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What if Bioshock Infinite was an Open World?

How would Bioshock Infinite work in an Open World context? What would the world rules be? How could designer drive the player? Let's find out

Mattia Beffa, Blogger

April 14, 2021

10 Min Read
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The following is a design concept I recently made after the announcement of the new Bioshock being an Open World game. The design follows a style suitable for the original game release in 2013.

Introduction

The world would be a narrative driven, modular open world, divided in regions player frees to progress and obtain Vox's support. Vox populi are an in-game faction opposed to the main villain's army.

Each area is first occupied by Comstock, presenting an obstacle for the player to loot and find quests.

Game World

Traversal Vehicles / Structures

There are 3 main ways to travel across the map:

Sky-Line

Available since the start of the open world phase, allowing free exploration;

Can be used after Booker obtains the Sky-Hook in Town Center.

AirShip

Used to travel from an air pier to another once the relative area has been liberated;

Allows fast travel processed with a cinematic or a loading screen.

Zeppelin

Roams around the map following a specific route visible to the players on the map;

If not freed, enemies attack the player while the Zeppelin keeps going on route

 

None of the vehicles is actually "drivable" by the player, they either follow a path or have a loading:
Columbia is characterized by the floating structures, so while the game can adapt the connection between regions, the player may not, resulting in unclear world rules or feeling lost.

Grammar Map Design

 

Outpost

First occupied by Comstock, then Vox once free

Floating structure reachable with Sky-Lines

Safes the Siphon connection in Monument Tower

Contains a power supplier for the siphon in MT

Destroying the supplier allows tears in the area

Freed when enemies and supplier eliminated

Protected By

4 squads off 4 enemies each, 2 Heavy Hitters

2 Roaming airships and 2 specific squads

 

Zeppelin

Floating around the map with a specific route

To be conquered actively by the player

First occupied by Comstock's troops

Occupied by Vox Populi once freed by  player

Can be used to move around the map

Freed when enemies and alarms are eliminated

Enemies airships backups come if alarm is rang

Player can break all alarms to stop backups

If nearby outpost is freed, Vox backup the player

Vox can't break the alarms, only the player can

 

Region

Defined location first occupied by Comstock

Freed progressing with quests and outposts

When freed become occupied by Vox

Can be occupied partly by Comstock's and Vox

Factions fight in the streets / air calling backups

After freed, few enemies troops still present

 

Airship

Airship sailed to an air pier in a specific location

Can be used to travel to other freed piers

Fast travel to other areas, loading / cinematic

Area needs to be freed to use / reach location

 

We saw what occupies the game world, but what happens in it? Let's take a look:

Points Of Interest

Monument Tower: Center of the map

Surveilled by squads and heavy hitters outside

Enemies troops and one handyman inside

Enemies airships roam outside the tower

Accessed twice in main story quests:

Rescue Elizabeth after the town sequence

Near ending to obtain Song

 

Finkton Tower: Left area of the map

Troops and barrage automatons outside the gate

Enemies airships roaming around the top

Accessed once for the main story quest

Accessible anytime after the story quest

Characterized by the luxurious look

In contrast with the rest of Finkton area

 

First Lady Zeppelin: Roaming around the map

Different from other zeppelin for the rich look

Romas between the two docks in the map

Accessible twice for story main story quests

Accessible anytime after the quests

After soldier's field

After Finkton Tower

 

Hand of the Prophet: Upper area of the map, Final Area

Surveilled by enemies' airships and troops

Enemies troops and handyman inside

Alarms for enemies to call for backups inside

Accessible once: Final quest

 

Live World Elements

Airship Fights

Comstock's troops and Vox airships meet

An air fight starts between ships

Each faction can call for backups

Amount of backups based on area domain

Heavy hitters can be called as last backup

The fight is over when one faction is dead

 

Road Fights

Each faction has troops roaming in each area

Two opposite troops meet and the fight starts

Each faction can call for backups

Amount of backups based on area domain

Heavy hitters can be called as last backup

The fight is over when one faction is dead

 

We talked a lot about the open world elements, now let's take a look at how players are spending their time in this world: What's the purpose of a world if nobody populates it? Warning, spoilers!

Objectives and Rewards

Story Objectives

Find Elizabeth

Bring Elizabeth to New York

Reach Elizabeth after her escape in Finkton

Find Comstock to stop him

Reach Comstock's House

Enter Comstock's House

Reach the Hand of the Prophet

Destroy the Syphon

 

Story Objectives

Conquer Outposts

Conquer Zeppelins

Access Monument Tower

Free all the areas

 

Rewards

Spatial Reward

Free areas to explore and loot with Vox's support and less enemy troops

Loot

Gears to upgrade and customize playstyle, Money to purchase upgrades / gears

Quest Reward

Specific loot, equipment, loot or areas for successfully completing a quest

Loadout

Weapons, Vigors and upgrades to upgrade and customize playstyle

 

Progression

Spatial (Free and safe areas and zeppelins)

Equipment (Gears, weapons, Vigors, upgrades)

Money (Allowing to buy needed items)

Support (Vox backup for objectives / quests)

 

If you are interested in Bioshock Infinite's progression, you can take a look at my previous articles.

Now let's talk about quests: What guides the player during the whole game?

Quests

Main Quests

Lutece's Questline:

Fitzroy Questline:

Elizabeth's and Comstock's related quests

Comstock's and Vox populi's related quests

Luteces Rewards:

Fitzroy Rewards:

Elizabeth story progression / past

Daisy Fitzroy story progression / past

Booker story progression / past

Vox populi story progression / past

Comstock story progression / past

Alternate Booker story past

 

Side Quests

Lutece's Researches:

Vox Populi requests:

Find specific equipment around the map

Free specific Comstock's areas

Travel across realities

Support specific fights against Comstock's troops

Luteces Rewards:

Vox Populi Rewards:

Research-developed Equipment

Vox's support during fights

World narrative details / story

Money

 

Core Aesthetics

Dynamics

Player Type

Player will explore the world based on his / her will and needs

Explorer

Player will go back to previous areas to look for details and items missed before

Achiever

Player will visit specific locations he / she wants to see / stay in

Socializer

Player will free outposts / zeppelins before receiving the quest

Explorer

Player will chose the quest of the person he / she is most interested in

Socializer

Player will complete all the quests to obtain all the rewards

Achiever

Player will complete all the quests to gain story information

Socializer

Player will explore and complete the quests to discover the story

Socializer

Player will chose which quest to accept in order to progress

Achiever

 

These are only the main generated aesthetics, an MDA analysis would provide further information.

Opportunity

Vox Populi's troops around the map will ask the player to help them defeat Comstock's troops:

Fights

Help Vox fighting enemies troops on airships / zeppelins or on the ground

Enemies squads are made of soldiers, snipers, heavy hitters and mosquitoes

Backups can be called by both factions up to heavy hitters

Eliminate all enemies troops to get a reward (money, gear, narrative details)

 

Items Recover

Reach an area surveilled by Comstock's troops and recover a specific item

The approach is decided by the player: stealth, by air, from the ground, and so on

If the player is spotted, backups can be called from Comstock's troops

Bring te item back to get a reward (money, gear, narrative details)

 

That's it! This was my design concept for an Open World. This could of course be expanded to talk about each element in detail, but being just a concept I don't think it would be the case.

I really hope you liked it, if you have any feedback, suggestion or thoughts let me know, I'd love to hear your opinion!

Thank you for taking the time to read this, I really appreciate it. See you soon!

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