Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
BioShock Spoilers
This is my idea, in ten steps, for how BioShock could have unfolded after your encounter with Andrew Ryan in his office. It was written in 2009, but coming back to it in 2020, I feel like I should clarify a couple of things at the top:
1) As in the game, Fontaine forces you to hand control of Rapture over to him using Ryan’s key. You can’t help but obey.
I’m also going to add a few comments on these steps as I go along, there’s no need to read these if you just want the gist. This one’s a note about voice acting. Atlas has a very exaggerated, slightly comic Irish accent. I wish that when he turned out to be Fontaine, his true voice was very plain, deadpan and serious: I think the contrast could have felt really menacing.
2) Tenenbaum manages to reach you on the radio for the first time since you entered Ryan’s office. Having heard about your command phrase, she asks if you would kindly DROP THE GODDAMN RADIO then meet her at her nearby hideout.
Seriously, once you’ve found out someone who can violate your mind is on the other end of it, maybe leave the radio. Since Tenenbaum knows about your conditioning, she could order you to do it.
3) At the Little Sister sanctuary, Tenenbaum impresses on you that Fontaine is nearly unstoppable now that his genetic key is tied to Rapture, since Vita Chambers now work for him rather than you.
This factor never came up in the game, but to me it seems like the most important part of the handover of control to Fontaine: it would make him invincible, and you vulnerable. They do take Vita Chambers away from you much later, before the boss fight, but not for any stated reason.
4) She explains that the only way to stop someone who’s invincible within Rapture is to flood the whole city. You have to breach a wall in the central ventilation system, but the only thing that could drill through glass that thick – and survive the ensuing flood – is a Big Daddy.
The whole mood of the game is about the menacing inevitability of the sheer force of the sea. Enormous work went into making every room and every corridor of the whole city scream “THIS PLACE IS GOING TO FREAKING FLOOD!” I’d like to see it flood.
5) You have to become a Big Daddy. Tenenbaum tells you how, and says to meet her at the bathysphere station you came in on once you’ve breached Central Ventilation. Near the Little Sister orphanage, there’s an iron-maiden-like steampunk machine that stitches you agonisingly into the suit.
People say BioShock should have ended in Ryan’s office, but some of the most fascinating places and moving scenes are in that final section. The places where Little Sisters and Big Daddies are indoctrinated are two I’d want to keep in here.
6) Once Big Daddied, you’re virtually impervious to the Splicers between you and Central Ventilation – you can drill them in the face or charge them with right mouse to knock them flying. When you reach it, there’s an obvious crack in the glass there to drill.
It’s tough to model what happens to a live human when you put a conical drill into them, so let’s just have them die when you hit them. There’d be no pacing reason to make this section challenging – it’s the reward for the terrible thing you’ve just done to yourself. Vita-Chambers no longer work for you, so challenge runs a higher risk of frustration anyway.
7) When the wall is breached, the force of the ocean smashes you into the opposite wall. But once recovered, you can stomp out of the wrecked room and out onto the sea bed. All around you can see water surging through Rapture’s walkways and buildings, spreading out from Central Ventilation.
I was slightly sad that after that enchanting vista on the way in, you never got an impressive overview of Rapture’s scale again. This would be that, but with a twist of drama.
8) There’s an airlock that gets you into a room adjacent to the flooding bathysphere station, but the door between the two slams shut just as you arrive. Through the glass, you see Fontaine wade over to the bathysphere where Tenenbaum is helping Little Sisters inside. He cocks a shotgun and blows her away. Her body bobs in the water, Little Sisters scream blue murder.
There’s only one way out. Tenenbaum wants it for the sisters, Fontaine wants it for himself, and whatever your plans, you need it.
9) There’s a conspicuous crack in the glass between the two rooms which you can drill through to break in. Some Little Sisters are already inside the Bathysphere, the rest are huddled on a windowsill by the door – the water is already too deep for them to cross.
10) Fontaine attacks you immediately, and his weapon is vicious enough to significantly hurt you. He’s an unspliced human, however, so a single ram or stab of your drill kills him gruesomely. Only for him to respawn ten seconds later, from the nearby Vita Chamber.
The idea is that your final fight with Fontaine should be a reversal of all those Big Daddy battles you’ve had. They were big and tough, but you could respawn again and again. It always seemed like the hardest decision to make in BioShock was not what to do with the Little Sisters, but whether to attack the Big Daddies in the first place. Getting to feel what it’s like from their perspective could be a fun play on that.
At this point, you’ve got two options:
A) If you don’t care about the Little Sisters, you’ll have to physically drag the ones already inside the bathysphere out before there’s room for you to get in. You can leave them splashing in the water anywhere. Once you’re in, closing the door behind you activates the bathysphere. Before it rises, Fontaine appears at the window, screaming something you can’t quite hear through the glass. You ascend, and the end scene rolls.
B) If you want to save them, you can pick one of the huddling ones up from the windowsill in your enormous hand and carry her over to the bathysphere. If you’re shot from the front by Fontaine, the blast will kill the Little Sister you’re carrying and she’ll fall into the water. You can keep your back to him to protect her, but he’s powerful enough to kill you before you get all the Little Sisters across. Killing him gives you enough respite to carry one Little Sister across safely before he respawns. At any time, you can close the bathysphere door from the outside, at which point a control panel by it lights up, and you can use that to send it to the surface and save whoever’s inside. Once it’s gone, the end scene rolls.
End scene: You, as a Big Daddy, standing motionless as the water rises time-lapse fast, everything zipping in motion-blur streaks around you. Once our view is entirely underwater, everything goes silent and slow. The body of a little sister drifts slowly past behind you.
When all is still, Fontaine suddenly scrambles into view, thrashing spasmically, screaming bubbles, clutching his throat, red in the face. After some violent jerks, he lies completely still.
A few seconds pass, then a light flicks on in the background. We cut to a close-up of it: the Vita Chamber doors slide open and Fontaine bursts out again, screaming bubbles louder and louder as he thrashes towards us, and his terrified face almost fills the frame before we cut to black.
Obviously this needs to be re-rendered a few different ways:
More BioShock, Game Design Ideas