Just like most in-door first person shooters, the original Bioshock was dominated by close-combat weapons and plasmids. For the upcoming Bioshock Infinite though, Ken Levine and the rest of the design team intend to change that.
"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 told the PlayStation blog. "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."