 Darren Bridges , a developer for Sucker Punch , noted that they wanted to make Infamous about " becoming a modern @-@ day superhero " , stressing the word " becoming " as the key motivator to show the growth of Cole from a simple bike messenger to someone with god @-@ like powers . This led to instilling a " sense of progress " and growth of the character in all aspects of the game including the story , the progression of the player 's powers , and the variation and difficulty in the enemies that the player faced . The team initially brainstormed on what powers that the lead character had , but selected electricity @-@ based powers for two primary reasons . First , the power translated well to a video game context , as it would be easy to conceptualize the aspects of electrical @-@ based powers in terms of video game concepts such as ranged combat . Secondly , electrical @-@ based powers could then be tied to the city that the player would explore , requiring the player to use the city 's electricity as fuel , and thus developing a " real relationship with the city " . 
