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BioShock Infinite Comstock


Two of the many -isms supercharging BioShock Infinite's narrative is the religious extremism and racism of Zachary Comstock, the zealous ultra-nationalist founder of Columbia and a figure of worship for many of its citizens. In an interview with GameSpot, Creative Director Ken Levine stresses the difficulty in creating Comstock as a designer from a non-religious background, and he recalls how a certain end-game scene with the character nearly caused an Irrational artist to quit in protest.

"There was a scene in the game at the end where one of our artists got to a point in the game, played it, turned off BioShock, opened up his computer, opened Microsoft Word, and wrote a resignation letter," Levine says. "It had offended him so much."

Last month, Levine spoke of a certain Infinite character getting "highly altered" after input from religious team members. It seems the character in question is Comstock, and Levine used the artist's concerns as a springboard for deepening the character's traits regarding faith beyond his limited interaction with religion.

"I realized that something I could connect to was a notion of forgiveness and what an important part that is of the New Testament and why Christ was such a revolutionary figure," Levine explains. "And thinking about how I would incorporate the power of that notion to Comstock into his world was, to me, the key. Because who hasn't done things that they don't want to be forgiven for?

"And it occurred to me that I had to figure out why people follow him," he continues. "That was the key to his character. Why do people follow him? What does he provide to them? And I struggled with that for a long time because obviously an ecstatic religious experience is something that a religious leader provides but I don't have a connection to as a writer. And it's always hard when you're trying to write something that you have never felt. And that would feel dishonest to me."

Head over to GameSpot for the full interview.
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BioShock Infinite


It's time to make sure your tickets are in order and your tweed vests are properly packed in your steamer trunks, because the (sky)train to BioShock: Infinite's floating metropolis is on schedule to depart on March 26. That is, Irrational's Ken Levine wrote in a blog post that the game has gone gold.

"When we first announced BioShock Infinite, we made a promise to deliver a game that was very much a BioShock experience, and at the same time something completely different," Levine says. "And our commitment to making good on that promise, no matter what, has been our driving force for the last three years or so."

Levine breaks down the damage in delivering a worthy successor to BioShock after five years in development: "The total cost of the game was five years, 941 billion Klingon darseks (plus tip), 47 camels, a cranberry flan, and the blood, sweat, and tears of the Irrational team." Useless fact of the day: a darsek roughly equals one half of a bar of gold-pressed latinum.

Over at Polygon, Design Director Bill Gardner talks about the bumps and design redirections encountered in Infinite's long skyrail leading to release, revealing he initially conceived the game's setting taking place during the Renaissance period and that the team ultimately culled enough content to "make five or six games."

"I will say that I was actually pushing for something more Renaissance, but within six months, Assassin's Creed II was announced and I was like, 'OK, well they beat us to the punch,'" Gardner says.

With one of the most contextually sensitive remarks I've ever seen, Gardner comments on Infinite's canned content: "I mean, it pains you when you're talking about about cutting one of your babies, but ultimately, you've got to to look at the final piece."

Though Gardner didn't elaborate on how fleshed-out the cut content actually was, I find it somewhat difficult not to address the slight hyperbole in the reported quantity of Infinite's axed portions. It's more likely Gardner is referring to possible ideas for levels and mechanics that were eventually discarded or half-finished areas eliminated for the sake of time or to ensure what the player experiences jives with Irrational's intended theme. And from what we saw during our recent and lengthy visit to Columbia, its surviving districts pull off that obligation most handily.
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bioshock infinite header


I've just played the first five hours of BioShock Infinite, and I've come away with the same dazed feeling I got after I first played Half-Life 2. It's a sensory overload: a relentless series of staggering sights, astonishing events, and more story and detail and mysteries than I could possibly absorb.

I'm not quite sure what I was expecting, but not this.

I'll be writing up my full impressions, and my interview with creative director Ken Levine, for the next issue of PC Gamer UK. Evan's also been playing it, and will bring you a longer and slightly more spoilery exploration of the things he liked most about the demo later today. For now, let me give you an overview of the main stuff I wanted to know before I played.



What do you actually do?

It's very, very story driven. Remember washing up at a lighthouse and discovering Rapture for yourself in BioShock 1? BioShock Infinite's equivalent of that lasts an hour. When the fighting finally does break out, it's frantic and chaotic and recognisably BioShock. But then you're straight back to being led through extraordinary new places by the story. There's time to explore, and masses to see, but it never settled into a formula in the time I played: you're always being put in completely new situations.



