BioShock creative lead Ken Levine is reportedly facing trouble. According to Bloombergโ€™s Jason Schreier, Levineโ€™s studio Ghost Story Games and its long-awaited debut project have been plagued by shifting design goals and an overambitious vision. Itโ€™s not a new criticism of Levine, but it suggests that the gameโ€™s nearly eight-year waiting period might not end any time soon and hints at some details about what Ghost Story is actually doing.

Schreierโ€™s story indicates that Ghost Story, a division of Take-Two Interactive staffed with former members of Levineโ€™s old studio Irrational, was originally supposed to release a small game in 2017. The project was a sci-fi shooter set on a โ€œmysterious space stationโ€ where three factions would respond to the playerโ€™s actions. (While Bloomberg compares it to BioShock, the setting sounds similar to Levineโ€™s earlier space horror game System Shock 2.) But the projectโ€™s scope was seemingly bigger than the 30-person team could handle, including a โ€œcomplicated dialogue system that would morph based on player choices.โ€ As of 2022, the project has apparently been rebooted multiple times and still has no name or release date.

The game has reportedly changed directions multiple times

According to Bloomberg, part of the delay stems from Levineโ€™s mercurial management style and perfectionism. Like previous reports from his time at Irrational, it describes a place where projects would get suddenly overhauled or scrapped after months of work. One anecdote describes studio members joking about convincing Levine to adopt their ideas via โ€œKenception,โ€ a reference to the artificially planted thoughts in Christopher Nolanโ€™s Inception. An open-ended release timeline has apparently been a double-edged sword, with Levine reportedly saying that the studioโ€™s ongoing budget is a โ€œrounding errorโ€ in Take-Twoโ€™s operation, which could give its game an indefinitely long development process.

But Ghost Storyโ€™s core mission also contains some built-in tension. The studio grew alongside Levineโ€™s fascination with โ€œnarrative Legos,โ€ his term for the kind of procedurally generated drama produced by Middle-earth: Shadow of Mordorโ€™s Nemesis system or some recent indie games. (The Bloomberg report also mentions the procedurally generated games Dead Cells and Void Bastards as potential influences.) At the same time, itโ€™s apparently been pursuing the feel of a heavily scripted and polished big-budget 3D experience, something thatโ€™s difficult to produce with a highly variable story.

The BioShock franchise, meanwhile, has proceeded without Levine โ€” although a new installment has also been in development for some time with no release in sight. An unrelated System Shock sequel has followed an even more tortured development roadmap.

System Shock 2 helped define the immersive sim, a genre that gave players a feeling of free choice through versatile but often painstakingly handcrafted systems. Itโ€™s a style that feels ripe for an experiment with infinitely generated conflict, especially paired with Levineโ€™s love of lofty, clashing philosophical movements. But for now, those clashes are apparently happening inside the studio as well.

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