People Never Shut Up In Bioshock Infinite

The Wooster

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Jul 15, 2008
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People Never Shut Up In Bioshock Infinite


BioShock Infinite has three times more dialog in one level than BioShock had in its entire campaign.

This is largely because BioShock features two central protagonists: former Pinkerton agent, Booker DeWiit, and googly-eyed, human hourglass, Elizabeth. They're a talkative pair, judging by the footage we've seen so far. BioShock, on the other hand, had Jack: an angry mime who expressed most of his feelings with a wrench. And a golf club on one occasion.

"When I first came up with these characters Booker and Elizabeth talking to each other and interacting with their world, I didn't consider how much writing that was going to be," explained creative director and writer, Ken Levine. "Just one level of BioShock Infinite writing and the amount of character interaction we have is probably three or four times as much writing as in all of BioShock 1.

"I'm doing the vast bulk of it and it really is... it can get overwhelming. But on the other hand it's a world that I absolutely love to write. Mostly because it's a new challenge. Thinking how these scenes are going to play out, how we keep them interactive and how you communicate the ideas."

Levine also mentioned some of the difficulty involved in telling a compelling story without sacrificing the game's interactive elements - he's not a fan of cutscenes. [http://www.eurogamer.net/articles/2011-11-17-del-toro-levine-speak-out-against-cutscenes]

"It would be so much easier just to write tonnes of cut scenes - I could tell the story much more easily. But my gut feeling, which probably comes from being forever changed by playing System Shock 1, is to keep the experience going.

"You fight against the suspension of disbelief as soon as you lock a player in place or start moving him along without the player controlling it," he said.

"So you come up with certain rules, like, if there's ever a moment where the player is locked to the ground, there must be some context. We don't just lock a player's feet to the ground. There has to be a reason why they can't move - they're using a machine or something."

Without giving too much away, BioShock had an excellent rationale for taking control away from the player. I imagine Levine will come up with something.

BioShock Infinite arrives on October 19th. Now, would you kindly click that like button?

Source: Eurogamer [http://www.eurogamer.net/articles/2012-03-19-one-bioshock-infinite-level-contains-three-times-more-dialogue-than-all-of-bioshock-1]


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uguito-93

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Jul 16, 2009
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I just hope that we aren't forced to stop everything we're doing to listen. That's what annoyed me about the audio diaries in the original, having to stay and listen to them in a quiet spot so that the combat didn't drown it out. Felt like too many unnecessary breaks in the flow of the game.
 

The Wooster

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Jul 15, 2008
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uguito-93 said:
I just hope that we aren't forced to stop everything we're doing to listen. That's what annoyed me about the audio diaries in the original, having to stay and listen to them in a quiet spot so that the combat didn't drown it out. Felt like too many unnecessary breaks in the flow of the game.
They were entirely optional though.
 

Quazimofo

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Aug 30, 2010
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and it kind of helped the immersion for me as well, since you wouldn't just listen to the audio diaries while killing bastards, you would find a quiet spot to rest and listen, especially considering how quickly that plane ride turned into one hell of an adventure, and without even a wink of sleep to separate it all.
 

Korten12

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Aug 26, 2009
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The Rogue Wolf said:
Now if only they'd kept Stephen Russell as the voice for Booker, I'd be REALLY excited.
Yeah, why didn't they keep him? When I first heard his voice in the trailer I was so hyped. D:
 

uguito-93

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Jul 16, 2009
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Grey Carter said:
uguito-93 said:
I just hope that we aren't forced to stop everything we're doing to listen. That's what annoyed me about the audio diaries in the original, having to stay and listen to them in a quiet spot so that the combat didn't drown it out. Felt like too many unnecessary breaks in the flow of the game.
They were entirely optional though.
True, but it in a story driven game like bioshock they were an important part of the experience, at least in my opinion. I'm just hoping that there's no point in infinite where the dialogue starts to get in the way.
 

