Audio Logs are terrible.

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Treblaine

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snekadid said:
no reason? Not only logs but human nature from being trapped in a enclosed space for a very long period of time.
But how does that lead to psychosis to the extent you describe? People in prison are locked up and put under even greater pressures from authorities, they still talk to each other. And the same for prison camps where entire populations are incarcerated.

Talking about hoover doesn't mean anything since that isn't this world. Bioshock takes place in a alternate history timeline, which is why steam powered turrets and sentry bots are possible.
And the divergence was 1945, long after Hoover's FBI and other organisations were well known for their wire-tapping abilities. And technology kept entering Rapture after that time.

I refuse to explain Egotism again since you haven't actually read anything placed here. You keep arguing using what you want as if thats a reality for something better, but when I've listed text book examples and actual evidence provided within the game environment you say that "THAT WOULD NEVER HAPPEN" like that would be a argument, which its not because it happens all the time.
How do you know what I have and have not read, and I didn't say "THAT WOULD NEVER HAPPEN". You haven't really addressed what I said.

Also, textbook examples... from which textbook?

If I'm grasping at straws then you missed entirely since your entire argument is that more conversation would make a game thats supposed to make you feel isolated and nervous would fit better, which is nonsense.
Not conversations with the player-character, conversations between non-player characters. And it's a game where you are not that isolated, two people regulalry contact you, Atlas and Tenenbaum, as well as meet a few other characters. Also the taped audio diaries do talk at you to a large extent.

Logs work for Bioshock because of the nature of the story and the intended atmosphere its supposed to foster. They enhance this through not only the content of the log but the absences, people that are themselves alone, in more way than one.
That doesn't really explain much, they work because they... do?

How is atmosphere enhanced through the content that would be contradicted by my suggestions? And what do you mean by absences?

Logs don't work in alot of games, audio logs in less but Bioshock stands as a good example of a way to make them work, and your method would make the game weaker over all.

I'm done with this thread, as I thought this was a discussion thread however you've shown a lack of respect to every post that doesn't agree to your own while replying with the same thing the person was arguing against. Rant threads are so tedious.
How would hearing recordings of conversations between characters "make the game weaker over all" compared to having almost all the audio recordings found being a stream-of-consciousness information dump?

This is a discussion forum. Its not a lack of respect to ask that you explain your declarations.
 

Mr.PlanetEater

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MiracleOfSound said:
They're a hell of a lot better than text logs.
Depends, some of the lore books in the TES games are actually really engrossing; but sometimes text files are just dreck. I'm looking at you Fallout, with your green on black 1980s slow scroll text.
 

porous_shield

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Treblaine said:
Just another example, the Big Daddies. Great concept from design to animation.

The problem: all that is undermined by how their AI is programmed, how you can run right up to one and they'll almost completely ignore you. They are easy to kill from how you can set up all sorts of traps and everything and they won't be in the least bit aggressive till you attack them.

I mean how cool would it have been if you were terrified one was going to walk in and as soon as he sees you would destroy you on sight... and all the other Splicers would scatter when they notice one coming. But I get it, the artist didn't want people running away and not seeing their creation, but that could have been solved by saying "their vision is based on movement" when cornered you have to stay still and dare that it doesn't get close enough to see you and be threatened. Then running away is the main way you survive big daddies, running away and finding a hole to squeeze through smaller than they can follow, and not somewhere they can throw a grenade in.
I think you completely missed the point of the Big Daddy. They were made to protect the Little Sisters while they went around collecting Adam, they weren't meant to slaughter everything in sight. The trigger to enrage the Big Daddy, that Suchong gave them, was hurting a Little Sister, so if you attack them, they attack back and if you don't do anything they won't bother you. I think it's somewhat ironic in a way. I mean everything else in Rapture is trying to ruthlessly murder you and the only thing that minds its own business and doesn't bother you unless you bother it, you ruthlessly murder for its Adam.

