Results tagged “narrative experience” from Softcore Gamer
I've been having some serious trouble formulating a response to this post over at HardCasual. A couple days ago they called out me and the rest of the blogosphere for the way we've handled You Have to Burn the Rope.
HardCasual's point is that YHTBTR is a "smart" game, like Passage, and
that games journalists are making it out to be merely "clever," by
which they seem to mean "good only for a cheap laugh." I've been
reading HardCasual for a couple weeks now, and I like it a lot, but
something about this rubbed me the wrong way. I do agree, though, that
YHTBTR is worth a bit of deeper analysis.Aside from being funny, what, exactly, is YHTBTR saying? It's an almost perfect example of a classic action-adventure puzzle of the sort you might find in a Zelda game. It's simple, but its simplicity shouldn't be overestimated. Under normal circumstances, a player would naturally spend a couple minutes jumping around bullets and throwing axes before he or she figured out how to beat the Grinning Colossus. The point, of course, is that these aren't normal circumstances, and the game takes every available opportunity to point out the solution to the puzzle ahead of time. Knowing the solution removes all - well, almost all; there's still some platforming that requires twitch-play - the challenge from the game.
What's interesting to me is what that leaves you with: this super-simple, ultra-short, minimally challenging game is a perfect test case for an experiment about the relationship between difficulty, accomplishment, and fun. I've played YHTBTR a dozen times now, despite the fact that there is very little reason to do so. One play-through is almost exactly like another; it's impossible to lose, and no significant way to win with style. There's no emotional build, and likewise no significant narrative arc. The credits song is catchy, but I've already got it as an MP3, so that isn't a great motivator. The only good incentive, as far as I can make it out, is an emotional burst associated with winning, even in the absence of a challenge.
Possibly I'm reading my own reaction all wrong. It's conceivable that the real attractor to this game is the relatively high production value. Certainly, YHTBTR is well polished. Its graphics are solid, its interface is very well designed, and its self-aware sense of irony is downright charming. But it seems to me that there is something about burning that rope; maybe not a feeling of accomplishment, exactly, but a sense of satisfaction, or at least completion, that provides some sort of positive reinforcement. Something which indicates that - or rather, reinforces my belief that - at least for some gamers, myself included, a game can impart a sense of joy that is unrelated to its difficulty.
Is this what Kian Bashiri was trying to way with his game? I don't know; maybe not. It's what I got out of the game. If you're interested in the author's intentions, there's an interview with him over at IndieGames that's worth checking out.
The problem I have with HardCasual on this issue, aside from the pretentious tone that they adopted and the fact that they seemed to spend more energy complaining about the blogosphere's reaction to the game than on their own analysis of it, is that the production of FAQ files and video walkthroughs is not counterproductive to the message of YHTBTR. In fact, from my perspective, it's an excellent demonstration of the game's lesson. Creating elaborate guides for this game simply reinforces the central point that the puzzle is not a significant challenge, and doing it with the evident joy expressed on blogs like Rock, Paper, Shotgun or my own supports the thesis that a game without a significant challenge can still be fun. I think the fact that these fan-creations were so quickly aggregated on the YHTBTR homepage is further evidence that, far from detracting from the game, these artifacts are very much in keeping with what the game is trying to accomplish.
Alright, usually I have no compunctions about spoiling a game when I
attempt to dissect, analyze, or even just comment on it. Especially if
the game, like Photopia, is ten years old. But this situation is
different, because I know there are people out there who don't get as
much vitamin IF as they should, and because the game in question is so
overwhelmingly about narrative experience that spoilers would ruin it
completely. That said, Adam Cadre's Photopia does touch on a number of
themes that I'd like to talk about in greater depth. Which makes for a
dilemma.So here's what I'm going to do: today, I'm going to recommend that you go play Photopia. If that's not enough to make you actually do it, then let me mention that the game comes well recommended. It won the 1998 Interactive Fiction Competition and has recently been favorably reviewed by both Play This Thing! and Rock, Paper, Shotgun. Go ahead and read those reviews if you need convincing, they won't spoil anything either.
