
"Keep in mind, when you play it, you play it the way you want to if you want to stand in the street, lovingly looking, so that Elizabeth says “time’s a ticking, let’s get going” you can do that. You might want to go back and play it a few times there is so much. There’s certain things we showed in the last demo, you didn’t see in this one that doesn’t mean they’re gone we just didn’t want to completely blow Player RAM. With all our demos, we ride the line so closely, we blow Player RAM. "We have a theory we have in the studio called “Player RAM” it’s the amount of material you can absorb visually before you blow Player RAM. Gerritsen also claimed that the game likely contains too much to see in a single playthrough, which the combat-centric demos so far don't fully reflect. The publisher could have made us carry on but to their benefit and ours they allowed us to experiment." We felt like we had done what we wanted to do.

Irrational decided not to pursue more games in Rapture both because of this and because "it would have been disappointing to us as a team, it would have been disappointing to just have had the same type of experience. This time the experience you get by seeing these human beings who are living their lives, that's something that's also intentional." "Bioshock was a very lonely experience, that was intentional. He felt Columbia being populated, as demonstrated in last year's demo, where you walked into a bar and everyone stopped to stare at you, would make all the difference: "To see what's going on, to see the society at work, and, again Bioshock was very claustrophobic, whereas this makes you go 'wow, this is really a city'."

"It was a conscious choice to create a sense of this city and push it as far as I can," claimed Gerritsen. Unlike the oceanic ghost town that was Rapture, Infinite's Columbia is a populated place, with two factions struggling for control of the floating city. The Executive Producer on Bioshock Infinite admitted to RPS in an interview published today that, in the first Bioshock, "we failed in giving you a sense of that city underwater." The upcoming third BioShock game intends to fix an oft-made criticism of the Rapture-set original games, according to Timothy Gerritsen, Director of Development at Irrational Games.
