---
id: wiki-2026-0508-bioshock-2007
title: BioShock (2007) — Game AI & Environmental Narrative
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [BioShock, Rapture, Big Daddy, Little Sister, environmental narrative, ecological AI]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, ai, environmental-narrative, immersive-sim, bioshock, fsm, ecological-ai, rapture]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: game design
  applicable_to: [Game AI Design, Narrative Design, Emergent Gameplay]
---

# BioShock (2007) — Game AI

## 📌 한 줄 통찰
> **"매 ecosystem 의 살아있는 듯"**. 매 BioShock 의 AI 는 매 player 의 chase 만 X — 매 own rule 의 organic actor (Big Daddy ↔ Little Sister). 매 simple FSM + 매 environmental narrative 의 결합 의 immersive sim 의 milestone. 매 "intentional 연출" 의 AI design 의 power.

## 📖 핵심

### 매 game (2007 Irrational Games)
- 매 underwater dystopia "Rapture".
- 매 immersive sim genre.
- 매 Ken Levine 감독.
- 매 narrative + 매 emergent gameplay.

### 매 AI 의 핵심 character

#### Splicer (적)
- 매 plasmid 중독 의 humans.
- 매 bezerker / leadhead / spider / Houdini.
- 매 simple state machine: idle / patrol / attack / flee.
- 매 environmental hazard 의 react.

#### Big Daddy
- 매 Little Sister 의 protector.
- 매 NEUTRAL until provoked.
- 매 Little Sister 의 attack 시 매 berserk.
- 매 unkillable 의 feel (high HP + damage).

#### Little Sister
- 매 ADAM harvester.
- 매 Big Daddy 의 follow.
- 매 vulnerable.

→ 매 player 의 morale choice (rescue / harvest).

### 매 ecological AI

#### Faction system
- 매 splicer ↔ Big Daddy ↔ Little Sister.
- 매 turret / camera 의 hack 의 ally.
- 매 NPC vs NPC 의 fight 의 emergent.

#### Reactive environment
- 매 oil + fire = 매 burning.
- 매 water + electric = 매 chain shock.
- 매 hack security camera → ally.

#### Audio diary
- 매 environmental narrative 의 핵심.
- 매 dead resident 의 voice.
- 매 player-paced lore.

### 매 design lesson

#### 1. Simple AI + Strong narrative = 매 strong feel
- 매 BioShock 의 AI 의 매 trivial FSM.
- 매 narrative 의 weight 의 매 "complex" 의 perception.

#### 2. Emergent > scripted
- 매 plasmid + AI rule = 매 player 의 invent.
- 매 designer 의 모든 case 의 anticipate X.

#### 3. Environmental storytelling
- 매 audio log + 매 corpse position + 매 graffiti.
- 매 "show" don't "tell".
- 매 Rapture 의 fall 의 매 explicit 의 X.

#### 4. Moral choice
- 매 Little Sister 의 rescue / harvest.
- 매 ending 의 두 가지.
- 매 player agency.

#### 5. Immersive sim 의 "ImSim" tradition
- 매 System Shock 2 (1999) 의 spiritual successor.
- 매 Deus Ex / Dishonored / Prey 와 의 lineage.
- 매 simulation > scripted.

### 매 modern AI 의 lesson
- 매 NPC AI 의 over-engineering 의 X — 매 narrative integration 의 더 중요.
- 매 ecological multi-agent 의 player 의 invent.
- 매 environmental narrative 의 RPG / open-world 의 best practice.
- 매 "actor" 의 player ≠ 매 chase target.

## 💻 패턴 (응용 — game AI design)

### Faction system
```ts
enum Faction {
  PLAYER, SPLICER, BIG_DADDY, LITTLE_SISTER, SECURITY,
}

const RELATIONS: Record<string, 'hostile' | 'friendly' | 'neutral'> = {
  'PLAYER:SPLICER': 'hostile',
  'PLAYER:BIG_DADDY': 'neutral',  // 매 until provoked
  'PLAYER:LITTLE_SISTER': 'neutral',
  'SPLICER:BIG_DADDY': 'hostile',  // 매 emergent fight
  'SPLICER:LITTLE_SISTER': 'hostile',
  'BIG_DADDY:LITTLE_SISTER': 'friendly',
};

function relation(a: Faction, b: Faction): string {
  return RELATIONS[`${Faction[a]}:${Faction[b]}`] || 'neutral';
}
```