Does it feel like a BioShock game?

At first, yes: you're quietly exploring a strange new place and finding clues to the story of what happened here in evidence scattered around, from graffitti to audio diaries. But then you find people. Not enemies, just people. At some point you start to encounter more hostiles, but it never switches entirely to you vs the world: each new area of the floating city starts out with civilians neutral to you.

When you find the girl you're here for, Elizabeth, she changes the mood even further from BioShock's. She's with you at all times, as far as I played, and she's both talkative and central to the plot.



What's the combat like?

Very much like BioShock: gun in one hand, spell in the other. The big difference is the spaces you do it in: fighting in a city of floating buildings means a lot of big, open areas with rooftops, balconies and drifting blimps at different heights. Sky rails snake through these spaces, twisting like rollercoaster tracks, and you can leap on and off these any time: they're magnetised, so your skyhook thingy can pull you up to them from quite far away. Racing around these, launching yourself off to new vantage points or directly onto enemies, gives combat a much more acrobatic and fast-changing feel.

The spells - Vigors - are very much like BioShock 2's: turn people to your side, set them on fire, fling them into the air, cover them in crows (previously bees). They're all good. The guns are less exciting: marginally more satisfying than BioShock's, but still not particularly fun to use by themselves.



What's the best thing about it?

Definitely the place. A city floating in the clouds is a cool thing, and we already knew that, but I wasn't at all prepared for how striking and fresh each new bit of it would be. Temples awash with holy water, gold light and gospel music. City streets fogged with cloud, kids playing and townsfolk chatting, all just silhouettes in the water vapour. Dark mansions, banquet halls of rotting food, crows pecking at everything.

All of it's packed with clues and traces of the story, and the story is bizarre, complicated and fascinating. Can't wait to explore more of it.

It's out March 26th. My full preview will be in our issue out in the UK on January 17th.

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BioShock Infinite skydive


BioShock Infinite's turbulent journey toward its February 26 release has incurred staff departures and release delays as Irrational ensures the completeness of Columbia's sweeping set pieces. But one thing Columbia won't include is now very clear: taking to Twitter last weekend (via Kotaku), Irrational co-founder Ken Levine triple-killed any possibility of multiplayer modes accompanying BioShock: Infinite's story.

RT @tnaygc: @iglevine what do you think about Infinite's Multi? will it damage the story?---No MP in Infinite.— Ken Levine (@IGLevine) November 26, 2012

RT @wolverine11111: @iglevine Does that mean nope it won't or nope you can't clear that issue up?--No multi.— Ken Levine (@IGLevine) November 25, 2012

RT @tha_don_101: @iglevine can you clear up whether or not Bioshock Infinite will have multiplayer modes?---Nope.— Ken Levine (@IGLevine) November 25, 2012

Levine previously toyed with including multiplayer in Infinite as far back as 2010, stating any sort of multiplayer modes would need just as much draw as the single-player's experimental elements. "It's not like people won't buy the game if it doesn't have a world-changing multiplayer element," he said. "Unless you're Call of Duty, unless you're Halo, unless you've got something new to say like Left 4 Dead, people are not going to care, so why do it?"
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BioshockCollectors


In a blog post on the Irrational Games website, legendary designer Ken Levine has opened the clanking, whirring lid on BioShock Infinite’s brassy pair of collector’s editions.

The Premium Edition, which will cost $79.99 (around £50), includes a 3-inch keyring based on the ‘Murder of Crows’ special power, wherein lead character Booker summons a plural noun’s worth of corvids to attack his enemies. Kind of like Corvo’s ability to summon rats in Dishonored, but with wings. There’d be a neat little bit of symmetry here if BioShock Infinite’s leading man had a name that meant ‘rat’, given Corvo’s cognate. But it doesn’t. Oh well. It would have been a lovely bit of Booker-ending.

I’ll stop now. It’s a keyring, alright?

There’s also a lithograph (“fancy picture”), a figurine for the new BioShock Infinite board game, an art book and an scattering of downloadables, including PC themes – which I presume means a wallpaper, or “jpeg”. There are also a few in-game upgrades, including the ability to push people over, make possessed enemies explode, and audio logs that grant you cash when you listen to them.

