Bioshock was an awesome game, had a lot of flaws, but was a shining example of beauty in the medium, no matter how nihilistic or terrifying. That being said, it was fairly close quarters with not a lot of variety in combat.
Kevin Levine, the creator behind Bioshock Infinite, wants to change things.
”One of the first things we did when we started on BioShock Infinite was to draw a graph with y and z axes, and to say that one of those axes was the number of enemies in an encounter and the other was the range of those enemies,” Levine said. “In the original BioShock, the entire game lived in one corner of that graph – few enemies, all at close range – so the Electro Bolt and shotgun were perfect. BioShock Infinite is going to have much greater ranges and, potentially, far more enemies, so we’re greatly increasing the spectrum of encounters that are possible, and that requires the player use a broader set of tools.”
In a single paragraph, a giant amount of the design philosophy is shown and on a greater scale, what can be assumed.
Fans can look forward to Bioshock Infinite on a still undisclosed date during 2012.