----


Dear Diary (it's from the tvtropes page on Apocalyptic Logs)

The most plausible audio logs I've come across, that I can remember, are the Arkham Asylum ones. They're in the right places in the asylum and it makes sense to record the meetings with the patients. I thought they were absolutely insufferable though and I hated listening to them. Other than a few good lines I thought they were very hammy.

I actually thought the Fear messages were done quite well too (voice messages left on phones), some were quite long, but they made sense and I didn't see them as exposition chunks. They just seemed natural to me.

I wish they took the time to make them make sense in the context of the story like Treblaine has been saying. I know I've come across audio logs in strange places and places where someone wouldn't leave an audio log. Like they've been there for five minutes and they probably won't be coming back and they just leave an audio log behind. It just doesn't make sense why they would do that.
 

nykirnsu

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Baron Tanks said:
Let me throw this in there, while I agree with the overuse/bad execution points, I really enjoyed them in the Arkham games... So whether that's rule or exception, I'm leaving up to everybody else.
The Arkham games are how they should be done. They record the conversation of multiple people and give an obvious reason why such a conversation has been recorded, rather than just having a villain explain their plan and record so the hero knows how to stop them (which makes no sense at all). All audio logs should be done like this.
 

WoW Killer

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Fuck realism. They allow the story to be told without halting gameplay through cutscenes. I'm all for them.
 

MiracleOfSound

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Mr.PlanetEater said:
MiracleOfSound said:
They're a hell of a lot better than text logs.
Depends, some of the lore books in the TES games are actually really engrossing; but sometimes text files are just dreck. I'm looking at you Fallout, with your green on black 1980s slow scroll text.
Which is a pity, because some of the lore on those computers is great, some really well written little mini stories. They're just so damn ugly it sucks to read them, ha
 

piinyouri

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I'm a fan.
I can deal with it if it's juts dumped exposition, very little difference from a cutscene, but I LOVE when they are mere flavor for the game world.
The stones in Fatal Frame Crimson Butterfly.........*shivers*
 

Legion

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BenzSmoke said:
Personally I like audio logs, gives me something to collect and search for as well as flesh out the world and characters. Though I admit that a main villain recording his own plan and leaving it hidden in multiple parts of the world is very silly.
This.

I quite like the idea of them and felt a lot of them worked really well in Bioshock. My only dislike is that they are used too often and as others have said, are pretty stupid when the antagonist practically gives a confession using them.

That's not to say that I encourage the use of them. I think they worked in Bioshock and Dead Space because the games are largely about isolation, and picking up the pieces of what went wrong. In games where there are more characters, I feel it is a somewhat lazy method of story telling.

Devoneaux said:
Well when you consider that all he needed you for was to assassinate Andrew Ryan, then why even bother with this whole convoluted plan of stealing your fetus, sending you to the surface with fake memories and then bringing you back down? Why not just hire some assassins from the surface? What makes the protagonist guy so special and necessary for this task? I don't know if I missed something or not, but Fontain's plan makes no god damn sense anyway!
Because the bathysphere's and other things were locked to all but Andrew Ryan's DNA. They could never have gotten to him unless they had a sample or, in the case of the game, were biologically related.

It's kind of ironic that such information was given in audio logs. I think Atlas hints at it too.
 

Some_weirdGuy

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Treblaine said:
Snip snip

Doom 3 avoids alot of this, in that it's audio logs are like:

'I am john smith, safety dude for place A, bob bobson accidentally blew up his hand the other day in a pipeline explosion, so i've put some medical supplies in the nearby locker, code is 1234... oh, btw been hearing freaky voices and stuff, pretty creepy right?'

So contextually they make perfect sense and are well justified, you can listen to them while still playing, and I don't think any of them were compulsory(it was always like codes for item lockers and other extras, which are useful but could be skipped just as easily).
 

