By now, the probability of you having seen the impressive BioShock Infinite trailer should be sky-high unless you’ve been swimming in the watery depths. But the idea of a 1900s floating city in the heavens wasn’t always a given. In fact, not even the entire concept of a new BioShock game was, as Irrational main man Ken Levine expressed in an interview about the studio’s workflow and development process.
“[We worked on] a lot of prototypes for this game and other games,” he said. “We played around with a lot of different things we were thinking about doing.”
“So we started writing new code, we had a lot of people to hire and frankly the way Irrational works is we throw out way more of that than we use for our stuff…[it’s] a time consuming process but at the end of the day I think it makes a better game for the fans.”
After the surfacing of the Infinite trailer, you’d expect Irrational to have a clear idea of what they want to do and where they want to go with the game… and they probably do. But that wasn’t the case until relatively recently – or however you want to label a timespan of eight months – when the design elements of the game started coming together.
“We had the floating city and the time period very early. We didn’t have the notion of the American exceptionalism – that July 4th 1900 feeling with flags waving. We didn’t have that until eight months ago,” said Levine.
No matter how you splice it, Irrational do things their way, and if they don’t work, they’re out the window.
BioShock Infinite will be out on PC, PlayStation 3 and Xbox 360 sometime in 2012.