You also get all of this within the Ultimate Songbird Edition, too, but this more expensive box ($149.99, around £90) is the only place you’re able to nab an impressive 9 ½ inch statue of Songbird, Bioshock Infinite’s winged Big Daddy analogue. It’s been designed by concept artist Robb Waters, and it appears to be shaking its first angrily as if to ward youngsters off its sky-lawn. Place it on your windowsill, where it can remind passers by of the folly of fin de siècle American exceptionalism while also reminding them that they do not want to be abducted and murdered by a man in an old-timey diving suit strapped to a hang glider.




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Bioshock Infinite


There's been some significant shuffling around at the top of the Bioshock Infinite team at Irrational. A couple of days ago Gamasutra indicated that director of product development, Tim Gerritsen and art director Nate Wells had left the company. Gerritsen was responsible for supervising the day to day work of the development team and is rumoured to be headed over to Naughty Dog after a since-removed mention of the Uncharted developers was spotted on his LinkedIn profile.

Creative director Ken Levine mentions Wells' departure on Twitter, saying that "Scott Sinclair, art director of Bio1, back in the art director's chair for Infinite to bring it home. Can't wait to show you what's cooking."

Meanwhile VG247 note a twitter announcement from Epic's director of production, Rod Fergusson revealing that he'll be taking up a position at Irrational pronto. "I’m leaving my family at Epic to join my new family at Irrational in Boston starting tomorrow,” he says, adding "I’ve played Infinite and it’s amazing! Can’t wait for you guys to get your hands on it.”

Kotaku indicate that Irrational have lost quite a few team members over the past year or so, including systems designers Ken Strickland and Tyann Sylvester, design director Jeff McGann and senior level designer Steve Gaynor, who has since founded The Fullbright Company and is working on their debut game, Gone Home.

"In a company of 200 people you're going to have turnover," Levine told Kotaku, later adding that "as far as the team itself, the lead artist, the art director, the creative director, the lead effects artist, the senior sound guy, the lead programer and the lead AI programmer from BioShock 1 are all on BioShock Infinite. I don't think there's a single senior BioShock team member that isn't here." He also mentions that Bioshock 2 designer Jordan Thomas is has moved over to Bioshock Infinite from 2K Marin for a while to help out with development.



Bioshock Infinite was delayed from October to February 2013 earlier this year, and Levine said that Infinite would skip E3 and Gamescom to give designers more time to work on finishing development. The delay, the studio silence and the disappearance of senior staff members suggest that all's not entirely well with Bioshock Infinite, a sense that's worsened by information from Kotaku sources suggesting that two multiplayer modes have been cancelled.

One mode is described as a co-op tower defence scenario in which miniaturised players had to fight off waves of toys on rails in the bowels of an old fashioned arcade machine. That was apparently ditched in favour of a more conventional co-op spec ops mode that'd let players run missions set in environments from the single player campaign. That was cut too, allegedly. Levine wouldn't comment on these specific ideas, but said that "we are experimenting with things, and only if they are good enough will we put them in the game."

Bioshock Infinite is still scheduled to arrive in February next year, and hopefully it's on a course to deliver on the potential of that spectacular E3 showing. If you need other reasons to be excited, one of the enemies is an evil robot version of George Washington with a gatling gun.
BioShock™
BioShock developer commentary


JP LeBreton was the main designer on the planty bit of BioShock: Arcadia. He recently joined his friends from the Idle Thumbs podcast to play through some early sections of BioShock, including his own, and talk about how they were built and why. You can watch the whole thing on their Twitch TV channel (skip the first 5m 30s), but since I don't entirely trust you to do that on my vague recommendation, I'll mention a few of the many interesting things I learned from it to sway anyone who hasn't already clicked that link.

1. The Horror Pass

The designer of Thief 3's Shalebridge Cradle and BioShock's Fort Frolic, Jordan Thomas, did a 'horror pass' on BioShock: to go through the game and insert or enhance scary bits. The Cradle is famous for being one of the creepiest levels in a game, and it's interesting to see the horror elements of BioShock singled out. Separately, both JP and the designer of the Medical Pavilion used a cheap trick that makes me jump every time: that bit where you turn round to find a surgeon Splicer standing right behind you.

