doctor_kaz
Scholar
Twinfalls said:IW turned out so bad because Spector gave Harvey Smith too much of a free hand to try out his dumbassed streamlining 'ideas'. I don't see any basis for comparison here. And IW (and Thief DS too) had such glaring level size constraints because they were kludged to fit the original xbox's small RAM spec, then ported over to the PC.
It wasn't just Harvey Smith's ideas. Have you ever read any interviews with Warren Spector? Go back and read some Warren Spector interviews from 2003. You could have predicted that the game would suck just from those.
Invisible War sucked for more than a few reasons, but the #1 first and foremost was that it was designed for people who were not fans of the first game, specifically X--Box owners. This design philosophy showed up everywhere in the game, from the crappy consolized interface and inventory system to the gimped role-playing system. Level design was also a problem, but it was only one of many. In addition, the small levels and short game length were also viewed as ways of getting the casual gamer to play it. The level design was done largely on purpose. Warren Spector refers to huge levels as "the stuff that people fast forward through in movies". Once again, dumbing the game down for casual gamers. Bioshock is following the exact same path with this plasmid re-speccing business. Since it's being designed for the X-Box 360, I'm also guessing that the targeting reticule will be the size of a quarter and the interface will be pathetic donkey shit like Kotor and Oblivion's were. Whether the atmosphere and story will make up for the watered-down shallow gameplay remains to be seen.
Very very few IP's have successfully transistioned over to consoles without becoming complete crap on the PC. Deus Ex, Serious Sam, Rainbow Six, Longest Journey, Ghost Recon -- just a few of many examples of franchises started on the PC that became complete crap once consoles became the primary development platforms. Bioshock appears to be following the exact same path.