From the Vault is back this month with Part Two of the original BioShock pitch document. After the overwhelming response to Part One posted last month, we are especially excited to bring you this next and final installment, which will give you new insights into the controls, monsters, and original story of BioShock.
In this pitch you will read that Irrational Games chose to accomplish a non-complex interface by working under their "Three Commandments".
- Thou shall not have to deal with any overly complex inventory system
- Thou shall not be bogged down with countless interface screens
- Thou shall be led slowly unto the valley of gameplay depth
They also talked about how they made the mistake of dumping all of the complexity on the player at once on System Shockand decided to hand the player a little at a time, over the course of the game, as the player can handle it.
Fans can also read about the backstory, enemies and the multiplayer elements intended for BioShock. You can read all about the original pitch for BioShock (part 1 & 2) at IrrationalGames.com.