ivpiter
It Wandered In From the Wastes

In a recent interview on GamesRadar with Bioshock Senior Artist, Hoagy De La Plante, he cited the inspiration and influence that lead to the undersea collapsed art deco dystopia of Rapture:<blockquote> GamesRadar: What other games inspired the BioShock art team?
HP: The original plan was to make a spiritual successor to System Shock 2. From a gameplay perspective, we certainly analyzed a lot of other titles. Half-Life 2
(…)
But our actual inspiration came more from films and novels
(…)
GamesRadar: Give us some examples of those films and novels.
HP: Certainly the novels Atlas Shrugged and The Fountainhead. The Randian theory - idealistic and flawed - was important to the game. Artistically... Blade Runner.</blockquote>The full article is broken up into 10 mini-pages starting here.
Bioshock creator Ken Levine and his team seem to have overlooked Fallout for more then just art. In a recent Gamespot interview he expressed his dissatification with the multiple endings of Bioshock.<blockquote>KL to Gamespot: "One of the reasons I was opposed to multiple endings is I never want to do things that have multiple digital outcomes, versus analog outcomes. I want to do it like the weapons system in the combat in BioShock. There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that's something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning."</blockquote>To which Bit-Tech replies:<blockquote>Oh, like the Fallout games then? Sorry Ken, but it's already been done. Fallout 2 perfected the idea of branching endings long before BioShock was a twinkle in your eye.</blockquote>That sums it up pretty well.
HP: The original plan was to make a spiritual successor to System Shock 2. From a gameplay perspective, we certainly analyzed a lot of other titles. Half-Life 2
(…)
But our actual inspiration came more from films and novels
(…)
GamesRadar: Give us some examples of those films and novels.
HP: Certainly the novels Atlas Shrugged and The Fountainhead. The Randian theory - idealistic and flawed - was important to the game. Artistically... Blade Runner.</blockquote>The full article is broken up into 10 mini-pages starting here.
Bioshock creator Ken Levine and his team seem to have overlooked Fallout for more then just art. In a recent Gamespot interview he expressed his dissatification with the multiple endings of Bioshock.<blockquote>KL to Gamespot: "One of the reasons I was opposed to multiple endings is I never want to do things that have multiple digital outcomes, versus analog outcomes. I want to do it like the weapons system in the combat in BioShock. There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that's something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning."</blockquote>To which Bit-Tech replies:<blockquote>Oh, like the Fallout games then? Sorry Ken, but it's already been done. Fallout 2 perfected the idea of branching endings long before BioShock was a twinkle in your eye.</blockquote>That sums it up pretty well.