2. Don't Look at the Door

The cave-in that forces you to take a detour into Arcadia is triggered by walking through a particular chunk of space, and triggers a little earlier if you happen to be looking in the right direction as you approach. JP recalls a speed-runner figured out both these conditions, and managed to stack objects to climb a tree and jump over the trigger. Since he also knew that looking at the door would trigger the blockage, he had to do the whole thing while very purposefully looking the other way.

I don't think it's the exact one he's talking about, but the trick is used in the current record-holding speed run of BioShock: see part 6 of Mirko Brown's 1h 06m run.

3. Sisters Beyond Salvation

At one point, it wasn't possible to save Little Sisters. Your choice was to harvest them, killing the girl but giving you precious Adam, or stick to your principles and go without. I'm really sad they didn't stick with this - I adored the game, but it really bothered me that the mechanics actually bribe you to do the right thing, rather than forcing a choice between principles and pragmatism. I'm guessing the drawback was that moralistic players wouldn't compromise even if the difficulty became tedious, denying themselves both the Big Daddy boss fights and access to a broad set of plasmids, which are two pretty key parts of the experience. Seems like there are ways around that.

4. The Biogun

There's an odd looking thing on a workbench in the apiary of Arcadia, looks sort of like a weapon. It is a weapon, but it was cut: the Biogun was meant to be a sort of indirect utility weapon, firing a variety of things from Splicer repellent to bees. It was cut because that's what plasmids are for, and that's why we can fire bees from our hands. The story of the bee-ammo pickup is hilarious, and you should hear it for yourself.

5. Arkane's BioShock 2 Intro

Dark Messiah and Dishonored developers Arkane did contract work for BioShock 2, including a whole opening segment to the game that was never used. It started in the Kashmir restaurant in its prime, before the revolution that ruined Rapture, and before the decay that flooded it. You'd then flash forward to the same place during BioShock 2's time, completely underwater. It sounds great.

The whole thing is a couple of hours long, in three parts, and very much worth watching. The Idle Thumbs podcast is also great - you can grab their latest ones on their Kickstarter page.
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fullbright
BioShock 2 DLC Minerva's Den was pretty much a game unto itself, so it makes sense that its development team should found their own studio to create something free of the constraints of a major publisher.

The Fullbright Company is the name of that studio, and their aim is to create "immersive places to inhabit, and a deep, personal story to explore at your own pace." According to co-founder Steve Gaynor, "We missed working on a small team, on a small project, focused on telling a personal story in a player-driven way."

The studio's first game is as yet untitled, but it promises to be "A nonviolent game in an unfantastical locale", which sounds intriguingly un-BioShocky. But Gaynor also says the BioShock series does "an amazing job of balancing story and atmosphere with player-driven exploration," which could be an indication of what they want from their game.

We're guessing that an underground carpark will take the place of Rapture, and that instead of plasmids and guns you'll have the feelings of love and limerence.
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me3
To address some fans' feedback about the game's ending, BioWare has said it’s working on "a number of game content initiatives” for Mass Effect 3 in addition to existing DLC plans. The possibility of BioWare modifying the game's ending has stirred a conversation on Twitter, message boards, development blogs, and elsewhere: would changing a game's final moments based on feedback set a bad precedent for video games' creative integrity? Or is it actually a way of taking advantage of the unique ease with which games can be edited?

One voice I wanted to include in this dialogue was that of BioWare's fellow writers and designers throughout the industry. To find out what they thought, I talked to Chris Avellone, Gary Whitta, Greg Kasavin, Jesse Schell, Chuck Jordan, Paul Taylor, Steve Gaynor, Susan O'Connor, and Bobby Stein. They've worked on Fallout: New Vegas, Bastion, Far Cry 2, Frozen Synapse, BioShock, BioShock 2, and other games. I’ve presented their opinions here, which are only edited for clarity.

Looking to improve your ending? Check out our in-depth guide to Mass Effect 3's War Assets and Readiness before reloading your save.

I asked each person the following question: Do you object to the idea of developers changing a game's narrative based on player feedback after release? Or do games (especially games that promote player agency) present a unique opportunity for "story collaboration" between users and producers that designers should take advantage of?

Here are the responders and their responses.


Chris Avellone
Avellone is Obsidian’s Creative Director, Chief Creative Officer and a co-owner at the studio. His game credits include Fallout 2, Icewind Dale II, Star Wars: KOTOR II, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, and F:NV’s DLC.

