He admits there’s a ”frustration on the team” because he hasn’t documented the story for them to digest in one go, but he won’t do it because it’s ”not the way we present stuff to the gamer.”
In truth such a document would be nothing but a ”blueprint for us to build the game story from,” not the actual story itself. Large sections of the story he keeps under wraps.
He wants to preserve and observe his team, ”so I can see their reactions. Keeping people virgins to that content is really important because you never get that reaction from someone a second time,” Levine tells PSM3.
”I think (it’s) a frustration on the team here. I don’t want them to know the game story, and they want a document from me that tells them the whole game story.”
”I’m not going to do that. That’s not the way we present stuff to the gamer. We don’t ship a document. The story is only relevant in terms of how you present it, not the details of what it is,” he explained.
”I don’t want to send out a document which is the game story, because to me that’s not the game story - that’s an outline or a blueprint for us to build the game story from.”
BioShock Infinite releases on Xbox 360, PS3 and PC later this year.