Photopia is interactive fiction, light on the interactive. The story is extremely linear, and although it does contain a couple puzzles, they're simple and pretty straightforward. There should be little of the adventure-game-style frustration that often accompanies this kind of game, although it is text-based so you will have to work with a parser. The other thing I'll say about it is that it's only about forty-five minutes long, and it's worthwhile to find yourself a little block of time to play through the whole thing. I played it over the course of two days, and I wish now that the experience had been uninterrupted. Oh, and also, I want to repeat RPS's advice: when the time comes, for God's sake, talk to Alley about astrophysics.
After you've had a chance to play the game, I'll talk some more about the specific things it sparked for me. So here's your warning: sometime in the future, subsequent entries on this blog will contain Photopia spoilers. And you will be much better off, as a reader of this blog and as a human being, if you've played the game before that time comes. You have been warned!
ETA: PTT! has links to the game and relevant interpreters, so go there for the download.
Last week, RJ Layton posted a scathing editorial on the relationship
between movies and games - not about the generally terrible results of
making movies based on games or games based on movies, but rather about
the use of cut-scenes, full-motion video, and non-interactive segments
in game design, as well as the apparent cinephilic mentality of game
designers. The post has already generated quite a bit of discussion: a
response from Jamie Antonisse, a follow-up in which RJ speaks to a
specific example of this phenomenon, and my own bizarre romp through
rhetorical fallacy. As entertaining as it was to draw analogies to body image and
substance abuse into the conversation, I feel like I have more serious
things to add. A lot of them, actually, and maybe I'll get to some more
of them eventually, but today I'm going to concentrate on one important
point: emotion.RJ and Jamie both bring up emotion, its role in storytelling, and its devilishly cinematic associations. I'd like to focus a little more closely on this complex relationship between emotion, film, and games. RJ seems to be of the opinion that a game which focuses on story and emotion, or at least one that markets itself around those terms, is likely to have hold cinematic qualities in esteem; in his words, "controllers with no player holding them, some pretty music, and a close-up of the a character’s face." Which isn't to say that games are devoid of admirable content with emotional significance. RJ illustrates this point with exemplars like the sense of triumph that comes with beating Punch-Out!! or the sense of pride that comes with managing urban growth in SimCity. Jamie echoes this by describing sadness and bemusement as "filmic" emotions, which are better expressed in movies than games, in contrast to other emotions like triumph and frustration, which are better expressed in games than movies.
I think, as far as the exploration of emotion in games goes, Jamie strikes gold with this point, but he doesn't delve as far into it as I'd like. I would similarly organize emotions around two categories, passive (or filmic) and agency-based. Passive emotions are a response to some external stimulus. Agency-based emotions, alternatively, are a response to first-party actions. Passive emotions cover a broad range and include simple emotions like joy, sorrow, and horror; relational emotions like love and jealousy are more complex passive emotions. Agency-based emotions include triumph, remorse, and pride. These emotions imply a previous action on the part of the person experiencing the emotion.
In crafting a narrative experience, cinema can utilize the whole extensive range of passive emotions. It's no surprise that movies have become adept at using these emotions to tell stories. After all, storytelling in film - or at least the contemporary incarnation of the medium - is based entirely around building emotion to a cathartic point. But no matter how a movie presents its story, it is still an instance of a passive medium, and as such it's limited by the distinction between emotions. The narrative of the film has no direct access to any of the agency-based emotions.
Let me stay on this for just a moment, because even though it follows logically, I think it might be a controversial point. Jamie mentions, in his post, feeling a sense of triumph in the movie Return of the King. I'm making the claim that a movie cannot make the audience feel triumph, because the feeling of triumph implies an action - specifically, a successful attempt at overcoming an obstacle - as the basis for the emotion. A movie cannot truly inspire an agency-based emotion, but it can use character identification to simulate it. Return of the King, like any good movie, makes the audience identify with one or more characters as, through the course of the story, the characters experience emotions. In this case, the character portrayed in the movie makes a successful attempt to overcome an obstacle, and experiences triumph in response to this action. The audience, if they are identifying with the character, does not feel triumph directly but does feel joy in sympathy with the character's triumph.
