Report: BioShock Infinite drops multiplayer
Tower defense and Spec Ops online modes canned.
August 9, 2012 / 06:17 PM EDT / (@salromano)

Kotaku has published a lengthy report on BioShock Infinite following the departure of four key staff members: director of product development Tim Gerritsen, art director Nate Wells, design lead Jeff McGann, and systems designer Kenneth Strickland. The report is a mix of confirmed and unconfirmed details, the biggest of which is a pair of axed multiplayer modes.

According to three sources “familiar with the game,” the development team at Irrational Games has struggled to create a game that “meets the promise” of early demos shown at game expos like E3 and PAX. The game had initially been set to include two multiplayer modes, which have since been removed.

The above, mixed with even more departures (a sizable amount of the original BioShock Infinite team is no longer working on the game), appears to be a troubling burden for the Irrational sequel. But Irrational Games creative director Ken Levine addressed these concerns during a phone call with Kotaku.

“In a company of 200 people you’re going to have turnover,” Levine said. “We never like to see a guy like Nate leave because he’s been here for a long time but it’s been 13 years and I think sometimes people want to spread their wings. I’m not going to stop people. We love Nate and I think we all remain friends. After 13 years he sort of finished his work on BioShock Infinite, as you will be able to tell when you see the game again… I think Nate’s moving on to something else.”

As a result of Nate and his colleagues’ departures, Epic Games director of production and Gears of War producer Rod Fergusson has reportedly been brought in to fulfill former design lead Gerritsen’s duties and help finish the project. Levine would not comment on this.

While a significant chunk of the original Infinite team is gone, much of the remaining team worked on the original BioShock back in 2007.

“As far as the team itself, the lead artist, the art director, the creative director, the lead effects artist, the senior sound guy, the lead programer and the lead AI programmer from BioShock 1 are all on BioShock Infinite. I don’t think there’s a single senior BioShock team member that isn’t here, which I think is amazing and a testament to their commitment to the studio. And there are a ton of amazing people who weren’t on BioShock 1 that are on BioShock Infinite.”

Jordan Thomas, who designed the first game’s “Fort Frolic” stage, has also been “on loan” from 2K Marin, Levine said.

Moving back to Kotaku’s unnamed sources, they described Irrational’s development process as lacking focus. The game’s two multiplayer modes, for instance, took months of work, only to be tossed in the long run. Even so, the studio placed a large internal focus on multiplayer while it was still underway in order to prevent the game from being traded in as quickly as the first title. It is unclear whether the game has more than two multiplayer modes. (Basically, we don’t know if there are any remaining.)

Similar to a tower defense game, the first cancelled multiplayer mode saw players miniaturized and placed into an old-timey arcade machine where they would fight against waves of enemy toys rolling out on tracks. The second, internally known as “Spec Ops,” was similar to the Spec Ops mode in Modern Warfare, where four players would play together in a co-op game, and make their way through levels from the single-player campaign.

So should you be worried?

“It’s always challenging when you’re trying to make a game that does a lot of different things,” said Levine. “Trust me, there are plenty of things in this game—either it was the Skyline or Elizabeth—where there were movements in the team to get rid of them. Because they are the most challenging things.

“When you are trying to innovate,” he continued, “the path is not always clear and these things take time. But I guarantee this: The next time we show you guys the game the judge will be you, not me.”

BioShock Infinite is due for PlayStation 3, Xbox 360, and PC in February 2013.

Share and Discuss
  • 浪黒雷 (ro-kurorai)

    I trust in Levine and Wells’ job was already finished on Infinite. There could be worse employers than Irrational or Naughty Dog (Well’s new employer) after all ^^. I wish him best of luck in Santa Monica, he’s certainly gonna put his stamp on ND’s next game =)

    I personally am glad to read that (some) MP has been axed, I hope for good. I’m not a huge fan of MP, especially if I’m forced to grind through MP modes to get my Platinum trophy. Infinite looks ace on its SP mode. The story and universe are intriguing and I love the characters. Irrational’s chosen stellar voice actors for good measure. 1999 mode should guarantee some longevity at least. I do not trade in my games thus I do not understand the appeal of selling it right after finishing a game. It certainly would be more prudent to rent it for a few bucks instead, wouldn’t it?! 
    Second hand sales damage publishers/developers and encourage all the different variants of online passes, even on SP content (Catwoman SP missions in Arkham City, anyone?). Plus they force developers to shoehorn MP into excellent SP games that do not need it and include some crappy/grindy/annoying/you-get-the-message Trophies to make the lives of SP-aficionados like yours truly harder. 

    I’m still looking forward to Infinite. The art director had already finished his job and I do not give a rat’s ass about MP, so nothing’s changed for me =) 

  • KingOptimusOrigins111

    DAMN!!! but then again it’s Kotaku.

  • http://gematsu.com/ Zero

    I hope everything works out in the end, it sounds like a complicated situation, and we (the fans) just don’t have enough facts to make out what the problem is exactly.

  • DrForbidden

    If the reports are true, then it’s not good. It never is good when a game which was initially scheduled to be released by now loses half its development team, including key persons, and sheds some gameplay modes. This points at some extremely serious problems in the development and direction of the game which could not be easily resolved.

  • zakou

    I really hope this is true, dropping MP gives the devs more time/space to make even better SP.

    And that’s what Bioshock is about, the epic SP story and gameplay. MP feels unnecessary in Bioshock 2.

    It’s funny cause Bioshock 1 didn’t have MP and was better than Bioshock 2.

  • Acidicsam

    Also, according to the update, Epic Games’ Rod Fergusson confirmed that he left Epic Games to work for Irrational and on Bioshock: Infinite.

    Just thought I’d throw that out there, even though I don’t know what to make of it.

  • Marco Tinè

    I’d like to hear more from Ken Levine about Rod Fergusson leading the design on Infinite, because it’s a big deal. Epic Games is renowned for the rational and efficient way of managing its designs: if one or more elements doesn’t work as expected in the allowed timeframe, they cut them down without regrets. Straightforward products like Gears of War and Unreal Tournament stem from this design philosophy.

    By hiring someone like Fergusson, I think Irrational is trying to streamline Infinite’s production: cutting down the multiplayer has certainly bought the designers more time to deal with bigger issues, because clearly there are problems with the execution of basic concepts in the main campaign, and Ken Levine will *never* let an imperfect/unfinished product on the market. So we better hope that Fergusson’s concreteness and Levine’s integrity doesn’t crosstalk.