"Games should take advantage of feedback and using it for DLC changes and sequel changes. I feel BioWare does this from game to game already, and it’s the reason that some companions have achieved the prominence and romance options in the games that they do because the players strongly responded to those characters—and I’ll be blunt, we as narrative designers have no idea how a character’s going to be received, and “breakout” characters we envision may end up not being that at all once the game is released into the wild.

Most importantly, game development is an iterative process. Our goal is to entertain our players. No one knows more about what they consider “fun” than the player themselves. While you can’t please everyone, there are iterations that make sense to do in DLC content and sequels. As a case study, the DLC process from Fallout: New Vegas allowed us to collate all the weapon feedback from FNV and adjust it, and it also allowed us to take a long look at what gameplay elements and mods people were making for New Vegas and incorporate that into the narrative and quest lines. The best example is we noticed that people were making a LOT of homebase mods. So, we designed a good chunk of Old World Blues to specifically revolve on you making a new homebase in New Vegas with all the improvements people were pointing out. Even better, we were able to make it part of the story and the characters. Everybody wins, and people seemed to really enjoy it based on the fan (and press) response—but the catch is, we never would have thought to do that without analyzing the fan response and taking that into account."

 

Steve Gaynor
Gaynor was a Level Designer on BioShock 2, then Lead Designer and Writer of the Minerva's Den DLC. He worked on BioShock Infinite for a year before leaving Irrational to go indie.

"There's great value in thinking about the story of a game as a collaboration between the player and the developers. In the collision of fiction and game mechanics, my experience of a game is never exactly the same as yours; the more systemic and divergent the results of the player's contribution, the better. Much of the player's experience of Deus Ex or Skyrim is the story of how the player played that game, and how they shaped the gameworld to express themselves; the experience of Minecraft is entirely that. It's incredibly powerful.

But things like "cutscenes" and "endings" are completely authored by the developers, and the developers altering the authored content of a game after the fact has nothing to do with the systemic player-developer collaboration described above. It's no different than a movie or book being released and, upon fan outrage, being edited and re-released to pander to the most vocal dissenters in the audience. It's not unique to games; it is unique to a certain type of entertainment media that attracts fans who feel entitled to dictate exactly how the product should bend to their desires, instead of standing as a unique experience to be enjoyed, or not, on its own merits."

 

Gary Whitta
Whitta was Editor-in-Chief of PC Gamer for four years. He wrote the film Book of Eli. Whitta is currently a story consultant and writer for Telltale’s The Walking Dead game, for which he’ll write the fourth episode.

"I'll be interested to see how BioWare will respond to the fan reaction in terms of future content—clearly they intend to do something, but what remains to be seen. As much as it left me with many questions and ultimately feeling kind of uncomfortable, I really hope they don't attempt to retcon or in any way "undo" the ending they presented. I've always felt that games like Mass Effect are all about living with the consequences of your choices, no matter what they may be, and I think BioWare should do the same thing here and stick with their original choice, trust their original creative instinct, rather than allow the fan response to cause them to second-guess themselves. My gut feeling is that they will add new content to help clarify and resolve some of the questions that are out there while sticking to their original creative intentions and I while that's less bothersome than calling a complete do-over, as a storyteller it still bugs me.

I read an op-ed which argued that since videogames are a "malleable artform" that get altered and patched all the time people shouldn't be bothered by this. Well it bothers the hell out of me. Games usually get changed for technical reasons like bug fixes and multiplayer balancing. Altering one of a game's artistic cornerstones—story—merely to appease the malcontents is wrong. While I'm sure George Lucas would agree about the malleability of art, I think changing the ending of such a high-profile title would set a very disturbing precedent for games."

 

Chuck Jordan
Jordan is an independent game developer. He worked at LucasArts in the late ‘90s, wrote dialogue for Telltale’s Sam & Max adventure games, and did game design and writing for Disney Imagineering, an interactive development arm of the company.

"Considering how much time people have spent trying to advance the idea that video games are works of art, it's disappointing to see so many people defending the idea that games are product. It's almost enough to make me think that writing thousands of words about the nature of artistic expression in interactive entertainment on my own low-traffic blog were a waste of time.

There's usually an outcry whenever a movie's obviously been focus-grouped into mediocrity, or when a pop star is clearly targeted at a particular demographic. And when a video game gets a console release with a UI tailored to controllers, we have to listen to incessant complaints that the game's been "dumbed down" just to appeal to a larger audience. Apparently the value of ‘audience feedback’ can fluctuate.

