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	<title>PlayStation.Blog &#187; Drew Holmes</title>
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	<link>http://blog.us.playstation.com</link>
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		<title>Head in the Clouds: Writing BioShock Infinite</title>
		<link>http://blog.us.playstation.com/2013/01/25/head-in-the-clouds-writing-bioshock-infinite/</link>
		<comments>http://blog.us.playstation.com/2013/01/25/head-in-the-clouds-writing-bioshock-infinite/#comments</comments>
		<pubDate>Fri, 25 Jan 2013 17:00:05 +0000</pubDate>
		<dc:creator>Drew Holmes</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[bioshock infinite]]></post_tag>
		<post_tag><![CDATA[irrational games]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

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		<description><![CDATA[The toughest question to answer is “How do you write for a BioShock game?” Wait, let me back up.

I started at <a href="http://irrationalgames.com/">Irrational</a> almost a year ago. At that point, there wasn’t a “writing team”, it was just Ken Levine. Luckily, Ken is a smart guy and knew that this upcoming game was going to be big. Bigger than any game he’d worked on before. So I tricked him into hiring me, and a couple months later we realized it was still a <em>really big game</em>, so Joe Fielder tricked us into hiring him as well. And the three of us, along with Jordan Thomas, tried to wrangle the beast that is <a href="http://us.playstation.com/games-and-media/games/bioshock-infinite-ps3.html">BioShock Infinite</a>.

The writing team at Irrational is structured a lot like a television writing staff. (At least I assume. I’ve never worked in TV, so maybe they <em>don't</em> have a special room for footrubs and/or quiet sobbing.)]]></description>
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<p>The toughest question to answer is “How do you write for a BioShock game?” Wait, let me back up.</p>
<p>I started at <a href="http://irrationalgames.com/">Irrational</a> almost a year ago. At that point, there wasn’t a “writing team”, it was just Ken Levine. Luckily, Ken is a smart guy and knew that this upcoming game was going to be big. Bigger than any game he’d worked on before. So I tricked him into hiring me, and a couple months later we realized it was still a <em>really big game</em>, so Joe Fielder tricked us into hiring him as well. And the three of us, along with Jordan Thomas, tried to wrangle the beast that is <a href="http://us.playstation.com/games-and-media/games/bioshock-infinite-ps3.html">BioShock Infinite</a>.</p>
<p>The writing team at Irrational is structured a lot like a television writing staff. (At least I assume. I’ve never worked in TV, so maybe they <em>don&#8217;t</em> have a special room for footrubs and/or quiet sobbing.) We’ll sit down with a problem to solve (“How do we make Infinite make any sense?”) and pitch various ideas (“Free drugs in every box?”) until one of them sticks. (*INSERT ENDING OF BIOSHOCK INFINITE*) Then we’ll grind on that idea until it either sucks and we start over, or it becomes something&#8230; well, good. Hopefully.</p>
<p>But the key is this: We’re never satisfied. Something can always be better. The first idea is never the best one.</p>
<p>Our roles at Irrational are pretty well defined: Joe is the guy who can churn out an insane amount of writing in a very short amount of time, and I hate him for it. I’m really good at finding pictures of dogs who think they are people.</p>
<p>And Ken is able to take everything, mash it up, and deliver a coherent, challenging, and medium-defining piece of art.</p>
<p>So back to the first question: <strong>“How do you write for a BioShock game?”</strong></p>
<p>You just start. And then you do it again. And again. And again. And eventually you get something pretty damn cool.</p>
<p>Hopefully, on March 26th, you’ll all agree with us.</p>
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		<slash:comments>25</slash:comments>
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<rating>4.29</rating><author_title>Writer, Irrational Games</author_title>
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