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submitted 1 month ago by FrankLaskey@lemmy.ml to c/games@lemmy.world

In an interview with gamesindustry.biz, the acclaimed developer also discusses his next game, ‘Judas’, generative AI and why it "wasn't easy to step away from BioShock"

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[-] ShinkanTrain@lemmy.ml 17 points 1 month ago

No offense Ken, but you've been making the same game since 1999. And I want you to do it again.

[-] ampersandrew@lemmy.world 3 points 4 weeks ago

There were several deviations from System Shock 2 along the way. And even if this one plays like that, I hope they nail the story stuff they're going for. Previews have seemed impressed.

[-] RubberElectrons@lemmy.world 6 points 4 weeks ago

Man I had so much hope for infinite, remember when Elizabeth opens a year for that dying horse and they're accidentally on a rain-soaked street in the 80s?

[-] Zahille7@lemmy.world 4 points 4 weeks ago

There should have been more secret tears for you to find throughout the game with all kinds of Easter eggs and shit.

The one you brought up, if I remember correctly, was supposed to be Paris in the 80s, because there's a movie theater in the frame that says something about Star Wars.

[-] RubberElectrons@lemmy.world 3 points 4 weeks ago

Yeah, that was it. I dug up the trailer: https://www.youtube.com/watch?v=attvYJb6xn8

[-] ElPussyKangaroo@lemmy.world 6 points 4 weeks ago

Quick Question : What does it mean when they write like this? 83403

[-] EonNShadow@pawb.social 8 points 4 weeks ago

Brackets in a quote denote a change to what was actually said. In a perfect world, with quality journalism, they're used to summarize or make the quote flow better in the piece without changing the intent or meaning of the quote

In this case, they very well could've changed "won't be" to "will be"

I don't expect that to be the case here, but it's possible.

Also, using an ellipsis inside brackets like this: "[...]" Is an intentional omission by the author of the piece.

[-] WammKD@lemmy.blahaj.zone 6 points 4 weeks ago

Usually, the brackets include a part of the sentence that wasn't said but the interviewer believes the speaker meant or was implied.

In cases like this, maybe the speaker was speaking quickly (and, so, didn't say the words during the interview) or were dropping implied parts is the sentence (like we all sometimes do when speaking casually; like if I say, "Quick thinking," to someone. It's implied that I was saying, "[That was] quick thinking").

This also gets used often if the interviewee is talking about someone they know personally but we don't so they're usually just using the first name (e.g. "Yeah; me and [General] Howard [Zimmerman] go way back").

[-] fsxylo@sh.itjust.works 1 points 4 weeks ago

They're editing the quote to add information they think is relevant. Ken Levine didn't say "will be".

[-] mnemonicmonkeys@sh.itjust.works 1 points 4 weeks ago

Exceot this quote makes no sense without these 2 words. Did Ken just accidentally words?

[-] skaffi@lemmy.sdf.org 2 points 4 weeks ago

We generally don't notice, but normal speech is basically a broken mess for anyone, with ahs and uhms, and sentences that keep enveloping other sentences, and you never get back to the point you were making in the first place. It's a basic part of a journalist's job to filter the word soup that you end up with from a face-to-face interview - in an honest way, that truthfully reflects the points and opinions that were stated, of course. Usually, we have no problem understanding each others' jumbled verbal messes, when we're right there, and have context, tone, body language, etc., to make up for when the words are lacking - but those things obviously don't translate to written interviews.

In all likelihood, what Ken Levine "really" said was probably something along the lines of:

In the future, it will be - you know, what we really want to do, and now we have the technology, and because, BioShock really showed that there's an real desire among gamers for immersive experiences like this, so we're actually now fully able to to really realise that full, ahead-of-its-time vision we had with the original BioShock, it's about agency, player agency, that's really what it's about, you know, it's player driven - that's where we want to go. Because that's what makes our medium unique.

[-] fsxylo@sh.itjust.works 1 points 4 weeks ago

Or they replaced words. It's possible he said "It's" but since it's not currently true, they changed it to [will be] but I'm just speculating.

[-] SplashJackson@lemmy.ca 2 points 4 weeks ago

The only one I hadn't played thru completely was System Shock 1. Love the Shock games

[-] dormedas@lemmy.dormedas.com 1 points 4 weeks ago

The AAA industry has made some really great games but I see - increasingly over time - a lack of interactivity in the games in favor of heavy movie-like narrative. It is unfortunate that adding depth of interactivity in a AAA space requires an immense amount of work to polish those interactions to look good / real / natural. However, we’re running up against graphical performance issues. It’s time to bring back those interactions, perhaps sacrifice a bit of quality to polish these interactions up, and make games that have more player choice.

this post was submitted on 01 Jan 2025
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