Prof. Monkeypox

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It's a good and bad thing, I guess.
It could be great for fleshing out interesting characters. Or it could be a bunch of uninteresting drones talking us to death.

However, I will note that the fact that the original Bioshock did not have much dialogue is not a point against it, because there were, like, five characters and most of the story in the game came from experience rather than exposition.
 

viranimus

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Nov 20, 2009
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Thank God.

Cause the whole living in a bubble of pre recorded audio clips got real old real fast. It was not so much you were in a living world, but more like an archeologist searching an ancient tomb. Granted it was a tomb with massive and dangerous rats, but still a tomb devoid of direct contact.
 

Redlin5_v1legacy

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Aug 5, 2009
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More talking doesn't necessarily mean better but at least it'll be better than learning everything via per-recorded messages.
 

Souplex

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Jul 29, 2008
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While Bioshock did it well, the lack of cutscenes can backfire by having un-cutscenes, where you're trapped in an area while people talk at you and the story can't go anywhere until it finishes.
Sure you can jump around and stuff while un-cutscenes happen, but a cutscene would just work better.
 

CardinalPiggles

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Jun 24, 2010
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You know what, if a cutscene is interesting, I absolutely don't mind sitting through one. Plus being able to skip them is a big advantage.

Captcha: crash and burn.

Wow, thanks for that.
 

Osaka117

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Redlin5 said:
More talking doesn't necessarily mean better but at least it'll be better than learning everything via per-recorded messages.
Cave Johnson here, telling you to never underestimate the power of pre recorded messages! Whether you're making sure the lab boys aren't slacking off, or simply checking in on your mantis men army, pre recorded messages are a life saver. Well, I don't mean that in a literal way... just remember to stay away from moon rocks!

Cave Johnson, we're done here

...


Damn, I had to wrestle that guy away from my computer. Anyway, I'm all for this. I loved the dialogue in Bioshock, so much so that sitting and listening to the audio diaries didn't bother me. I'm looking forward to Infinite more and more each day.
 

Seraj

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Nov 27, 2010
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Osaka117 said:
Redlin5 said:
More talking doesn't necessarily mean better but at least it'll be better than learning everything via per-recorded messages.
Cave Johnson here, telling you to never underestimate the power of pre recorded messages! Whether you're making sure the lab boys aren't slacking off, or simply checking in on your mantis men army, pre recorded messages are a life saver. Well, I don't mean that in a literal way... just remember to stay away from moon rocks!

Cave Johnson, we're done here

...


Damn, I had to wrestle that guy away from my computer. Anyway, I'm all for this. I loved the dialogue in Bioshock, so much so that sitting and listening to the audio diaries didn't bother me. I'm looking forward to Infinite more and more each day.
Kudos to you, you made me laugh on a grumpy Tuesday morning!

OT: I guess its time to sit down and play Bioshock 1 & 2. I've heard so much about them...

I tried Bioshock before.. got up to the bit where you get the flame hands thing, then I just quit. I am not very good with horror, Bioshock isn't exactly horror so you can put it down to the well executed environment.
 

Dfskelleton

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This could be a brilliant step forward or the bane of the game depending on how this is executed.
However, I must add that I had a lot more fun with Bioshock 2 when I played through the second time, except giving Delta a personality. He was some bizzare chimera of Andy Griffith and the generic white supremacist, except instead of being a white supremacist, he was a Big Daddy supremacist.
It actually got to the point where I sounded like freaking SHODAN, going on about "The pathetic limitations of flesh" and whatnot.
See this is what's amusing about Silent Protagonists. You can do goofy crap like this.
 

Courier_87

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Sep 5, 2011
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In the sense of Infinite being set in a living city, I can perfectly understand the conversations, as long as previously said, it doesn't interrupt the flow of the game. In the first Bioshock I liked silent Jack. It made me feel as though I was isolated in this underwater nightmare where for the most part to speak could have meant a crafty blade in the spine from a splicer. Ditto Bioshock 2, you are the original Rapture badass, why would you want to stop and have a conversation with the majority of the characters