
Ken Levine says next project likely first-person with sci-fi vibe or setting, segmented into chapters
What is BioShock creator Ken Levine doing with this new project of his? He recently took toto answer questions and revealed a little more about his plans, like how storytelling will be different.
Levine wants "narrative Legos" that lets his team insert new story content without it following a set linear path. He wants to be able to swap and change around, so they can "recombine in meaningful ways."
Bioshock Infinite's lead designer Ken Levine appeared on NPR’s All Tech Considered yesterday, discussing the history of the series and the newest game's violent aspects.
When host Arun Rath asked him about the violence in the game, bringing up a quote calling Infinite a "case study in unnecessary violence" Levine responded, "I think that it's not particularly more violent than Bioshock 1. I think the conversation in the games space has changed a little bit. I think people used Infinite as a launching point to talk about the changing nature of games and can you make successful games that don't have violence in video games."