Here's some paragraphs from an article by Kotaku about Bioshock Infinite's now not so secret '1999' difficult mode:
For the hardcore gamer, 1999 mode could be
the best thing that's ever happened. And for the non-hardcore gamers?
"They're gonna hate this mode,"
said Levine. "That's okay — it's not for them."
Who exactly is 1999 mode for? For one, it's
for the student that approached the creative director and co-founder of
Irrational Games after a speaking engagement at Levine's old college to tell
him he had a bone to pick with him. His complaint? That none of the choices in
BioShock seemed to have any real permanence.
"There's a lot of things people can
tell you about your game, positive and negative, and you can either agree or
disagree," Levine told me. In this case he agreed. While there were
permanent decisions in the game, none of the choices the player could make felt
as if they changed the way the game was played irreversibly. "That would
have been really cool."
Levine loved the idea so much he decided to
"go down that road" with BioShock Infinite, but not before making
sure it was something the fans wanted. The developer held an informal poll to
feel out their audience. Would being required to make permanent decisions
enhance their gameplay experience? When 57 percent responded in the
affirmative, 1999 mode was born.
Adding 1999 mode to BioShock Infinite so
late in the game was a bit of a challenge. The game wasn't designed to demand
specialization from the player. The way resources were doled out had to be
tweaked. The mode required extensive balancing to ensure the enhanced
difficulty didn't cross the line from tough to cheap. "I really had to get
back into the brain I had in the 90's," Levine explained. "It's that
old-school feeling of 'If I fail, I deserved to fail' instead of 'the game made
me fail'".
And if they should die, they'd better have
the right components to facilitate resurrection. "Players have gotten so
used to dying and getting rezzed that they'll use it as a strategy, running in
taking out a few enemies, dying, and coming right back," Levine said.
"In 1999 mode if you keep charging your resources to come back, be
prepared to load a save game."
1999 mode creates this same sort of
tension, while ensuring that the player is always in the pilot seat. The
decisions, good or bad, are the player's to make. It's a mode that makes them
think differently about how they play the game.
"We're going to hide (1999 mode) in
the menu, probably with some sort of code. To the non-hardcore gamer we're not
going to even reveal that it exists," Levine told me. "The mode will
be very unfamiliar to the non-core gamer."
"This mode is not going to feel like
BioShock'"
To the more hardcore among us, Levine
thinks the new mode will be a welcome return, demanding and challenging.
"This mode is not going to feel like BioShock", he warned. There will
be rage quits. Controllers will be thrown, even among the hardcore.
Ultimately the choice to play BioShock
Infinite in normal or 1999 mode is up to you, the player. If you try the more
difficult setting and can't get the hang of it, then fall back on the regular
game. Or alternate as your mood for a challenge comes and goes.
But if you're the kind of game that bails
at the first sign of failure you may want to keep your distance. As Ken Levine
said, "This is not for you. Don't worry about it.
"This is for the hardcore. They're the
only ones that will understand why it's cool."
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