The Cult of Rapture Bioshock website has released their third community Q&A. Using questions culled from e-mail and their forums, the ever popular Ken Levine answers on a variety of topics.
<blockquote>Many people are worrying about the differences in controls and interface between the PC and 360 version of this game. How are you adapting the PC version to help make a gamer who enjoys shooters on PC feel at home with this game?
We have two separate teams working to make each set of gamers feel at home in BioShock no matter what sku they play. Remember our last game was a PC shooter. We’re customizing the controls and HUD for each version.
What other kinds of storytelling will you be using in BioShock, other than audio logs?
There’s about a zillion ways we tell the story of Rapture. The first, most important way is what you see. The rule was that every AI should tell a story. Even the dead are communicating a piece of the Rapture puzzle. For instance, a player might come into a bedroom and there are the corpses of a couple in a final embrace. They have the photo of young woman between them, and there are several bottles of pills on the nightstand. That’s a story.
Diaries are found everywhere in Rapture that might tell you about places in the city you’ve haven’t even seen yet. You might encounter a ghost like resonance of a victim, playing out their final moments of life. You might encounter desperate survivors, wheeling and dealing with you for one last chance to make it out of the city.</blockquote>These Q&As are ongoing, so if you have a question you want featured, can ask it on the Cult of Rapture forums or send them an e-mail. You can also find the last two community Q&As here and here.
Link: The Cult of Rapture's third community Q&A.
<blockquote>Many people are worrying about the differences in controls and interface between the PC and 360 version of this game. How are you adapting the PC version to help make a gamer who enjoys shooters on PC feel at home with this game?
We have two separate teams working to make each set of gamers feel at home in BioShock no matter what sku they play. Remember our last game was a PC shooter. We’re customizing the controls and HUD for each version.
What other kinds of storytelling will you be using in BioShock, other than audio logs?
There’s about a zillion ways we tell the story of Rapture. The first, most important way is what you see. The rule was that every AI should tell a story. Even the dead are communicating a piece of the Rapture puzzle. For instance, a player might come into a bedroom and there are the corpses of a couple in a final embrace. They have the photo of young woman between them, and there are several bottles of pills on the nightstand. That’s a story.
Diaries are found everywhere in Rapture that might tell you about places in the city you’ve haven’t even seen yet. You might encounter a ghost like resonance of a victim, playing out their final moments of life. You might encounter desperate survivors, wheeling and dealing with you for one last chance to make it out of the city.</blockquote>These Q&As are ongoing, so if you have a question you want featured, can ask it on the Cult of Rapture forums or send them an e-mail. You can also find the last two community Q&As here and here.
Link: The Cult of Rapture's third community Q&A.