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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

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

AirShip

Zeppelin

 

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

Safes the Siphon connection in Monument Tower

Destroying the supplier allows tears in the area

Protected By

4 squads off 4 enemies each, 2 Heavy Hitters

 

Zeppelin

Floating around the map with a specific route

First occupied by Comstock's troops

Can be used to move around the map

Enemies airships backups come if alarm is rang

If nearby outpost is freed, Vox backup the player

 

Region

Defined location first occupied by Comstock

When freed become occupied by Vox

Factions fight in the streets / air calling backups

 

Airship

Airship sailed to an air pier in a specific location

Fast travel to other areas, loading / cinematic

 

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 airships roam outside the tower

Rescue Elizabeth after the town sequence

 

Finkton Tower: Left area of the map

Troops and barrage automatons outside the gate

Accessed once for the main story quest

Characterized by the luxurious look

 

First Lady Zeppelin: Roaming around the map

Different from other zeppelin for the rich look

Accessible twice for story main story quests

After soldier's field

 

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

Surveilled by enemies' airships and troops

Alarms for enemies to call for backups inside

 

Live World Elements

Airship Fights

Comstock's troops and Vox airships meet

Each faction can call for backups

Heavy hitters can be called as last backup

 

Road Fights

Each faction has troops roaming in each area

Each faction can call for backups

Heavy hitters can be called as last backup

 

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

Reach Elizabeth after her escape in Finkton

Reach Comstock's House

Reach the Hand of the Prophet

Stop Comstock before everything begins

 

Story Objectives

Conquer Outposts

Access Monument Tower

Access the Hand of the Prophet

 

Rewards

Spatial Reward

Loot

Quest Reward

Loadout

 

Progression

Spatial (Free and safe areas and zeppelins)

Money (Allowing to buy needed items)

 

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:

Elizabeth's and Comstock's related quests

Luteces Rewards:

Elizabeth story progression / past

Booker story progression / past

Comstock story progression / past

 

Side Quests

Lutece's Researches:

Find specific equipment around the map

Travel across realities

Luteces Rewards:

Research-developed Equipment

World narrative details / story

 

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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