Bioshock 2 Devs Talk Multiplayer, Pressure

Bioshock was a hugely successful single-player game that had some, but not a lot, of combat. One of the biggest selling points of its soon-to-be-released sequel is its combat-focused multiplayer component.

I recently had the chance to speak with three members of the Bioshock 2 development team, and I asked them point blank, “Why add multiplayer to an established single-player franchise?” I also asked them to compare the challenges of working on a high-profile sequel to those they encountered when developing an original property.


I began with Mathieu Berube, the lead multiplayer designer from Digital Extremes. I wanted to know why they added multiplayer to the game, and just how, exactly, it fit in with the Bioshock theme:

Mathieu:

Click "read more" for more with Bioshock 2's developers.

Lead environmental artist, Hogarth de la Plante, revealed that it wasn’t just fans and press who were skeptical when Bioshock 2’s multiplayer was announced -- the development team had its own doubts:

Hogarth:

Many people who liked the first game, enjoyed it for its storyline and pacing -- not its combat. I asked senior producer, Melissa Miller, if Bioshock 2’s multiplayer has anything to offer those who aren’t skilled with a weapon. It turns out, she was the perfect person to ask:

Melissa:

There’s obviously a ton of pressure on everyone involved with Bioshock 2; clearly it’s more stressful than working on a game that nobody knows about...or so I thought. Mathieu feels differently:

Mathieu:

Hogarth isn't worried that Bioshock 2 will be a retail failure, but knows that it’s a bit more of a challenge to match fans’ expectations with a sequel:

Hogarth:

Melissa seems to agree that there’s more pressure working on the sequel, and it sounds like it’s all because of multiplayer skeptics like me:

Melissa:


I can’t review Bioshock 2’s multiplayer component just yet, but I will say that after a few hours of play, it surpassed my (admittedly low) expectations. I’m not sure that it’s going to be a game-changer for a lot of people (it probably won’t be for me), but the development team certainly put a lot of thought into the mode, and it’s not just there to look good on the back of the box. You’ll be able to find out for yourself when Bioshock 2 hits store shelves on February 9.

Comments (5)

Awesome way to do a dev interview
Toby Davis , January 29, 2010
This is very interesting. I never felt that the first BioShock needed multiplayer -- nor do I think it needs a sequel, either -- but I hope the developers can show me that my doubts are incorrect.

What does the rest of Bitmob think about BioShock 2?
Jason Wilson , January 29, 2010
I didn't dislike Bioshock, but there came a moment for me when passing down one of Rapture's corridors and I stared out into the ocean... for about five seconds. It wasn't a real environment outside the glass, it was a pixelated bitmap(?) designed to look like underwater scenery. I wasn't in anything different then any of the other countless "corridor" shooters that'd come before...

And that kind of killed the game for me.

Don't get me wrong: in the big, opening "set pieces" that establish each area there is a definite mood created. But outside these main areas, the game can start to lose that sense of being in a sunken dystopia lost to time and more like any other vaguely "cyberpunk" style shooter with some art deco slapped on top... and looping licensed music. I appreciate what BioShock did thematically and atmospherical well (and the establishment of a "sleeper hit" launch window for games in the early fall), I just don't think there needs to be a return to Rapture so soon in my future.

Of course, I also said I wasn't going to get Mass Effect 2, and I turned out to be full of shit (and happily so), soooo....
John Ostermiller , January 29, 2010
HAHA!!! I tried getting into Digital Extremes a few months ago, but I could not get through the security!

Lance Darnell , January 30, 2010
Aaron always gets the good interviews. smilies/sad.gif
James DeRosa , January 30, 2010

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