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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
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.
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.
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.
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:
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 |
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!
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?
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 |
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.
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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