The team is looking for new opportunities to expand both

Oct 11, 2013 07:12 GMT  ·  By

Ken Levine, the leader of the development team that created BioShock Infinite, has laid out the two core pillars that a video game experience needs to rely on in order to be part of the series.

He states during an Ask Me Anything session that, “The game takes place in a world that is both grounded in reality and fantastical at the same time. That world needs to be more detailed than any other game world out there.”

At the same time, Levine believes that, “The combat has to have a strong improvisational nature, with a suite of player tools that lets everyone approach combat differently.”

The original BioShock took players underwater and allowed them to explore the city of Rapture, which was built on purely objective ideas and eventually was destroyed from within.

The combat combined Plasmids with traditional weapons and forced gamers to battle the impressive Big Daddies using a new set of tactics.

The creepy Little Sisters also introduced a set of morality choices for players.

The more recent Infinite is designed around the floating city of Columbia and Irrational Games has introduced a new range of superpowers of main character Booker DeWitt.

The Iron Patriots are the enemies that now pose a challenge and the story is threaded around the destiny of Elizabeth and her ability to open rifts to another world.

Based on the description that Ken Levine has offered for BioShock games, it might take his team time before it creates another world and set of mechanics that earn the name.

Irrational Games is at the moment working on downloadable content called Burial at Sea, which will take gamers back to Rapture in order to investigate a missing girl.

The first episode will be out in late 2013 and the second one, coming in 2014, will allow gamers to play as Elizabeth.