BioShock 2's Big Sister Was a Disaster

Russ Pitts

The Boss of You
May 1, 2006
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BioShock 2's Big Sister Was a Disaster

According to 2K Marin's Kent Hudson, there are a few core qualities an enemy character should embody in order for playing a game to be fun. Most important among these is predictability. An enemy can be difficult to beat, but the player needs to be able to learn its movements and adapt to its strategies. Otherwise, attacks are coming out of nowhere and there's no way for the player to anticipate and adapt.

Makes sense. If only the team at 2K Marin had realized this before creating the Big Sister.

"We painted ourselves into a corner," says Hudson. "We made an error of innocence."

According to Hudson, it wasn't until after the Big Sister character had been announced in January of 2009, and was featured on the cover of Game Informer magazine, that they had even begun addressing the problems with the character and had any idea whather or not she would ultimately make the game. He says the late stages of the games design were a time of "panic" as they scrambled to fix the "awful" Big Sister.

"She was terrible to play against. She was a jumbled mess of behaviors. ... You never knew how she was making decisions and how to react to them. She wasn't fun."

Worse, he wasn't sure how they'd be able to fix her and still ship the game on time and without going wildly over budget.

"We had put so much work on her to that point that we wern't in a good place to iterate on her problems," he says.

Salvation came in the form of lessons learned in building one of the game's other feature enemies, The Brute. Hudson says that the design process for the Brute character was completely different from the ground up. The Brute team was comprised of members from multiple departments - animation, design, production - and that they worked iteratively, each contributing ideas to what would be the final design.

More importantly, the time spent concepting and documenting the Brute was much less than with the Big Sister. Hudson's team, instead of working feverishly on a design document then rushing into production, like with the Big Sister, worked out a bare bones, high-level design doc and then rushed the character into a prototype stage where they could observe it's actions and reactions in the game. According to Hudson, this was the critical difference that allowed the team to work more efficiently and produce a better result the first time.

"You ship a game, not a design document," Hudson says, emphasizing the importance of prototyping and testing.

Having succeeded with the Brute, Hudson's team then revisited Big Sister, tweaking her behaviors and animation to make her a more fun enemy to fight. By increasing the time it took for her to begin her charge, refining the behavior of her plasmid power attacks and making her behavior overall more predictable, she became a more fun enemy to fight. The result was a lot of wasted work, as animation and programming created for the first design of Big Sister had to be scrapped, but the result was a character that would actually work and be fun.

"We went from random behavior to consistent behaviors," Hudson says, "[and] we realized ... this was a success and she's cool and players like her."


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Captain Pancake

New member
May 20, 2009
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So, she was almost a disaster? I have to say, the Big daddies did seem somewhat more iconic of the game.
 

Sir Ollie

The Emperor's Finest
Jan 14, 2009
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Really?

I still think she's the weakest part of the game.

"SKKEEEEEEEEEE!"

*20 seconds later*

Well that was easy.
 

Jack and Calumon

Digimon are cool.
Dec 29, 2008
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Well... The Big Sister could have been improved still... like say... being a little bit easier? They took down everybody easily!

Calumon: Henry has a little sister... I'm scared of her... always making her partner wear strange clothes.
 

Stoic raptor

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Jul 19, 2009
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I think an enemy with random behavior sounds fun. Keeps you on your toes at full alert, never knowing what could happen.
 

Onyx Oblivion

Borderlands Addict. Again.
Sep 9, 2008
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I liked the idea of just one Big Sister, that you fought over and over...and finally killed at the end.
 

Disaster Button

Elite Member
Feb 18, 2009
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The only problem I had with the Big Sister was when she bugged out and froze mid fight with the dramatic music remaining, it was kind of a game breaker bug as it happened twice to me.
 

Captain Pancake

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May 20, 2009
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Onyx Oblivion said:
I liked the idea of just one Big Sister, that you fought over and over...and finally killed at the end.
That's what I assumed was the system, one single abomination, rather than a whole new breed. Oh well.
 

gellert1984

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Apr 16, 2009
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When playing bioshock I thought the big sister was gonna turn out to be the girl you need to rescue, I was really dissappointed the first time I killed one :(
 

Jark212

Certified Deviant
Jul 17, 2008
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I looked forward to Big Sister fights, not only because I find the Big Sister very attractive...
 

elvor0

New member
Sep 8, 2008
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I havent played it, but surely her not being predictable makes it better given she pops up quite alot? Other wise it'd just get tedious, no?
 

HentMas

The Loneliest Jedi
Apr 17, 2009
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Onyx Oblivion said:
I liked the idea of just one Big Sister, that you fought over and over...and finally killed at the end.
or deppending on how many little sisters you saved, marry her!! o_O
 
Apr 28, 2008
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The random behavior would have made her more fun.

You know, so it didn't feel like the same damn fight over and over.
 

Motiv_

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Jun 2, 2009
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Y'know, big name studios never seem to realize how big an impact the small characters leave on the game. We have Portal, who's main protagonist is a mute, and who's main antagonist is a crazy homicidal robot, and who do the players love the most? A piece of cake and an inanimate cube.

Yes.

So why keep on making these big enemies that have to be hyped up all game? They'll either have to live up to their name and be very very tough to defeat [I.E General RAAM, Gears of War] or piss easy and a disappointment [I.E Praetorian, Aliens Vs Predator].

Just build up on the little guy!
 

Jared

The British Paladin
Jul 14, 2009
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Stoic raptor said:
I think an enemy with random behavior sounds fun. Keeps you on your toes at full alert, never knowing what could happen.
I agree. Using something thats unpredicable and could strike at any moment was a good thing. It meant you were always listening out for them and it didnt feel like it was all scripted
 

hansari

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May 31, 2009
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Russ Pitts said:
According to Hudson, it wasn't until after the Big Sister character had been announced in January of 2009, and was featured on the cover of Game Informer magazine, that they had even begun addressing the problems with the character and had any idea whather or not she would ultimately make the game.
Am I the only one who finds this hilarious?
 

General Vagueness

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Feb 24, 2009
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"The Brute team was comprised of members from multiple departments - animation, design, production - and that they worked iteratively, each contributing ideas to what would be the final design."

Anyone seeing a pattern here?
 

Cgull

Behind You
Oct 31, 2009
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Onyx Oblivion said:
I liked the idea of just one Big Sister, that you fought over and over...and finally killed at the end.
Same. It would've added an element of 'oh god, not you again *cowers in corner*'.

Even better, it could have been used as a plot device, maybe by the end you could've reached an understanding with her and walk off into the sunset for some sweet deep-sea diving suited love.

I thought about this game a lot before it was released....