Baron Tanks

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nykirnsu said:
Baron Tanks said:
Let me throw this in there, while I agree with the overuse/bad execution points, I really enjoyed them in the Arkham games... So whether that's rule or exception, I'm leaving up to everybody else.
The Arkham games are how they should be done. They record the conversation of multiple people and give an obvious reason why such a conversation has been recorded, rather than just having a villain explain their plan and record so the hero knows how to stop them (which makes no sense at all). All audio logs should be done like this.
Yes that's right, it's not a, let me make a record of all of my devious plans so the protagonist can find them. They're just patient-doctor sessions that go on record. I especially liked Harley Quinns tape, where she effectively goes from doctor to patient in the course of a number of sessions.

Another game where the audio records work, at least to some extent, is Borderlands. Here the recordings are of someone who is bats@()* insane (Patricia Tannis) or audio logs of field communications. Or just wilfull mocking taunts of your nemesis (Handsome Jack). Additionally, that game is not to be taken too serious anyway, so that helps.
 

octafish

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Moridinice said:
one of the best audio logs i have EVER heard was the snuff one from System shock 2. u know full on guy getting killed and screaming. system shock 2 was as far as i know the first game to properly do audio logs and majority of them was good. sometimes just background chatter complaining about something and ect.
lacktheknack said:
Interestingly, I recently bought and have been playing System Shock 2.

The audio logs consist of instructions, personal reminders, intimate notes, messages to other crew, and evidence-gathering against other crew. I haven't seen any diary entries, self-congratulations, or completely random logs.

THAT'S how you do audio logs, methinks.

The voicework ain't half bad, either.
RhombusHatesYou said:
Meh. The only game where I actually liked audio logs was System Shock 2.
seditary said:
This thread is just making me want to play System Shock 2 now.
Exactly! It just goes to show how much Levine has forgotten when it comes to making games. I was dissapointed in Bioshock, not only is it a pale imitation of SS2, it isn't even a good shooter, thankfully Bioshock 2 was much better (as an FPS) so there is some hope for Infinite (even if the protagonist is reprehensible).
 
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Yeah, I'm tired of audiologs too...but what are other alternatives that would add to the world in the game? If you could answer that, then they wouldn't need audiologs.
 

Dryk

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Legion said:
I quite like the idea of them and felt a lot of them worked really well in Bioshock. My only dislike is that they are used too often and as others have said, are pretty stupid when the antagonist practically gives a confession using them.
It depends on the villain's motivation really. For instance in
Bioshock when you find the message of Fontaine taking on the Atlas persona for the first time, it's a secret so he can't talk about it in public much but he'd still want everyone to know how well he played them if something were to happen to him. I feel like it makes sense for him to have left some sort of message for his enemies to find once he was removed from the picture
 

Loonyyy

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I tend to like them when they don't interrupt the game for me. Dishonored felt onerous because you're meant to stand there listening to the recorders, in completely safe zones. If I have to wait in a menu to listen, I'm bored.

If I can hear it while I'm playing, it's a fair way to distract me from an exposition dump, and some voice actors have a fair go hamming it up. F.E.A.R. had some really good ones where there were phones with voice mail littered around that you could listen too, which expanded on the back story, what happened to people, and about the brutal deaths many of the workers experienced. Most of them were fairly short, and since I was huddled up crawling through the tense environment, it didn't hurt the pacing too much.

While I don't think Dishonored did their logs and other lore dispensing well, they did have some good writing (The only good writing, really) in the logs. Pendleton in particular was one I always listened to.
 

Pulse

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I will probably skip a dumb cutscene, but I will listen to an audio log while I continue to look around. If they're short texts I'll skim over them too. I'd prefer it if money spent on non-essential cutscenes was diverted towards other more important aspects anyway.

Many games get it right. Dead space 1, batman games, halo...

And even in games where they are somewhat contrived/oddly placed, it's just a bit of additional extra content. Nothing that ruins my suspension of belief any more than things like health mechanics. If anything they're a neutral or a plus and completely avoidable if you don't like them.
 