Products are made to the specifications of customers. Art is supposed to be an expression of creativity. If you're invalidating your team's ‘vision’ to appeal to the demands of players, then you've crossed the line from art to commerce. That's no different for interactive entertainment than it is for anything else.

It's frequently framed as ‘empowering the player,’ but pandering isn't empowerment. People seem to have forgotten that "give the people what they want" was always intended to be a pejorative expression. If the goal of a game is to provide the player with the tools to create her own story, then the developers need to actually give the player those tools. Not just a series of scripted events based on what the developers think their audience wants.

Essentially, BioWare created the problem for themselves by, to be blunt, promising more than they or any other developer could deliver. They've sold the Mass Effect series on the premise that the player can completely customize his character and his character's story—entire planets with complex storylines that some players will never even see! (And also sex with aliens). But even the largest team of writers and content creators won't be able to deliver an indefinite number of conclusions that all have the same level of impact, satisfying enough to conclude a multi-year, multi-game epic series. People have been spending years trying to come up with a way to create systems that generate compelling narratives, and no one's cracked the problem yet.

That's probably because it's not really a problem; developer-created narratives still have plenty of value in interactive entertainment. And they can be collaborative: the developer and the player work together to complete a story. The player's interaction with the system is what gives the story meaning. When I'm playing games, I prefer to be surprised, to be shown something I wouldn't have come up with on my own. And it's hardly a collaboration if one of the participants can always get his way just by complaining loudly enough."

 

Greg Kasavin
Kasavin was Editor-in-Chief of GameSpot for a decade. He’s currently Creative Director at Supergiant Games. Supergiant released Bastion last year. Kasavin mentions that he has played and completed Mass Effect 3 (and both previous games) and that he’s “a longtime fan of BioWare, ever since Baldur's Gate. BioWare's classic games are a big inspiration to me.”

"I think developers are well within their right to make positive changes to games post-release, and in the vast majority of cases this is seen by players as a good thing if not an expected thing these days. For example, a high-quality multiplayer game needs to be nurtured and maintained over time by its developers as its player base grows more experienced and inevitably discovers exploits or other issues. I'm always willing to give developers I trust the benefit of the doubt when it comes to making changes post-release.

Making narrative changes post-release can be tricky because story is seen as canonical... history can't be rewritten, and so on. But I think it's important to note this type of thing does happen sometimes. Fallout shipped with a time-sensitive main quest that gave you a really bleak ending if you took too long to finish that quest. In the first patch, the developers eliminated the time limit, removing what could be seen as a major aspect of the ending. Years later, Fallout 3 got patched so that you could continue playing post-release. Many movies, including classics like Blade Runner, got director's cuts with major narrative changes said to reflect the true authorial intent.

Whether it's appropriate is a judgment call. I don't think these cases are just a matter of the creators of these works buckling to pressure. I think they wanted to do the right thing, for the sake of their work and their audience. Likewise, in the current case of Mass Effect 3, I fully expect BioWare will do whatever they think is best. I think BioWare has accomplished an incredible achievement with Mass Effect, and I'll be interested to see how it evolves from here."
 




Jesse Schell
Schell is a Professor of Entertainment Technology at Carnegie Mellon, founder of Schell Games, and a former Creative Director at Disney. In 2010, Schell got a lot of attention for a speech he gave at DICE about gamification in the age of Facebook. He’s currently working on the Kickstarter-funded Puzzle Clubhouse.


"It's an interesting question. My feeling is that it's their story, they can do what they want—there isn't much to object to. Now, the question is, will it make people happy? This is a much more difficult question. So, here are some facets:

1) If people really hate the original ending, maybe changing it will make people like the game more. If so, good idea—change it!

2) People want the world of Mass Effect to seem real and solid. When you change the world like that, it robs the world of its illusion of reality. Uh, oh, don't change it!

3) This could be an awesome publicity stunt, designed to get people to talk about and pay more attention to the game. In that case, create controversy, act like the old ending will be "replaced" but then change the game so that depending on your actions in the game, you get two different possible endings!

I predict number three..."

 


Bobby Stein
Stein is ArenaNet’s Lead Writer on Guild Wars 2. He formerly worked as a freelance writer and editor for developers including Microsoft Game Studios, Nintendo, and Tripwire Interactive.

