As I’ve been taking the McKee Story seminar, it seems fitting to include some of the stunning landscapes from one of his favorite films, Tender Mercies.
BioShock Comic cover by Robb Waters.
BioShock “protector” doll concept, by Robb Waters
BioShock plasmids in-game advertisement, by Robb Waters.
I’ve been working on my upcoming GDC talk - this will be my 10th talk at the conference. Looking back, I realized that of my nine talks so far, six of them used examples from the original BioShock. Some were just mentions, but many were longer analysis and involved gameplay clips.
When BioShock first came out, everyone insisted I had to play it. After The Suffering, people saw a few similarities, partly in the mix of action and horror, but mostly in the exaggerated writing style and reverence for the past. They were right. Indeed, in my talks, I tend to use clips from games I love. Though no game is perfect, what does it say that I’ve cited BioShock more than any other single game?
As I’m sure everyone that cares about video games has heard, BioShock studio Irrational Games shut down a few weeks ago. Though the studio has changed a lot over the years and was very different from the place that made the original BioShock, still, we should take a moment and raise a glass to the house that built such a classic game. They will be missed.
Images: From the top, we have shots used in my talks “Stories Best Played”, “Cinematic Game Design - Action”, “Environmental Narrative” (x3), “Five Ways a Video Game Can Make You Cry” (from the end of the game), “Seven Ways a Video Game Can be Moral” and finally “Seven (or so) Techniques for Writing the Moral Game”. You can find slide decks here, and many of the talks are recorded on the GDC Vault.