Identification is a device that the film industry uses - very effectively - to trick the audience into thinking they are experiencing an agency-based emotion. But in every case, the audience's feeling is once-removed from the emotion in question. The absolute best that a movie can hope for is that the audience becomes so deeply immersed in the film and sympathizes so deeply with a character that they literally forget that they are removed from the action on-screen. If this ever happens, it is exceedingly rare; and if it were to happen, it would involve some sort of hypnosis or delusional psychosis or other strange psychology that I'm not comfortable with. The point is that, in any reasonable example, the experience of a sympathetic response isn't the same as the actual emotion on which it's based.
Access to a complete range of emotions is one of the greatest advantages games, as a medium, have over cinema. Games can inspire any of the passive emotions that movies do by telling a story in a traditional, cinematic sort of fashion. But games have an extended emotional repertoire, and some of the agency-based emotions that are exclusive to the medium pack a serious punch. Triumph, as has been frequently mentioned, is common in games. Shame is used in Guitar Hero through the boos and jeers of the audience before the player fails a song. Honor and remorse are employed by Bioshock in its touted rescue/harvest mechanic. Humility is a component of the excellent work of interactive fiction, The Baron (on which I will spend more time in the future). Frustration is part of the emotional range of any of the multitude of games that are purposefully difficult.
My personal favorite example of agency-based emotion, because it effected me so strongly when I experienced it, is the use of regret and self-loathing in KOTOR, when the player feels compelled by his or her allegiance to the dark side to betray two of the protagonist's companions. This experience demonstrated to me that the power of effectively-used agency-based emotions can absolutely dwarf that of passive emotions. At the moment, the video game industry has not matured to the point that these emotions are being used to their full potential. But story in games is being continually explored and expanded, both by independent game designers and mainstream games. The effect that interactivity has on emotion will be developed and refined until games regularly deliver the same level of emotional narrative that cinema is used to. At which point, the ability to tap directly into the full set of agency-based emotions will give interactive media greater affective power than passive media has ever had.
Game|Life reports that developer David Braben is claiming Bioshock
and Halo 3 aren't next-gen games. Obviously this is an incendiary
comment intended to stir up controversy and draw attention to Braben's
upcoming "techno thriller" The Outsider, which I had never heard of
before now. So, congratulations, Mr. Braben, mission accomplished.Braben can make this statement because he's not using the generally accepted definition of "next-gen." According to his own definition, games "must give the player the chance to change the story beyond simply following a good or evil path" in order to qualify. I consider this an admirable proposition, in some sense - certainly, I agree with him that Bioshock and Halo 3 represent a traditionally linear sort of game design, which results in a fundamentally predictable narrative experience. This has advantages and disadvantages over a nonlinear system, such as can be found in, for example, Second Life, Civilization or Animal Crossing. I also agree with Braben that the industry could stand to see more exploration and innovation in the nonlinear game space. But the fact remains that, while Braben might consider this the criteria for creating a next generation game, no one else does.
In common understanding, generations are strictly defined and indelibly related to hardware cycles, and games are classified by the cycle during which they're released. For the most part, it's a clear-cut classification. Braben is clearly trying to redefine generations based on something other than hardware; presumably, as artistic movements based on universal design philosophies. Movements are similar to generations in that they're sequentially progressive - each iteration is a reaction to its predecessor. But I don't think that's an accurate description of the way games are developed. First of all, it would be difficult to pin down design philosophies that come anywhere near universal at a given time. There's simply too much variety in the industry. Additionally, even though one could argue that games are designed as reactions to previous games, there generally isn't a stable progression to it. Rather, a game's design is likely to include a number of philosophical precepts, each a response to a different (or, more likely, many different) earlier games.
The best way to classify games uses genres rather than artistic movements. Genres are relatively stable and tend to coexist rather than occur sequentially. Generally, games are well suited to this sort of organization, but certainly there are clusters or sequences of games within some genres that can be classified or analyzed differently - and, for that matter, there are many cases of games that straddle genres, or fuse them, or defy them. Genres are complicated, and a favorite subject of mine, so no doubt the discussion of how genres are differentiated and how games are classified within them will continue to be a common theme of my posts.