"It all depends on the game. In Guild Wars 2, players have agency to push their personal stories in different directions, while also creating their own experiences by simply exploring the world and participating in dynamic events, dungeons and other activities. There’s so much content that it’s hard to say that there’s really an ending to it, just discrete conclusions to many related stories.

We believe that the success of our game will come from our investment with the community. It’s a respectful partnership. We’re not simply releasing a game and then moving on to the next project. We’ll support it for years to come. We already have ideas for future content, but we’re constantly listening to our players to see what resonates with them. So, it’s never wrong to listen to your community’s feedback, but ultimately you have to take all those ideas and opinions and weigh them against what’s best for the world you’re evolving."

 

Dave Grossman
Grossman is a LucasArts alum. He co-designed Day of the Tentacle with Tim Schafer. With Schafer and Ron Gilbert, he's considered one of the creators of the Monkey Island franchise. Grossman is Design Director at Telltale, at which he helped write and design Tales of Monkey Island and other games.

"As a writer in an interactive medium, I think the idea of collaboration with the audience is really interesting. We get a little taste of it at Telltale, where, because we work episodically, we can respond to fan feedback (usually in small ways) in the later episodes of a season. But the possibilities become more and more intriguing as the whole gaming world gets used to content that updates more or less constantly, and developers get more adept at reacting to audience feedback that comes back instantly. In theory (in theory, I said) you could get close to that conversational Dungeons and Dragons experience, where the game master and the players are sitting around a table spinning a tale together. The developer essentially trades, at least to some degree, the role of author for the role of...'curator' might be a good way to put it.

Of course, what I’m talking about there is a situation where collaboration with the audience is an aspect of the experience which is included by the developer on purpose. It’s part of the plan from the get-go, presumably because the developer believes there is entertainment value (or some other value) in doing it that way. It’s a bit different when collaboration was not part of the plan, and an author makes revisions to a finished work because some portion of the audience responded in a negative way. I have no hard-and-fast objection to that either, indeed, I wonder whether the idea of a “finished work” is even a concept that has much validity these days. I update my website all the time, why not my game or my story? What I would ask about is not Whether an author changes a narrative, but Why? Is it done in pursuit of quality? Of a better representation of the message of the original? Or just because people complained?

My brain now insists on traveling back to 1991, when my comrades and I released Monkey Island 2. That game had a fairly bizarre ending, for which I personally bear some responsibility, and about which a significant portion of the audience expressed displeasure. During development there was a lot of discussion over whether the ending was a good idea, and I have to say that in retrospect it’s not my favorite, but I was into it at the time. If we made that game today it would be easy to revise the ending after release—but I still wouldn’t. We had our reasons for including it, and I wouldn’t change it, never have wanted to, and I suspect Ron and Tim would both say the same. Frankly, a great game with a contentious or unpopular ending is not necessarily a bad thing.

But I’m also moved to consider The Curse of Monkey Island, made by my friends Larry and Jonathan a few (okay, six) years later. Here again there were complaints about the ending, in this case because it was absurdly short. I happen to know that they had planned a much more elaborate end, but ran out of budget (a good example of how reality sometimes prevents you from doing the best thing). I’m pretty sure that, given the chance, they would revise that—but not just because the audience raised its voice, because it would be a genuine improvement on their vision for the game.

And in the end, I think that’s where I land: Listening to the audience is important, but it’s when you agree with them that you should make changes. If you’re going to revise stuff, by all means go ahead, but be sure you’re doing it because you want to, not because you think you should."

 


Paul Taylor
Taylor is Joint Managing Director and one of the co-founders of Mode7. He wrote Frozen Synapse. Earlier this week, Taylor revised the ending to Frozen Synapse “as a stupid experiment,” he says. “The community requested ‘more ponies and dinosaurs’ so we gave our artist free reign to fulfill that brief. This ending should only be around for a couple of weeks before we revert back to the original ending and restore the integrity of our creative work! It was quite liberating to trash the end of the story completely, it definitely made me think about a few things.”


"I don't think you should revisit the ending of something after it’s been released. I've not seen anything to suggest that BioWare were actively considering doing that though.

I'm all for taking player feedback on stories, especially with a branching narrative, because there the player definitely has some kind of ownership of what's happening. However, that should definitely be done during development. Once it's out, it's out: you're trivialising your own decisions by messing with them.

