Perhaps you heard today that Ken Levine and Irrational’s much-hyped, ambitious Bioshock Infinite has ben delayed until 2013.
Game design, particularly for big-budget, blockbuster console titles, is an incredibly tricky and intricate process. In the most recent episode of the Irrational Interviews series, the creative directors of two renowned franchises compare notes on how they work, what creative design really means, and how the games ever get out of the door.
You’ve already read Kate’s summary of “Plot vs. Play”, the PAX East panel about storytelling in video games, but now you can watch the whole thing courtesy of Mash Those Buttons.
This Saturday, at PAX East, I had the pleasure of attending the “Plot vs Play” panel, moderated by Joystiq’s Ben Gilbert and Kotaku‘s own Jason Schreier. The panel brought together three developers who have all worked on landmark, story-driven games to discuss their differing philosophies on the presence and purpose of story in gaming.
Every year, Time magazine rounds up what they call “The TIME 100,” a list of the most influential personalities of the year. In many ways the round-up is simply a rogue’s gallery of “here’s who you probably heard of recently,” but the list is an interesting way to track what seems to be taking precedence in the national consciousness.
Game designer Ken Levine was here in Washington, DC last week for the Art of Video Games festivities at the Smithsonian American Art Museum last week, and I had a chance to sit down with him and discuss Irrational’s big upcoming project, BioShock Infinite.
If those calling on BioWare to change the ending to Mass Effect 3 somehow get what they want, they would still be disappointed, says the creator of Bioshock, Ken Levine.
Part of Panel Discussion’s mission is to look at the ways and places where comics and video games intersect and here in Crossover, we’ll be talking to game creators about the comics stories and creators who’ve shaped their sensibilities.
Video game dialogue — we hope you like it, because according to Ken Levine, there is a single level in BioShock Infinite which contains three times as much dialogue as the entirety of BioShock.