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, co-founder of Irrational Games and director of development for BioShock, has been reconsidering one of the immersive sim’s core systems. In recent design reflections, Chey has questioned the value of BioShock’s extensive plasmid variety, stating that he “doesn’t care about how many different plasmids” a player can access.
Chey’s career spans legendary immersive sims including the original Thief series. He continues exploring the genre at his studio Blue Manchu, where he’s working on “radically different” approaches to immersive sim design. His critique of BioShock’s plasmid system—which allowed players to unlock and equip numerous supernatural powers—suggests that sheer breadth of cosmetic or redundant options may not be as valuable to gameplay as commonly assumed.
Chey’s reflection appears motivated by a deeper question: what actually makes immersive sim mechanics interesting? Rather than accumulating numerous similar abilities, his current thinking emphasizes intentional, purposeful design where each mechanic serves a clear function. This suggests a shift toward curated player choice and systemic depth over superficial variety.
The design retrospective from this veteran developer offers insight into how immersive sim philosophy continues to evolve. It indicates that future projects influenced by this thinking may prioritize meaningful player agency and interconnected systems over extensive option lists, focusing on quality and purpose over quantity.