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...by the developers who created the System Shock series.
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Actually (and no disrespect intended) Ken Levine and the guys at Irrational were commissioned by Looking Glass to create the sequel System Shock 2. System Shock itself is Warren Spector's brain child, he created it when he was still with Origin Systems. At that, has anyone been keeping track of the interviews Levine has done? A lot of what he's been saying has been what I've been waiting for as far as game design and theory is concerned.
It also makes for some actual journalism, at least considering how much gaming news is just a promotional device these days.
Levine made an excellent point on the distinction between dialog trees and a player's actual actions in game. I found it really poignant when compared to a lot of the games in today's market. Though I think he was specifically aiming the portion of this interview at games like KotoR and Jade Empire, hopefully the message gets through beyond a vague potshot.
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Quote:
Ken Levine: I don't believe moral choices in games have a huge amount of meaning if they don't go hand in hand with gameplay choices.
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It's definitely a relief to know that killing and doing in game will have a greater impact than just saying or doing something a specific point in time. An idea like this would actually be great to apply in games like Shin Megami Tensei (hell, most of Atlus' R&D1 games).
I'm hoping that Bioshock is commercially successful along with being (again, hopefully) a great game. I've been waiting for a game like this for so long, and after Thief 3 disappointed me in some respect, this game feels to be a potential continuation of the great PC gaming we saw toward the late 90s and the beginning of 2000.
Jam it back in, in the dark.