Bioshock community Q&A site opened

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2K Games has opened a new community site for Bioshock at the Cult of Rapture. It features a Q&A which amusingly enough opens immediately with a controversy-started:<blockquote>Are there any lessons from Deus Ex 2 that the team has learned and is using when making BioShock?
Many development teams have learned important lessons from previous attempts to bring PC games to the console, though Deus Ex 2 is an infamous example. One of the main things we are doing differently is that we are leading our development efforts with the 360. Therefore all decisions on HUD and gameplay situations are made on the 360 and brought over to the PC to avoid the situations you are thinking about.</blockquote>So the solution of problems with cross-PC-console games is to determine an absolute primacy of the console? Not the answer a lot of people were waiting to hear, I'm guessing.

Link: Q&A on The Cult of Rapture.

Spotted on RPGWatch.

Addendum: From the Cult of Rapture forum:<blockquote>That FAQ entry is not accurate. According to Ken Levine, it was written by our new community development liaison who is coming to Boston this week to get fully briefed on our development process.

- Chris Kline, Lead Programmer</blockquote>Thanks, Slamelov.
 
it's obvious isn't it? if you work for 2 different platforms, dumb everything down to work on the weakest (feature & capability-wise) of the two.
 
the size in itself wants a problem as far as i know Death_Claw, but rather it's usability and the total lack of exploiting the possibilities of a computer interface, rather than the simplistic console crap.
 
Jabberwocky said:
2K Games has opened a new community site for Bioshock at the Cult of Rapture. It features a Q&A which amusingly enough opens immediately with a controversy-started:<blockquote>Are there any lessons from Deus Ex 2 that the team has learned and is using when making BioShock?
Many development teams have learned important lessons from previous attempts to bring PC games to the console, though Deus Ex 2 is an infamous example. One of the main things we are doing differently is that we are leading our development efforts with the 360. Therefore all decisions on HUD and gameplay situations are made on the 360 and brought over to the PC to avoid the situations you are thinking about.</blockquote>So the solution of problems with cross-PC-console games is to determine an absolute primacy of the console? Not the answer a lot of people were waiting to hear, I'm guessing.

Link: Q&A on The Cult of Rapture.

Spotted on RPGWatch.

..... :?

Are these guys fucking stupid, or what?

Instead of using maple wood to construct our boat, we're going to use oak and therefore solve the problem of boats getting caught on fire.

:roll:
 
Great, to avoid to make the same mistakes than Ion Storm did in Deus Ex 2, let's make the same errors.

And of course, no multiplayer because the story and blablabla... the same excuse.

Why am I not surprised?
 
slamelov said:
Great, to avoid to make the same mistakes than Ion Storm did in Deus Ex 2, let's make the same errors.

And of course, no multiplayer because the story and blablabla... the same excuse.

Why am I not surprised?

You're not suprised because nearly every developer is following this stupid standard of dumbing down their games until even a vegetable can play them.
 
Therefore all decisions on HUD and gameplay situations are made on the 360 and brought over to the PC to avoid the situations you are thinking about.

What situation you dork?

You mean this situation?

if you work for 2 different platforms, dumb everything down to work on the weakest (feature & capability-wise) of the two.

Oh man... When is this console terror gonna end.

Im gonna starta a new gaming company some day. I already have the slogan.

"By PC gamers, for PC gamers"
 
Hey, there is news



Originally Posted by Slamelov

Quote:
Are there any lessons from Deus Ex 2 that the team has learned and is using when making BioShock?
Many development teams have learned important lessons from previous attempts to bring PC games to the console, though Deus Ex 2 is an infamous example. One of the main things we are doing differently is that we are leading our development efforts with the 360. Therefore all decisions on HUD and gameplay situations are made on the 360 and brought over to the PC to avoid the situations you are thinking about.
What situations?. So, the lessons you learned about Deus Ex 2 is to make the same errors?.
<...>
It will be a console game ported to PC.
That FAQ entry is not accurate. According to Ken Levine, it was written by our new community development liaison who is coming to Boston this week to get fully briefed on our development process.

- Chris Kline, Lead Programmer
 
What!? Never!? I don't believe it! A PR guy talking out of his ass? I never thought I'd see the day.

.....


Maybe someday, in the distant future, these guys will actually check their facts before they spout drivel. We can live and hope.
 
Quite possibly the most funny thing I've ever read this year so far.

How can we solve the fact multi platform games usually suck for the PC?...hey why don't we focus on the console then pc..instead of, you know, restricting ourselves like we have to for console...um wait a m-


and so on.
 
There are also examples of games that were built to be completely different on different systems and still sucked on the PC. GRAW comes to mind.
 
For an error like this you'd think he'd be the newly fired PR guy. Months ago Irrational made a big deal about how the interfaces are completely platform independent, with Bioshock on the PC mimicking System Shock 2's, as opposed to a gamepad-oriented mess even when having the keyboard/mouse at your fingertips.
 
There are news...
Are there any lessons from other games that the team has learned and is using when making BioShock?
Many developers making their first console games have encountered stumbling blocks. As we're quite experienced on the PC, we're focusing a huge amount of effort to make sure the 360 version of BioShock is world class. However, we are using a sub-team in house at Irrational dedicated to the specific interface and user needs that PC gamers demand.

From The cult of Rapture Q&A
 
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