GamesRadar: How much did the concept of the game evolve? Is it true that, while the game now takes place in an underwater city, it was once about Nazis on an island?
KL: It was the Nazi thing originally, and there was a story recently about how you were a cult deprogrammer. These ideas were never that evolved, or serious; they were sort of things we threw down to have something on paper. It wasn't until some time in 2005 that the notion of Rapture came to me and I started to really develop it. But I tend to start with game design, and my team does too, and we put the story in later. I think that's one of the keys - if people enjoy the story in BioShock, that's why. There's this dialogue between game development and story development that is constantly going back and forth. The artist would do something that would inspire me, and then I would write something that would inspire them. It's really collaborative, and I think that's why the story and the gameplay in Rapture are so integrated.
GamesRadar: Can you give us an example of that integrated collaboration between writer and designer?
KL: The artists designed that great Gatherer's Garden machine. I was doing a recording session with an actress for another part, and I was like "Hey, can you sound like a little girl? I'm going to write a song, and you're going to sing it." And then I went off and wrote that Gatherer's Garden jingle. We recorded it right there.










Facebook
N4G







