Telling the tale of the game’s two main protagonists, Booker and Elizabeth, has required a great deal more narrative than in the first game.
“When I first came up with these characters, Booker and Elizabeth, talking to each other and interacting with their world, I didn’t consider how much writing that was going to be,” he explained. “Just one level of BioShock Infinite writing and the amount of character interaction we have is probably three or four times as much writing as in all of BioShock.”
“I’m doing the vast bulk of it and it really is… it can get overwhelming. But on the other hand it’s a world that I absolutely love to write. Mostly because it’s a new challenge. Thinking how these scenes are going to play out, how we keep them interactive and how you communicate the ideas,” he added.
EGM’s TAKE: This is quite impressive from the team at Irrational, considering that they are great advocates of avoiding cut scenes and non-interactive elements in video games. There is actual emotion between the two characters for the first time in the series, so there has to be more dialogue and interaction to express this. Without it this the game would feel dull and lifeless and probably wouldn’t even function.