Through a combination of obsessive hard work, an affable personality and marketing savvy, Ken Levine has become one of the most beloved creators of narratively fulfilling, big-budget video games. Not only do his BioShock games sell well (the first sold over five million copies), but they are also taught in colleges and parsed in the same way as, say, David Lynchâs film âMulholland Driveâ was analyzed by critics.
Gore Verbinski tried to bring the horror-themed BioShock (2007) to the big screen. But either because of budgetary constraints or creative disputes, the film was never made. It would not have been an easy movie to make. Within the 15 hours of BioShock story are layers of plot with twists and turns in a tale influenced by Ayn Randâs âAtlas Shrugged.â Though the game is its own movie, Mr. Levine would like to tackle the film script. He did, after all, begin his career as a screenwriter.
With the release this week of BioShock Infinite â" among the most anticipated new games of 2013 â" Mr. Levine spoke from the offices of his studio in Quincy, Mass., about his influences and the game. Following are edited excerpts from that conversation.
So what is a BioShock game
The most important thing is that it takes place in a world that is in a fantastical, exaggerated setting. Itâs incredibly detailed, but also feels familiar and believable even though itâs crazy â" a city in the ocean or a city in the sky.
But unlike traditional narrative, thereâs something exclusive to video games.
The sense of player agency. You have this tool set. A player can express himself in the game in a way thatâs different than another player can. You can solve the problems in the game in your own way.
Youâve overseen the making of a stunning, floating world called Columbia. Do you want people to stand back and check things out as opposed to rushing through and shooting
You want them to check it out. But we work really hard to wear down the audienceâs ability to even process. If players are immersed enough, they stop treating it as a piece of artifice and just start experiencing it.
Playing makes you feel as if youâre in an amusement parkâs haunted house or at the midway.
I was always fascinated by amusement parks. The highlight of my year was when the fair came to town. I thought the guys who ran the rides had the best jobs imaginable, that they must be important figures in the fabric of society to be able to do this awesome thing.
Fans might find it hard to imagine that your Mature-rated games are influenced by Disneyâs G-rated rides.
The Haunted Mansion and Pirates of the Caribbean tell you an experiential but unspecific story. Itâs crude and rough, but thereâs amazing artistry there, especially the Haunted Mansion. Those rides serve as prototypes for what we do. They were semi-interactive in the sense that you had control over where you looked. And your experience might be different from that of the person sitting next to you. Thereâs more to see than you could possibly take in.
Your character Elizabeth is a young woman kidnapped and trapped in a tower. Sheâs like an excited child after sheâs freed by the somewhat cynical Booker. As seen through her eyes, Columbia is so bright and new. You need to give people a distinct, precise feeling about who Elizabeth and Booker are.
And if we donât do that, we really fail. Unlike a lot of video games and even our games, itâs not a story of events; itâs about characters, and if you donât buy into their stories, there is no game.
Youâve done voluminous research. Where does âThe Devil in the White Cityâ by Erik Larson come in
âThe Devil in the White Cityâ was a starting point for getting into the period. Our game starts about 20 years before that book begins. The bookends to that period to me are the Worldâs Fair and World War I.
Itâs also an idealized environment, all built at one time. The Worldâs Fair was all fake, right But it allowed us to see a pure city. Both Rapture (the underwater city in BioShock) and Columbia were built in a very short period of time with a similar controlled aesthetic.
You have a cult of personality surrounding Comstock, a controlling, racist, religious fanatic. When you see a video of Comstock on a screen that must be stories tall, itâs so imposing like a â"
Wizard of Oz kind of thing. Comstock believes he has all the answers. He believes heâs receiving Godâs prophecies, and you can tell from the game that thereâs a poster of a false shepherd coming to the city with a brand on his hand. And heâs right. Thatâs you and there you come! The question is, is he a prophetic figure and what does that mean for you in the context of this game
I donât want this to sound too simplistic. But how is Columbia like what we are in the United States today
Weâre not polemicizing about particular political scenes. I had some relatives who were upset. They thought the game was sort of an attack on the Tea Party. If you look at the Tea Party and you go back in history, you can see extreme versions like the John Birch Society and the No-Nothings, the Nativist Movement. And leftist movements are not new, either. Theyâre old as the hills â" because the conflict is ancient: âI have it. You donât. I want to keep it. And you want it.â Or âI earned it. No, you didnât.â
That conflict is to some degree more salient than the Randian one in Rapture. Thatâs a moral argument rather than a natural rights argument. There is a good for society in selfishness and I use the term as she used it, as a positive thing.
You spent over four years on the game. What was cut
The cutting-room floor is deep. Itâs full of lots of strips of film, so to speak. We generally find our way by making mistakes.
As an artist, do you feel itâs finished
Trust me, I can work on this game for a hundred years and still be tweaking. You have to let it go. You canât hide behind the idea that itâs not done.