While I think all this is fascinating (and maybe that's just me), I suspect that Braben's intention isn't to imply a different sort of classification system for games. I think he's merely trying to use the phrase "next-gen" as a synonym for "cutting-edge" or "avant-garde," or maybe even "buzz-worthy." Which I don't think is particularly accurate, either. The claim that Bioshock and Halo 3 don't push the envelope is simply wrong, even if the envelope they're pushing isn't the same one Braben is interested in. Game design is eminently multi-dimensional, and these games, along with Portal, and others, no doubt, are breaking ground in one particular dimension of it: narrative context.
Certainly this is true of Portal, which hints throughout at the larger world in which the game takes place, and contains just the right amount of mystery to ensure the player is considering the implications of the things they are presented with throughout the course of the game. And that's for new players who are unfamiliar with the Half Life universe - for anyone who has played through that saga, Portal preserves much the same sort of mystery by hinting strongly that it exists within the established universe but being coy with details such as when it takes place and how it influences the larger world. I'd walk on thin ice to talk any more about Bioshock (although I have acquired the game, now, so expect more informed analysis in the future), but my impressions of that game lead me to believe it also invests heavily in the backstory of the setting. Details like the frequently-referenced dancing couple are excellent examples of a focus on creating a rich, detailed atmosphere as a backdrop that continually informs the plot - and may in some cases, I would argue, be a more important component to the narrative experience than the plot is. I'd also make the claim that Halo 3 plays a very strong hand in terms of creating and engaging the audience with a substantial backstory. For the past several years, Microsoft and Bungie have invested an enormous amount of marketing capital into accessories to the Halo franchise: a series of paperback books (that aren't about the main characters of the game), a pair of world-class ARGs (again, detailing events that occur outside the scope of the games), and two incredible television campaigns for Halo 3 (Neill Blomkamp's three part series and the Believe campaign, which are remarkable in that they do not show content from the game or deal directly with the plot or characters from the game). The purpose of all of these products, aside from obviously generating awareness and excitement for the games, has been to expand the Halo universe. I think it's also worth noting that Halo 2 broke from the original's precedent to detail the social and religious organizations of the Covenant, drawing the focus of the narrative away from the simple Space Marine story and instead swinging our attention around to the explore the political landscape of the game world.
Are these games the first in history to include backstories? Of course not. But they raise the stakes, elevating the idea of narrative context and carefully designed atmosphere and its role in game design to a new height, much as Braben is - I can only assume - attempting to do with nonlinearity.
So, to conclude, David Braben's disparagement of Bioshock and Halo 3 is without qualification baseless and completely out of line. I wish it were more unusual for a developer or publisher to make this sort of outrageous claim in an attempt to draw attention to themselves, but the fact of the matter is that it's a common and effective tactic. Certainly it has brought The Outsider to my attention, and I will be curiously following its progress from now on. Any attempts to experiment and break new ground in any aspect of game design is welcome news to me. We'll just have to wait and see if the game can live up to the significant promises its designer has been making.
I was playing God of War this weekend; I've been playing quite a lot of
it lately, because I'm finding it a very interesting and radically
different experience, and I want to get through it before I'm
overwhelmed by the fall lineup. I'll post some general thoughts on the
game a little later, but the sections where the gameplay flips from
brawler to platformer have gotten me thinking about death. On two
occasions yesterday I played through an extremely short segment of the
game between twenty and thirty times, trying to get past difficult
platforming challenges, which unlike the rest of the game are
unforgiving - a relatively minor misstep kills the player character -
and do not scale well in difficulty. Kindly, God of War autosaves the
player's progress just before these sections of the game, so the cost
of dying is relatively low. Still, repeating the same actions twenty
times - and being met, every time, with the words "You Are Dead" thrown
up on the screen in blood red - pushed me to the limits of my patience.
And rather suddenly I realized that I had entirely lost emotional
connection with the game.
