Thinking BioShock: From Tech to Philosophy

Christopher Kline, technical director for 2K Boston, recently gave a lecture at Paris GDC on modern classic BioShock - co-developed by Kline and his colleagues at 2K Australia - and it's particularly notable how much honest talk of iteration was discussed in the lecture.

As he explained, the project, which has debuted on PC and Xbox 360 and is now coming to PlayStation 3, was "...a series of big mistakes and corrections and slipped ship dates, but all of these helped make it a good game."

Thus, Gamasutra sat down with the game's technical mastermind to discuss issues such as getting gamers interested in seeing the sequel (and thus driving publisher interest) to the hard philosophies of technology use, UI design, and respect for the audience.

This wide-ranging Gamasutra discussion also touches on everything from the health of the PC as a medium for hardcore gaming, to why Kline felt confident working with Unreal Engine 2 on a next-generation game.

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