


Notably, the mechanic was reused in the tree-killing scene in Arcadia in conjunction with "a special plant shader that used a masking effect" similar to Julie Langford’s window writing death scene. This was eventually scrapped because it was difficult to visually convey to the player the changes in air pressure and its effects.

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. Mechanics and Gameplay Elements A Single Ending īioShock was originally a game with only one, ambiguous ending. This pitch gives a unique look at the concepts, setting and game mechanics first envisioned for BioShock. 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 6.7 Top Card & Lambert Marketing Company.6.6 Champ Brand & Dupuis Produce Company.2.2.1 Associated Physical Gene Tonics (Ecology Type Plasmids).And also provide the raw materials for funny social media posts nearly a decade later. But if Frey could put a baguette in said kid’s hands.that might work!įrey’s tweets detail a classic problem of game development - the need to make the most of limited resources in order to improve the gameplay experience as much as possible, and make a game world feel just a little more alive. A looping dancing animation was deputized to add two dancing children to the scene, but having two kids dancing introduced more problems, and one kid dancing alone just looked wrong. In order to liven up the Paris scene in question, Frey wanted to put a moving background character in the space but it was too resource intensive to script AI pathing necessary to guide a character around the space - so an ad hoc solution was stitched together from other assets taken from throughout the game. It’s a very funny observation, but what’s even better is that Gwen Frey, the developer behind indie game Kine and former member of the BioShock Infinite team, noticed it, and since it was her actual job to put the bread boy there, could share the story behind this jaunty lad.Īccording to Frey, a big part of her job was populating BioShock Infinite with background characters, many of which include something she calls “chumps.” In her words, chumps are “skeletal meshes of humans with no AI.” Think of them as animatronics you’d run into at a theme park. Random sensory flashback to the Bioshock Infinite DLC where they wanted to communicate to the player "you are in Paris, France" so they put a little kid in the game dancing around in the street while holding a baguette over his head /E77jzW0Air- Pocklecool February 4, 2022
