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Evan  
21 Nov, 2007

2K Australia talks about BioShock experiences

PC News | 2K Australia on BioShock's development.
Playing a game is all well and good, but what's sometimes even more interesting is peering behind the kimono and seeing the trials and tribulations developers go through. Speaking recently at GameConnect 07, 2K Australia described their experiences in creating the PC version of BioShock and reasons for the inclusion of copyright protection.

Interestingly, unlike some other notable examples including Dues Ex: Invisible War, 2K Australia cottoned on early that releasing a half-baked console port just wasn't going to cut it. Describing the importance of tailoring the experience, Martin Slater, Lead Programmer at 2K Australia, said, 'If you're thinking about porting to the PC, you're not going to succeed. Look at games like Halo 2 when they came over to the PC - they had exactly the same interface, all the same controller buttons, and they got panned for it.'

He continued, 'PC users are not the same as console [players]. When they cross over in some places, unless you really, really make the game target the PC, you're going to fail in the market and you're going to get panned in the reviews, and panned by the magazines, and panned by the people who play. It's all about just thinking about not considering it just a cheap port.'

Talking of the importance of copy protection in the business decisions, Slater also added, 'Piracy is the biggest problem, and when you're releasing simultaneously on 360 and PC, one of the things in the back of the publishers minds and the people who actually want to make all the money's minds, is, we don't want to lose console sales to people ripping off PC and the piracy issue and if people can get a cheap pirated version on the PC they may not buy the 360 SKU, which is the main SKU.'

Slater also went on to speak about how their copy protection was designed, the importance of DirectX 10 to the average developer, and how they felt about the reactions to their decision to include copyright protection. For the full content of the interview, see PALGN's feature on the BioShock postmortem.

Related BioShock Content

Bioshock downloadable content next week
01 Dec, 2007 Rapturous freebies for PC and Xbox 360.
2K Australia: BioShock Postmortem
21 Nov, 2007 2K Australia speaks on copy protection, DirectX 10, and developing specifically for PC gamers.
BioShock PC activation fails to impress
23 Aug, 2007 Not quite rapture.
1 Comment
4 years ago
Deja Vu anyone?
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  24/08/2007 (Confirmed)
Publisher:
  Take 2 Interactive
Genre:
  Survival/Horror
Year Made:
  2006
Players:
  1
System Requirements:
Minimum Requirements:
Windows XP (with Service Pack 2) or Windows Vista
Pentium 4 2.4GHz Single Core processor
1GB RAM
Direct X 9.0c compliant video card with 128MB RAM (NVIDIA 6600 or better/ATI X1300 or better, excluding ATI X1550)
Sound Card: 100% direct X 9.0c compatible sound card
Hard disc space: 8GB free space
Recommended Requirements:

Intel Core 2 Duo processor
2GB RAM
Direct X 9.0c compliant video card with 512MB RAM (NVIDIA GeForce 7900 GT or better)
Sound Blaster® X-Fi⢠series (Optimized for use with Creative Labs EAX ADVANCED HD 4.0 or EAX ADVANCED HD 5.0 compatible sound cards with BioShock E
AX patch)

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