For example, flames would shoot farther under low pressure and bullets were more likely to blow things apart under high pressure. It entailed altering the dynamic lighting and fog effects for each change and adjusting enemy AI animations, vocalizations, appearance, speed, and vulnerabilities. In BioShock, a feature originally existed that would change the local air pressure levels from low, normal, and high parameters. Levine later clarified in the 2016 developer's commentary that if it weren't for time and economic restraints, the one ending would have been more vague with a subtle story about "dissolute living" with "a life that is sort of separate from a moral structure" and would focus on "the moral ambiguity of the world". Looking into the future for the franchise, that's something I want to, that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning." The multiple endings were added late in development, when the game publisher requested it. Levine remarked, "There are a million different things you can do in every combat you can play it a million different ways. This pitch gives a unique look at the concepts, setting and game mechanics first envisioned for BioShock.Ġ9 October 2013 Mechanics and Gameplay Elements A Single Ending īioShock was originally a game with only one, ambiguous ending. Very early in the development of BioShock a "pitch" was created to gain financial support from development of the game. The Original BioShock Pitch Main article: BioShock Original Pitch
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