One of BioShock’s directors has been questioning the point of one of its key systems: ‘I don’t care about how many different plasmids I have’

Jonathan Chey, the Irrational co-founder with credits that go all the way back to the original Thief, has been thinking about BioShock again—where he served as the director of development. BioShock might be deep in his past, but at his studio Blue Manchu he’s continued to explore one of PC Gamer’s favourite genres: the glorious immersive sim.

Specifically, he’s been thinking about how to make something “radically different” from the many imsims he’s been involved with, and to answer the question: “But why is that interesting?”

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Blue Manchu’s new imsim, Godzone 6, is in part a response to this problem—or at least it posits a solution. It is unabashedly an imsim, but one that takes a lot from roguelikes and deckbuilders.

“I think the roguelike formula really helps with that, because it compresses the replay cycle,” Chey says. “But the other thing I think is necessary to solve that problem, if you want people to explore different parts of this possibility space, is to randomise what they’re getting and to give them choice about what they’re going to do—but constrained choice. We think about Godzone 6 like a roguelike deckbuilder, like Slay the Spire, where you get a palette of things. And you don’t always see what you want.”

I typically relied on a small number of tested powers and strategies, grew comfortable with them, and used them all the way through. If I only had time to play through it once, the number would be even smaller. These powers still allowed me to do all sorts of strange things—to experiment—but so many other possibilities went ignored.

PCGamer.com