Hey you guys,

have you seen Ken Levine's presentation and Q&A at BAFTA?
He talks quite a bit about what went into the creation of Elizabeth, the player's companion in Bioshock Infinite.

I'm only fourty minutes in - if it turns out this video is horrible afterwards, my apologies - I doubt it from what I've seen it, though

Ken Levine (of System Shock 2 fame) is a pretty smart person, as is evident also from the great series of Podcasts they've done.

And if you still don't have enough, there's an interview with him from RPS that's absolutely fascinating, if only because it says so much about the interviewing process

via RPS



But really, this should be about the creation of good AI companions. Which games in the past had good ones, and where did others fall short? Are you planning on having something like that in your game, and if so, how do you approach the creation?

Last edited by Error014; 03/19/13 12:11.

Perhaps this post will get me points for originality at least.

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