The issue of player character death is one of the most fundamental in modern game design - perhaps because modern games are so disproportionately focused on violence and death. In more general terms, the death of a player character can be equated to a game state from which it is not possible to complete the game. Placing fourth in Mario Kart is not not equivalent to dying, since it doesn't prevent you from completing the race; scoring too low in Elite Beat Agents is more or less equivalent to dying, because it prevents the player from continuing the game to completion. Whether or not it literally takes the form of a character's death, the way a game handles this sort of state has significant consequences on the narrative of the game. Some of these consequences are positive, and some are negative.
First of all, death is a great motivator. Competitive games have failure states built into them, providing a player with a clear goal ("win" or, alternatively for some games, "don't lose") and continual motivation to progress. Non-competitive games lack such an inherent motivator unless there is a constant threat of imminent failure. Of course, there are other ways to motivate players. The games of the Monkey Island series are prime examples of design that doesn't include the concept of character death or an equivalent failure state, and keeps the player motivated by rewarding progress with humor. Death is also a powerful narrative tool. The notion that the player character is risking their own life in order to achieve a goal amplifies the significance of their actions and can increase the player's emotional involvement. Some party-based RPGs, such as Knights of the Old Republic or Final Fantasy VII, even add emotional drama to the plot by using the death of a member of the party with narrative effect.
But the inclusion of player character death can also have negative consequences on the narrative, especially if it is implemented thoughtlessly. A character's death frequently breaks the continuity of the game, and triggers an extra layer of user interface (like God of War's "You Are Dead" screen) that prompts the player to try again. Trying again generally means restoring an earlier gamestate saved at an explicit or implicit savepoint - frequently at the beginning of the level or just before a particularly difficult section. The act of restoring the game's state effectively erases any progress the player had made past the savepoint, and implicitly asks the player to pretend, for narrative purposes, that the experience never happened. This disrupts the player's experience and forces them, to some extent, to disengage from the story, frequently at a moment when emotional engagement is especially high. If the cost of dying is low and it happens infrequently, then this disruption may be easy to ignore, but the effects are multiplied as the player grows frustrated.
I think it's fair to say that most games include some sort of death-like design element somewhere along traditional lines. But it's worthwhile to consider the many games that have taken a different tack, finding alternative ways to motivate the player. The new episodes of Sam & Max follow the same paradigm as the Monkey Island games, rewarding progress with humor. Puzzle Quest utilizes the inherent motivation of leveling by making level progression relatively rapid and providing a magic system that encourages the player to try out different play strategies. Animal Crossing relies on heavily on the collecting paradigm, and also draws upon social relationships to inspire the player to continue playing.
One of the most interesting examples of games that break from the traditional paradigm is Prey, in which player character death is presented in familiar terms, but doesn't actually represent a failure state or necessitate a break in narrative continuity. Contrast this which Prince of Persia: Sands of Time, which attempts to mitigate the disruptive effects of death by integrating a narrative segue. In Prince of Persia, death still represents a failure state, and the game returns to a previous state and the player is required to try again. Myst is another extremely interesting example, in which the failure state can only be reached at one specific point in the game; throughout the rest of the game, there is no concept of death or death-like failure. In this game, exploration, imagery and story are the primary motivators, and death is used only for dramatic purposes.
I'm of the opinion that the games that don't include this sort of failure state tend to give the player a smoother and more accessible narrative experience. Of course, the issue whether or not to include player character death in a game, and how to handle it if it is included, depends entirely on the context of the game. God of War, while it does have a story and certainly puts a lot of energy into creating an absorbing narrative experience, is at heart an action-oriented, ultra-violent brawler. Death is an important aspect of the game and the traditional model is entirely appropriate. There are only a few segments where I feel the narrative disruption becomes especially problematic. The traditional model of death and failure is valid in many cases, but it's important for designers to recognize that it isn't universally implemented, nor is it universally applicable. These sorts of examples remind us that there are alternative ways to structure story, player motivation and gameplay, when death is not desirable.
