Ken Levine and The Conversation, Part One
Posted by Rock, Paper, Shotgun Jan 18 2013 21:00 GMT in BioShock
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Some interviews with prominent figures, as in Polygon’s widely-circulated one with BioShock: Infinite lead designer Ken Levine, are held on top of skyscraping Californian hotels. I can entirely appreciate why this often leads their eventual write-ups to be somewhat defined by adulation, be it overt or subtle: a famous figure is encountered in a dramatic setting, the trappings of aspirational luxury around them. Thus, they are inevitably presupposed to be superhumans of a sort, with achievements far beyond those of mere mortals such as the humble interviewer. Notoriously, this week saw the outermost extreme of this, in Esquire’s absurd interview with/clearly lovelorn ode to the attractive but otherwise apparently unexceptional actor Megan Fox.

I can’t ever imagine going that far, and I’d hope someone would throw me into the nearest sea if I did, but I do understand why it can happen. The scene is set in such a way that the interviewer is encountering, if not a god, then at least royalty. I have never conducted an interview in a Californian luxury hotel’s roofgarden, and my own interview with Ken Levine last month was no different, but I am nonetheless left thinking about the narrative created in that half hour. Initially, I thought it impossible, or at least redundant, to spin a tale out of a short, slightly awkward conversation in a dark little room somewhere in London: this is why Q&As are the standard interview format here. Let’s try, though. I want to tell you about what happened in that interview, and how it felt to me, as well as sharing Ken Levine’s comments about BioShock: Infinite’s characters, pacing and mysteries with you.(more…)




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