So you mean if they had made it like system shock 2, but with bioshock quality graphics and lots of little improvements and polishing that would have been a bad thing?
I'm not sure what you're talking about, or if you're getting anything I've said.
Bioshock took it backwards, and that's a bad thing if you're like me.
If they'd made it more like System Shock 2, WITH improvements - that would have been better.
System Shock 2 was already a few steps back AND a few steps forward.
The original System Shock is the best, in my opinion, and they should have taken THAT concept forward - to please me, and those who think in the same way.
Bioshock was obviously a much prettier game, and I think the premise in itself was superior to both the previous Shock games. Sadly, the gameplay was simplistic, the levels cramped, themepark-ish, and linear - the actual storyline pretentious and didn't carry through at all. Also, it was dumbed way down in terms of "helping" hands and the placement of audio logs.
If you want to take the Shock legacy forward, you need to work on the stronger elements. Like the strong non-linear design, the plausible and consistent storyline, the pure gameplay mechancs (SS2 was better here with CRPG elements), the survival horror aspect, the cyberspace aspect, the scrounging aspect, and you want to utilise current technology to make it look great.
My own personal vision is of a huge non-linear station that you VERY slowly take control over - area by area, complete with a working transit system, research labs that you can do actual research in, roaming AI, a fully featured operating system to hack in a plausible fashion where you have to actually think to figure out passwords and the like, a huge outdoor area you can roam around in with vehicles and where you'll ultimately encounter the alien base, an immersive non-intrusive interface (like they messed up in Tresspasser), a story that unfolds in a non-linear fashion when you access video logs at various locations and not conveniently placed ones to make a typical Hollywood movie, resource economy without pathetic 9/9 health/eve pack limitations, a security system that makes sense that you can ultimately control, a large number of NPCs with complete and plausible backgrounds that you have to discover for yourself, at your own pace - with strong interrelations, and on and on. On top of that, a strong plot with a twist - that I'm kinda proud of.
Think of it as a freeroaming non-linear survival horror game, with very strong CRPG and strategy game elements. A game that would take 100-200 hours to complete, if you want access to all the advantages of the station to combat the alien menace, and if you want the "complete" picture of what the hell happened at that station.
It works in my head, anyway