The issue of player character death is one of the most fundamental in modern game design - perhaps because modern games are so disproportionately focused on violence and death. In more general terms, the death of a player character can be equated to a game state from which it is not possible to complete the game. Placing fourth in Mario Kart is not not equivalent to dying, since it doesn't prevent you from completing the race; scoring too low in Elite Beat Agents is more or less equivalent to dying, because it prevents the player from continuing the game to completion. Whether or not it literally takes the form of a character's death, the way a game handles this sort of state has significant consequences on the narrative of the game. Some of these consequences are positive, and some are negative.
First of all, death is a great motivator. Competitive games have failure states built into them, providing a player with a clear goal ("win" or, alternatively for some games, "don't lose") and continual motivation to progress. Non-competitive games lack such an inherent motivator unless there is a constant threat of imminent failure. Of course, there are other ways to motivate players. The games of the Monkey Island series are prime examples of design that doesn't include the concept of character death or an equivalent failure state, and keeps the player motivated by rewarding progress with humor. Death is also a powerful narrative tool. The notion that the player character is risking their own life in order to achieve a goal amplifies the significance of their actions and can increase the player's emotional involvement. Some party-based RPGs, such as Knights of the Old Republic or Final Fantasy VII, even add emotional drama to the plot by using the death of a member of the party with narrative effect.
But the inclusion of player character death can also have negative consequences on the narrative, especially if it is implemented thoughtlessly. A character's death frequently breaks the continuity of the game, and triggers an extra layer of user interface (like God of War's "You Are Dead" screen) that prompts the player to try again. Trying again generally means restoring an earlier gamestate saved at an explicit or implicit savepoint - frequently at the beginning of the level or just before a particularly difficult section. The act of restoring the game's state effectively erases any progress the player had made past the savepoint, and implicitly asks the player to pretend, for narrative purposes, that the experience never happened. This disrupts the player's experience and forces them, to some extent, to disengage from the story, frequently at a moment when emotional engagement is especially high. If the cost of dying is low and it happens infrequently, then this disruption may be easy to ignore, but the effects are multiplied as the player grows frustrated.
I think it's fair to say that most games include some sort of death-like design element somewhere along traditional lines. But it's worthwhile to consider the many games that have taken a different tack, finding alternative ways to motivate the player. The new episodes of Sam & Max follow the same paradigm as the Monkey Island games, rewarding progress with humor. Puzzle Quest utilizes the inherent motivation of leveling by making level progression relatively rapid and providing a magic system that encourages the player to try out different play strategies. Animal Crossing relies on heavily on the collecting paradigm, and also draws upon social relationships to inspire the player to continue playing.
One of the most interesting examples of games that break from the traditional paradigm is Prey, in which player character death is presented in familiar terms, but doesn't actually represent a failure state or necessitate a break in narrative continuity. Contrast this which Prince of Persia: Sands of Time, which attempts to mitigate the disruptive effects of death by integrating a narrative segue. In Prince of Persia, death still represents a failure state, and the game returns to a previous state and the player is required to try again. Myst is another extremely interesting example, in which the failure state can only be reached at one specific point in the game; throughout the rest of the game, there is no concept of death or death-like failure. In this game, exploration, imagery and story are the primary motivators, and death is used only for dramatic purposes.
I'm of the opinion that the games that don't include this sort of failure state tend to give the player a smoother and more accessible narrative experience. Of course, the issue whether or not to include player character death in a game, and how to handle it if it is included, depends entirely on the context of the game. God of War, while it does have a story and certainly puts a lot of energy into creating an absorbing narrative experience, is at heart an action-oriented, ultra-violent brawler. Death is an important aspect of the game and the traditional model is entirely appropriate. There are only a few segments where I feel the narrative disruption becomes especially problematic. The traditional model of death and failure is valid in many cases, but it's important for designers to recognize that it isn't universally implemented, nor is it universally applicable. These sorts of examples remind us that there are alternative ways to structure story, player motivation and gameplay, when death is not desirable.
