TE: The System Shock series was a PC-based series. Why go to the 360 for the successor? What about the 360 appeals to you as a developer?
KL: If BioShock was an RTS, I think this would be an important question. But there really aren't substantial interface barriers to putting an FPS on a console these days, even one with one as expressive as BioShock's. The 360 appeals to us because it helps us reach and even broader audience. Broader audience is a good thing, presuming you don't preemptively panic and dumb you game down to the lowest common denominator. We won't do that.
That's not to say BioShock won't be accessible. That's one of the huge areas of work of making this game: keeping it hugely expressive and hugely accessible.