GameSpy has up an interview with Ken Levine
of Irrational Games. While Levine has spoken previously about Bioshock's ideology
, this piece discusses a number of the elements that went into creating the game. He touches again on objectivism, but expands on the title's connection to its spiritual predecessor System Shock 2
and the process of actual developing the game. "Sterling: Segueing away from storyline a little, what sorts of hardware limits did the team encounter from pre-production leading up to this point of near-completion? Ken Levine: As a credit to my programming team, honestly, I didn't hear much about them. There was some hesitation on the part of some of programming team in pushing a level of physical simulation in the world, in part because they knew how much work that was. To their credit, I'll say, not only did they do it, they knocked it out of the park, because I've never seen this level of simulation ever in a shooter."