In 1998, Ask Ars was an early feature of the newly launched Ars Technica. Now, as then, it's all about your questions and our community's answers. Each week, we'll dig into our question bag, provide our own take, then tap the wisdom of our readers. To submit your own question, see our helpful tips page.

Q: I'm really excited about Bioshock Infinite, but every time I see Elizabeth in a promotion video or demo, my stomach clenches. Is the game going to be one long escort mission?

Elizabeth is one of the main characters of Bioshock Infinite, and after spending most of her life kept in a tower under the watchful eye of the monstrous Songbird, she's sometimes innocent and childlike. As we've seen in the extended demo, she begs Booker, the protagonist, not to let her be taken back, and she places his hands on her throat—she's strong willed and a little scary. Add into the mix a powerful blend of psychic powers and you have a character who's not just a frail little girl getting in your way.

That being said, no one likes escort missions. When games shackle you to weaker characters and you're forced to keep them alive, or you have to be constantly aware of their position in relation to what you're doing, it puts a huge damper on the fun you're having exploring the game. If there's even a hint of that in Bioshock Infinite, it could end up cooling people's enthusiasm for the game.

To find out how Elizabeth will fit into the world, we spoke with Ken Levine, the creative director and cofounder of Irrational Games. He was adamant that you have nothing to worry about.

"I'm experienced enough to know that there are things that when people see them, their mind immediately goes somewhere, and I do the same thing. You can talk to people about it, and I've tried to be very, very clear about this: in no way, shape, or form is this an escort mission," Levine told Ars. "In no way, shape, or form do you have to protect Elizabeth from physical harm in the course of combat. In no way, shape, or form is Elizabeth not able to... you don't have to watch her in the way you did at the end of Bioshock when you escorted the Little Sister through the training maze. I don't think there's fun to be had there; we've learned our lesson there."

He said that Elizabeth will be an additive character in the game, not someone who takes away your enjoyment or is a constant concern. "She's another tool in combat, as well as serving her narrative function in the game. You've seen the tear system, where she can summon things into the world and make these options available to summon [into combat] through her, and you have to choose what she brings in. We see her giving you feedback in combat, and she'll throw ammo to the player," Levine said.

"She is a tool to make the player's experience more interesting, not to give them someone to babysit," Levine concluded.

So Elizabeth will be able to take care of herself, she will help you in combat, and you won't have to worry about her during the action sequences. You can continue to look forward to Bioshock Infinite without worry.