Opprinnelig skrevet av edge 167 oct2006
Environments aside, Bioshock explores gameplay in a variety of ways. The first is emergent AI: it's an area that has already provided Levine with his fair share of surprises, particularly with the disturbing relationship between the Big Daddies and the Little Sisters: "they care about each other: sometimes they bicker, one that kills the other mourn the other one. Big Daddy protects the Little Sister, Little Sister looks for protection. It's a very primal relationship. It's a very sick and distorted relationship because they are not really father and daughter, it's this creature protecting this little girl because the city needs the research that she's gathered, but the visual cues are so strong, and without a lot of words - she doesn't even speak - it's a very clear relationship. In a game that is a really deep FPS, to have a relationship that is really meaningful is incredibly satisfying." And the AI is there to be engaged with.
"Through genetic modifications, you can trick Big Daddy into thinking you're a Little Sister and he'll protect you, and that's an interesting feeling, this guy being misled into protecting you. At one point the Little Sister will think you're the Big Daddy, and she'll be looking to you to protect her. I mean, you haven't really had that experience in an FPS. It's not like telling you to protect a convoy: this little girl looks at you and you know she needs your protection."