Player agency is not gaming's only valuable currency, and can often be to its detriment
Cethin
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I’m assuming this is Levine lamenting that Bioshock wasn’t a good ImSim, because it was a corridor without player agency. Thief and System Shock (Levine worked on Thief: The Dark Project and System Shock 2 before making Bioshock) are corridors, but you have freedom in how you navigate them. Bioshock you really don’t.

I think this article, and the comments I’m seeing, are interpreting this to mean he wants an open world (which may be the case, idk), but I think he means it lacked freedom of choice. It tied itself to the Shock legacy, but it lacked the freedom of the Shock games.

I suspect this doesn’t mean Judas is going to be an open world game filled with fluff. I suspect it means it’ll be closer to in ImSim. Prey is the best modern ImSim probably, despite selling poorly, and it’s a space station made of corridors. You have a lot of freedom to navigate it under your own control though. There’s a lot of ways to get to different areas and to get around hazards. Hopefully Judas will be like this as well.

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