Some might take issue with a review of a game written by someone who
hasn't played it. Especially when the game is as monumental as
Bioshock. But if all bloggers restrained themselves from offering
opinion simply because they didn't know what they were talking about,
well, it would be a much smaller blogosphere. And I suppose I'm no
different from the rest of them.Although I've had some things to say about the game for some time, I'm particularly inspired to write this now in response to Jamie Antonisse's spoiler-free Bioshock review written earlier this week. All I've played of the game is the demo, but based on that experience, reading a range of posts and articles on the subject, and my conversations with other gamers (including Jamie) working their way through it, I feel like I've gotten a fair sense of the story and gameplay. Without the benefit of actually playing the thing, I may fall on the crutch of revealing the twists and turns of the plot. Readers beware, here may be spoilers.
I shared Jamie's initial disappointment with the linearly militaristic structure of the game. Bioshock seems to follow a traditional given-path philosophy of level design, where the player is presented with a bounded path through space that must be followed to the end. Along the way, the player encounters obstacles that block progress along the path, which must be overcome in order to continue. Typically, and in Bioshock it seems almost exclusively, these obstacles are enemies that have to be destroyed. What Bioshock does well is allow the player a lot of choice with respect to how those enemies are destroyed. What it fails to do is give the player significant alternatives to killing the enemies that bar the path, or deviate from the path.
Not that this is a bad thing; precisely this sort of given-path level design is historically and currently the industry standard for making games. But the context surrounding this particular game led me to expect more, particularly in the areas of player choice and narrative, where it received particular praise. And by making this sort of structural choice, the game necessarily limits player choice to specific domains: weapons systems and combat tactics. Don't get me wrong, it may handle player choice within these specific domains extremely well. I just can't help feeling confined by the small bounded space in which I can act freely.
I'm omitting a major game element here, and it's the one that gets the most press: the Little Sisters. Little Sisters pose a different sort of obstacle to the player, and offer the the opportunity to make a moral choice rather than a tactical one. Narratively speaking, this is much more interesting, especially if the player is aware of the all-or-nothing nature of the choice. The internal, emotional process of making a decision, above and beyond coming up with a solution to a short-term problem, is at the heart of what interactive media can offer the art of storytelling. Bioshock certainly captures this, and does it in a way that beautifully echoes the overarching objectivist themes. But again, the game's use of this choice mechanic is quite limited: disparate instances in which the player is asked to make essentially the same decision. And the consequences of this decision on the plot are disappointingly shallow, only seriously impacting the ending cinematic.
I will speak primarily about the plot and ignore some other aspects of the storytelling, since plot is an integral part of the narrative and also the most accessible to me without having played the game through. The plot is certainly rich and compelling, but not what I expected from a game that was marked as a milestone for story in games. It's chock full of twists and revelations, but these are of the same class of story elements that games have been drawing from for years. My personal love of overwrought science-fiction aside, I think it's telling how little of this sort of thing is found in the great works of other media.
So my fundamental question is, why has Bioshock been singled out to receive these accolades? Not that it isn't deserving of honors, but is it more deserving than other games? To what extent does it truly break new ground? It seems to me that other games have done more to push the envelope in areas such as designing game mechanics around player choice, incorporating agency and morality, painting a rich backdrop, and telling a compelling story. One thing that Bioshock does remarkably well is atmosphere; perhaps that's the key. The art direction for this game is awe inspiring, and certainly contributes to the way the story is told. This is a point on which Bioshock excels, and if that is the source of all its praise, then it's well deserved.
Still, I for one can't help but be a little disappointed by this modern masterwork of interactive media. It's hardly the revolution of emotion and story in games that was promised. So many of the key elements - a city full of crazed, violent survivors; an amnesic protagonist unwittingly fulfilling his destiny; the mentor's betrayal; epic battles against armor-plated behemoths; mind control - seem to be archetypes plucked from stories and genres that employ them specifically to fill out an otherwise ridiculously thin plot. I've been waiting for the advent of the character-driven drama in games, for story based around the interpersonal conflicts arising from the individual and sympathetic fears, desires, anxieties, and compulsions of the characters. Bioshock, for all that it does well, does not deliver that.

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