It seems to me that game developers are still battling with story in general: it's rarely executed in an elegant way. Even something like Dear Esther, which I love, has some severe limitations on what it's able to do with narrative. It does intrigue me that text-based interactive fiction has had this incredibly rich history of gameplay and narrative innovation (which continues with some of the stuff people are producing in that form today) but none of that as really crossed over into more mainstream gaming."

 


Susan O’Connor
O’Connor is a professional game writer. She’s written for BioShock, BioShock 2, and Far Cry 2, among other games. She founded the Game Writers Conference, now part of GDC Austin. In 2008, she shared the GDC “Best Writing” award (for BioShock) with Ken Levine, Joe McDonagh, and Emily Ridgway.

"Whoever said 'Dying is easy, comedy is hard' never wrote for video games. I haven't played Mass Effect 3 yet, so I can't speak to that game specifically, except to say that my heart goes out to those guys on the team, who I am sure worked incredibly hard on that project. This whole experience has got to be a punch in the gut for them. Speaking more generally, this issue feels like one of player expectation. The takeaway, for me, is that if players are promised player agency, they're going to want to see that promise delivered all the way to the (bitter) end.

If players know from the get-go that they're playing an authored game—or if they're lulled into complacency with the illusion of agency—then they'll accept an authored ending, as we've seen with other successful games. The trick is to know up front which kind of game the team is making, so that they can set player expectation—AND TEAM expectation as well. If the creatives know up front that they're not the ones telling the story—that their job is to give players the tools to tell their own story, and then get out of the way—then they'll come at the work from a completely different place. And the end result will be dramatically different. Better? That I don't know. Only time will tell. (I'm a sucker for a good story, myself, so I'm a little biased.)"


 
Top-of-page Mass Effect 3 illustration by PATRYK OLEJNICZAK. See more Mass Effect illustrations on Patryk’s blog. http://garrettartlair.blogspot.com/
BioShock® 2
Bioshock2Minerva'sDenThumb
BioShock 2 had you playing a lumbering Big Daddy in search of the Little Sister you were meant to protect. Minerva’s Den is a separate story for the same game: you play a different Big Daddy with a different goal. You’re looking for The Thinker, a punchcard-driven artificial intelligence developed to run Rapture’s automated systems.

That means you start from scratch, in terms of weapons and abilities, but they come fast enough for you to quickly tool up for the play style you like. The additions to the combat formula are all worthwhile, but don’t change it dramatically. That means it’s still creative and fun, but doesn’t feel refreshingly new.

There’s a Gravity Well plasmid that sucks enemies into a singularity and spits them back out – entertaining, but a pretty slow way of dealing with the least dangerous enemies. And the new Ion Laser weapon is a very straightforward damage-dealer, as is the new Big Daddy type that uses it.

The most enjoyable novelties are the new security bots: firing rockets, lasers and electricity. When hacked to follow you around, the electricity one is a hilarious and handy companion, repeatedly shocking your enemies so you can take your time with their fate.



Minerva’s Den takes around five hours to play, and the story is intriguing and substantial. It’s also focused: there’s almost no peripheral backstory lying around, every audio diary you find is a piece of the puzzle.

Accordingly, it asks you to do more exploring than the main BioShock games. Most areas are large hubs with no clearly marked goals, riddled with Adam, Tonics and Plasmids to upgrade your abilities.

For the most part that’s great, but you’ll occasionally hit a dead end and be unsure how far you’re supposed to backtrack, or what you’re looking for. And if you miss a major audio diary, the plot makes less sense.

Not that it makes perfect sense even if you don’t, of course – it involves powerful ideas, but operates under the same magical logic by which a secret city on the ocean bed is a viable thing. The main thrust of the plot requires a credulity leap of that kind, which is a shame, but it doesn’t prevent the game being engrossing.



As with both BioShock games, the antagonist isn’t nearly as convincing or interesting as the conflicted characters along the way, and his taunting wears thin. But Minerva’s Den is more consistently engaging than BioShock 2, because the meat of the story isn’t diluted by a lot of empty philosophy. The sting in its tail isn’t quite as potent as either of its predecessors, but it’s a satisfying ending once you make sense of it.

One warning: you need to buy the DLC through Games for Windows Live, even if you didn’t get BioShock 2 from there. Once it’s downloaded, run BioShock 2 normally and find it under Extras
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