BioShock Infinite is remembered as one of the best video games of today . The latest publication by Ken Levine and the talented team at Irrational Games managed to meet the expectations set by the original work of the series, thus establishing itself as an icon of the medium. However, the development of the project was tumultuous and, according to various company profiles, the process was disorganized, the result was cut from what was originally planned and, in addition, there was labor exploitation.
In allusion to this, Polygon has shared a recent report where they reveal how was the gestation of the famous adventure in Columbia. In an interview with Forrest Dowling, who was an artist of the company during the creation of Infinite, he was able to share his work testimony, describing that, one year after the launch of the video game, advances were increasingly slow, especially due to the frequency of the cuts and refocuses that constantly modified the vision after the title.
” It’s hard when things that people have been working on for months are eliminated or dramatically changed. That was definitely something that happened a lot at Irrational, ” Dowling testified. Accordingly, Bill Gardner, who worked alongside the video game’s multiplayer team in an online mode that never made it to the final version in order to finish the campaign on time, added: “You invested a lot of your time, heart and soul in something to disappears in just one meeting. You never really get over it. “
Unfortunately, Levine, who is described by his colleagues as a genius, lacked the necessary skills to lead a project, so Irrational hired Don Roy, a veteran producer, and later Rod Fergusson, known responsible for Gears of War. Both encountered, although at different times, a disorganized team, unable to offer a playable version of BioShock Infinite even despite the short time remaining for its release, so difficult decisions had to be made in order to meet the dates.
And it is that following Levine’s creative style, which was difficult to express his ideas to the team in an intelligible way while he considered that the pressure of having little time to complete the project was adequate, was problematic for Irrational, as described by Chad LaClair, level artist. ” There were times when I was like, ‘I don’t know how we’re going to be able to show this to the world,’ ” he said, and this led to a crunch that amounted to 12 hours a day for developers.
This perception, it should be noted, is shared by Tara Voelker, who exposed through her Twitter – because of the report – her own experience in the company as part of the multiplayer team. In particular, he indicated that 50% of his work involved following Levine – and later Fergusson – to endless meetings to take notes, especially after his entire division, due to the cut in online mode, received the information that his work would be scrapped. ” They sent the whole multiplayer team to one of our usual bars to wake up, and we all just drank, ” he said.
Furthermore, Voelker determines that even though he loved the team, he was unhealthy during his tenure on it . Comparatively, Dowling came to work six days a week , and the spirit that remained for his only day off was not enough to meet the basic needs of the home. In the end, BioShock Infinite ended up becoming the masterpiece that, for many, continues to be today, however, even despite the affection that those responsible for the title and with respect to Irrational , there is no doubt that they lived a process that, going forward, no other team should go through.