>>14081981
>2k wants game to be more "approachable"/ wants the COD audience/ does not give enough budget/ does not allow deadline to be pushed further
2K gave Levine total freedom as director and it went to his (potato) head. The game had a ludicrous budget and 2K expected the game to be a smash hit and sell extremely well.
>the rest
nah man, look, games don't get developed like that. You have teams doing a lot of different parts of the game under the direction of the director, and in this case it was ken levine. Games aren't developed from level 1 to level 24. They are developed from level 16, level 11, level 22, level 4, level 6, in that order. As in, when it's done, it's done and is fitted to work with the existing mechanics and art, fit to purpose by the directors whim.
If you look at any of the design documentation, video documentation or anything regarding bioshock infinite, you'll see that Levine had total control. Stories of him shooting down people on the team constantly for doing things wrong or not to expectations (which comes off as contradictory considering the quality of the game/irrational's previous games)
Bioshock Infinite was clearly a game with bad direction. It had a ton of ideas and plenty of marketing material (the material you see here >>14081008) built to advertise and sell the game as opposed to necessarily be shipped in the game. It had a ton of time, and the end result is clearly from hacking together the completed elements of the game into a somewhat cohesive whole. It went through the process most games go through to meet the deadline, it had 60% more content planned to cover all the bases, but only 40% was finished and it was content from all over the place. So it was stitched together into what ended up shipping.
It was over-budget in both time and money, over-staffed, lacked good direction, and way too bloated. It was destined to be a disaster from pretty early on, and anyone who knows how these things work could have told you how sloppy the content for the promo material looked.