### Big Daddy provoke logic
```ts
class BigDaddy {
  state: 'guarding' | 'enraged' = 'guarding';
  protectedSister: LittleSister;
  
  update(scene: Scene) {
    if (this.state === 'guarding') {
      if (this.protectedSister.recentDamage > 0) {
        this.state = 'enraged';
        this.target = this.protectedSister.lastAttacker;
      }
    } else if (this.state === 'enraged') {
      // 매 chase + heavy damage
      this.chargeTo(this.target);
    }
  }
}
```

### Audio log (environmental narrative)
```ts
type AudioLog = {
  id: string;
  speaker: string;
  date: string;  // 매 in-game timeline
  position: Vec3;
  audioFile: string;
  transcript: string;
};

function placeAudioLog(log: AudioLog, scene: Scene) {
  scene.add({
    type: 'pickup',
    interactable: true,
    onPickup: () => playAudio(log.audioFile),
    visualHint: 'glowing tape',
    position: log.position,
  });
}
```

### Hack + ally
```ts
class SecurityCamera {
  faction = Faction.SECURITY;
  
  hack(by: Player) {
    this.faction = Faction.PLAYER;
    // 매 splicer 의 detect 시 매 player 가 alert
  }
  
  detect(scene: Scene) {
    const enemies = scene.entities.filter(e => 
      RELATIONS[`${this.faction}:${e.faction}`] === 'hostile'
    );
    enemies.forEach(e => this.alarm(e.position));
  }
}
```

### Emergent interaction (oil + fire)
```ts
class OilPuddle {
  onTouch(entity: Entity, world: World) {
    if (entity.tags.includes('flame')) {
      this.transform('FireField', { duration: 10 });
      // 매 nearby splicer 의 burn → emergent
    }
  }
}

class WaterPuddle {
  onTouch(entity: Entity, world: World) {
    if (entity.tags.includes('electric')) {
      this.transform('ElectrifiedWater', { 
        affectedRadius: 5,
        damage: entity.damage,
      });
    }
  }
}
```

### Moral choice tracker
```ts
class MoralityTracker {
  rescued = 0;
  harvested = 0;
  
  onLittleSisterRescue() {
    this.rescued++;
    grantReward('rescue');
  }
  
  onLittleSisterHarvest() {
    this.harvested++;
    grantReward('harvest');  // 매 더 많은 ADAM 가, 매 darker ending
  }
  
  ending(): 'good' | 'bad' | 'neutral' {
    if (this.rescued > this.harvested * 2) return 'good';
    if (this.harvested > this.rescued * 2) return 'bad';
    return 'neutral';
  }
}
```

## 🤔 결정 기준 (응용 — modern game AI)
| 상황 | BioShock lesson |
|---|---|
| Strong narrative game | 매 simple AI + 매 deep lore |
| Sandbox | 매 ecological multi-faction |
| Lore delivery | 매 audio log + 매 environmental |
| Emergent gameplay | 매 system 의 interact |
| Moral choice | 매 player agency 강조 |
| Open world NPC | 매 daily routine + faction |

**기본값**: 매 narrative > AI complexity. 매 system 의 multiply (player invents).

## 🔗 Graph
- 부모: [[Immersive-Sim]]
- 변형: [[BioShock-Critique]]
- 응용: [[Environmental-Narrative]]
- Adjacent: [[Baiting]]

## 🤖 LLM 활용
**언제**: 매 game narrative design. 매 immersive sim AI. 매 environmental storytelling. 매 NPC ecology.
**언제 X**: 매 specific game (다른 IP 의 mechanic). 매 PvP balance.

## ❌ 안티패턴 (game design)
- **AI 의 over-engineer**: 매 narrative 의 lose.
- **No environmental hint**: 매 lore X.
- **Big Daddy 의 unprovokable boss**: 매 player choice X.
- **Single faction**: 매 emergent X.
- **Moral choice 의 binary 의 explicit**: 매 immersion X.
- **Loot box (BioShock 가 안 함)**: 매 narrative violate.

## 🧪 검증 / 중복
- Verified (BioShock dev interviews, Ken Levine talks, immersive sim retrospective).
- 신뢰도 B.
- Related: [[Combat-AI]] · [[Narrative-Design]] · [[Boss-Orchestration]] · [[Baiting]] · [[Game-Design-Ethics]].

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — character + ecological + lesson + 매 faction / Big Daddy / moral code |
