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https://www.bnnbloomberg.ca/the-nex...ock-s-auteur-is-in-development-hell-1.1702538
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It has been nearly eight years since development began on Ken Levine’s next video game. Levine, the creator of the hugely influential BioShock series, is an auteur of the medium. He embodies everything that comes with the title, according to people who have worked for him: a singular brilliance, stubborn perfectionism and a delicate ego.
His current project, which began in 2014, still doesn’t have a name or a release date. Development has suffered from numerous reboots and changes in direction, say 15 current and former employees of Levine’s Westwood, Massachusetts-based studio, Ghost Story Games.
Just as critics grant Levine credit for the artistry of his games, many Ghost Story employees readily blame him for their tortured project. Levine is a flawed manager who often struggles to communicate his vision and alienates or browbeats subordinates who challenge him or fail to meet his expectations, say current and former employees, most of whom requested anonymity because they feared repercussions.
A recurring gag around the office invoked another celebrated auteur. Persuading Levine was so difficult that former employees joked about engaging in Kenception, a reference to the film by Christopher Nolan in which Leonardo DiCaprio infiltrates a person’s dreams and plants an idea so that the target thinks he came up with it himself.
Ghost Story set out to revolutionize video-game storytelling but has instead watched other companies accomplish its goals. One employee says the team is optimistic that things are finally on track but estimated a release could still be two years away. Snight eventually quit, along with half of the original team. He says Levine’s creative process is what drove him to leave after five years there. “When it continuously goes in cycles and you don’t align anymore, you kind of get tired of being part of that,” he says. “I wasn’t really happy anymore.”
During a panel discussion a few years ago, Levine explained the final act of his process. “In almost every game I’ve ever worked on, you realize you’re running out of time, and then you make the game,” he said. “You sort of dick around for years, and then you’re like, ‘Oh my god, we’re almost out of time,’ and it forces you to make these decisions.”
But time never seems to run out at the new studio. Ghost Story employees spent weeks or months building components of the new game, only for Levine to scrap them. Levine’s tastes occasionally changed after playing a hot indie release, such as the side-scrolling action game Dead Cells or the comic book-inspired shooter Void Bastards, and he insisted some features be overhauled to emulate those games. Former staff say the constant changes were demoralizing and felt like a hindrance to their careers.
The 2017 target became 2018, then 2019 and on and on. The lax approach to deadlines minimized crunch time, a welcome change from Irrational, three former employees say. But working on a game with no clear release date is a challenge of its own, some staffers say. Employers forbid artists from including assets in their portfolios until a game is unveiled publicly, leaving job seekers to awkwardly justify why they had nothing to show for their last few years of work.
A persistent tension at Ghost Story, employees say, is between the type of game they set out to make and the kind Levine was used to directing. He wanted to see every moment of the story unfold on screen and fine-tune each one. But the narrative Lego concept made Levine’s cinematic approach impossible to apply because stories would change so much based on player decisions. Levine would often assess aspects of the game when they were not yet finished, decide they weren’t good enough and command the team to scrap or change them, employees say. “The type of game being explored does not match well with the creative process being used,” says Andres Gonzalez, a founding member who left to start a new company with Snight.