Wednesday, February 19, 2014

An Irrational Decision - Ken Levine Mothballs the House That BioShock Built


Ken Levine just taught me a lesson about passion.

That's a tired word, 'passion', isn't it? Another one we just plain hear too often lately. Everywhere you turn someone's claiming to be passionate. Politicians have to be passionate lest they be accused of serving the public for reasons other than magnanimity. Forsooth! Actors and rappers crow endlessly about it, sometimes in the same breath used to take a swing at a cop. The Olympics have added another few thousand (mostly legitimate) excuses to pepper the airwaves with odes to passion. Alas, like 'impact' or 'bullying', 'passion' is another word whose treads have been worn bald from overuse. Yet there it was again today, smack dab in the middle of Ken Levine's startling 583-word announcement on the front page of the Irrational Games website – 'passion' – cited as the reason he is shuttering his wildly successful game studio and moving on.

I love the stuff Irrational makes, so the news hit me like cobra venom – a sting of disbelief and confusion followed by descent into foggy stupor. It felt...well, not unlike the first few minutes of a Bioshock game, really. One simply doesn't do what Mr Levine is doing. Or rather, few others would do what Mr. Levine is doing – closing the doors on one of the most acclaimed game-making companies in the world, a studio which delivered one of the most lauded platform titles in recent memory, BioShock Infinite, and from the outside looking in seemed poised for halcyon days of brisk sales, boundless opportunity, and a limitless supply of talent begging to work for them (side note: Yours Truly even applied to Irrational last year; I never heard back from them, which now doesn't feel like quite so sore a point as it once did). But Levine is an odd bird and playing by the conventional tenets of upward mobility doesn't seem to interest him. In his announcement Levine praised his “incredible team” at Irrational and reflected that “seventeen years is a long time to do any job, even the best one.” He then went on to say “While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before.”

Passion. Passion made Levine move on. Groan all you want – for about five seconds I didn't believe him either. Sounded like an eye-roller, really, a buzz word to mask a failed cash grab or some internecine industry power struggle. But then it occurred to me: Levine, as Creative Director of one of the most popular franchises in history, could have stayed put and churned out BioShock games until he was an old man. That's really not an exaggeration; thanks to the narrative device he installed in Infinite he had a wellspring of potential material that was functionally inexhaustible. 'Functionally' because even the most doggedly loyal gamers would tire of the formula eventually, but not before Irrational raked in another mint of moolah and, knowing Levine, lined another shelf in the Irrational lobby with medals and trophies. Last year's Burial At Sea DLC was just one half of a new Booker/Elizabeth adventure to be concluded later this year, but fans chattered about whether it was just an appetizer for a forthcoming sequel, another full-length title as complex and engrossing as the first journey to Columbia, or perhaps even another foray into Rapture where it all began. The engine was primed; the faithful were slavering. If it was easy money he wanted, and a soft place to rest his rump, all Levine had to do was stay put and not screw up too bad.

But that's not Ken Levine. I get that now. Being a hit-maker isn't as important as going after something that will still give him the Spark. He's that most enviable of creative types: the guy who was actually able to give form to his vision, to see that vision realized on a grand stage and to share it with millions who thanked him for the privilege. Now, though by most definitions he's “made it”, he's going on the hunt again, down a new avenue that doesn't include Big Daddies or Songbirds. It may not involve dollars or accolades the likes of which he's seen lately either, but it's too early to say. What did Levine teach me about passion? That I'm clearly not there yet. If turning your back on such a sure thing is the mark of having passion then I only pray I'll know passion at some point in my life. We worship quantifiable success and stupidly associate it with security. What about heeding the call of something a bit bigger? Whatever it is Mr. Levine is following it is a siren song that can't be muffled with money or praise or the genuflecting of a thousand thousand fans like me who childishly plead for more sequels. Once I'd processed the scope of his announcement I could only stand in awe of his decision and envy the trust he has in himself to do what he obviously believes in his heart is right. I want to be there. I want to do that. And If I live to make a similar decision only once I'll consider it a full life.

Some have speculated Levine's sea change was prompted by creative frustration and that he telegraphed some nascent discontent with those infamous delays to BioShock Infinite. We all remember those, right? He tweaked his new opus to a fair thee well, going so far (if rumor can be believed) as to sequester himself in a hotel doing eleventh hour rewrites, crossing Ts and dotting Is no one else was privy to. Maybe in the end, even for such a dazzling game like Infinite, Levine's vision really was shackled by technological limitations, or maybe he was simply trying avoid a rushed or ham-fisted ending (Levine has stated publicly he would re-do the ending of the original BioShock if he could). But to me those delays only ever meant he was a perfectionist, and a perfectionist in the purest sense; after all, he was tweaking things no one else had seen.  So really he was only ever trying to impress himself.

On camera in interviews Levine comes across like a mirthful spirit - funny, contemplative, restless and mercurial, a dude with a ton of smart things to say who can't always decide how best to say them, see-sawing between thoughts, impressions and spur-of-the-moment fancies that are certainly the best ideas you've heard all week. It's no surprise his stories involve assuming strange roles in strange places and charging blindly into the unknown, improvising victories and overcoming whoa-momma odds. It is what I imagine being a Creative Director for a successful gaming studio must be like. If passion isn't the whip that drives you, what on Earth is? Is there a more tangible substitute that can produce even half the results? And if that passion starts to fade, or is stymied by the side effects of your own success (boardroom politics, profit margins, an unwieldy workforce...all of those, or maybe none of them), what then do you do? Soldier on while your company goes one direction and your Muse points another? Try to top yourself at your own game - literally! - and make another BioShock even better than the one you just made? Tall order. And for how long? Until you're an old man in a young man's industry getting lapped by new tech while your original ideas gather dust in a cul-de-sac? Until your style becomes rigid and is mimicked and borrowed and paid homage to so often by so many that your creations become quaint?

Screw that. It is a singularly rare thing to see real passion. So rare, in fact, that when we see it right in front of us we don't recognize it for what it is. To some it may seem like Levine is chasing a pipe dream, or snobbishly eschewing mainstream gaming in favor of an all-digital clique. Others might balk at how many talented people he's putting out of work by closing Irrational (side note: Levine has made it clear he's going to do what he can to find work for his defunct team by positioning as many as possible at 2K Games, Irrational's parent). But look at what he's putting on the line: money, success, respect, hero worship, a legend status in the gaming community – all on the chance that he may end up, however unlikely, as “the guy who ditched BioShock”.

I don't think it's going to happen that way. Let's face it: it takes an uncommon mind to come up with something like the BioShock series, 'a thinking man's shooter' that employs more philosophy than bloodshed and leaves your brainpan full of noggin'-scratchers like “Is a man not entitled to the sweat of his own brow?” By the sweat of Levine's brow we got almost two decades of game-making excellence at Irrational. Now his passion has turned him toward more narrative-heavy games for “the core gaming audience” that focus on replayability. What does that mean exactly? Hell if I know. But I'm thrilled for him, and as a proud member of his core audience I'm excited to see what he's got in store for us.

I wish him well.