Treblaine

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porous_shield said:
Treblaine said:
Just another example, the Big Daddies. Great concept from design to animation.

The problem: all that is undermined by how their AI is programmed, how you can run right up to one and they'll almost completely ignore you. They are easy to kill from how you can set up all sorts of traps and everything and they won't be in the least bit aggressive till you attack them.

I mean how cool would it have been if you were terrified one was going to walk in and as soon as he sees you would destroy you on sight... and all the other Splicers would scatter when they notice one coming. But I get it, the artist didn't want people running away and not seeing their creation, but that could have been solved by saying "their vision is based on movement" when cornered you have to stay still and dare that it doesn't get close enough to see you and be threatened. Then running away is the main way you survive big daddies, running away and finding a hole to squeeze through smaller than they can follow, and not somewhere they can throw a grenade in.
I think you completely missed the point of the Big Daddy. They were made to protect the Little Sisters while they went around collecting Adam, they weren't meant to slaughter everything in sight. The trigger to enrage the Big Daddy, that Suchong gave them, was hurting a Little Sister, so if you attack them, they attack back and if you don't do anything they won't bother you. I think it's somewhat ironic in a way. I mean everything else in Rapture is trying to ruthlessly murder you and the only thing that minds its own business and doesn't bother you unless you bother it, you ruthlessly murder for its Adam.
Yeah, but it's not "ironic" for a creature that is supposed to be intimidating to be as irrelevant as background clutter till you attack them. It's not ironic that it's so easy to kill them by obviously setting up traps right in front of them. I feel like an utter jerk setting up malicious pranks for a mentally impaired person.

The first big daddy you meet is in a first person cutscene/scripted-sequence, when the splicers hear it coming they immediately run away in fear. It seems the only reason you aren't attacked is because the BD thinks you are dead but the Little Sister doesn't. Yet later in the game splicers wander around totally oblivious to Big Daddies and little sisters, bumping into each other as they walk along corridors.

The trigger for the big daddies was - in practice - attacking the big daddies, the "Harvest/Save" option is not available till big daddy is dead and you'd have no reason to hurt the Little Sisters.

The big Daddies SHOULD work by the threat of killing anyone they meet to make everyone give them a wide berth to do their job of collecting Adam and, of course, killing the odd person would leave a body of Adam to harvest.

They were made to protect the Little Sisters
That's done best by attacking anyone they see till they retreat, and hunting down and destroying anyone who dares attack them.

And once you've taken a Big Daddy's Little Sister... he does re-spawn in the game when he does... he should HATE YOU! He should be out for your blood and you are gong to have to run, hide or fight for your life.

Not shoulder check them later as they wander around alone. That's not "ironic", that's simply incongruous.



Dear Diary (it's from the tvtropes page on Apocalyptic Logs)

The most plausible audio logs I've come across, that I can remember, are the Arkham Asylum ones. They're in the right places in the asylum and it makes sense to record the meetings with the patients. I thought they were absolutely insufferable though and I hated listening to them. Other than a few good lines I thought they were very hammy.

I actually thought the Fear messages were done quite well too (voice messages left on phones), some were quite long, but they made sense and I didn't see them as exposition chunks. They just seemed natural to me.

I wish they took the time to make them make sense in the context of the story like Treblaine has been saying. I know I've come across audio logs in strange places and places where someone wouldn't leave an audio log. Like they've been there for five minutes and they probably won't be coming back and they just leave an audio log behind. It just doesn't make sense why they would do that.
Akrham Asylum had the unique advantage of being set in a mental asylum, it's not a stretch for important conversation between Psychiatrists and patients to be recorded for deeper analysis.

Plausibility isn't my only concern. After all, Bioshock is a game where you inject yourself with some concoction that lets you shoot lightning from your fingertips. It's a matter of whether it fits within an established in-game logic or not and whether that logic is even conducive to making a good game.

Big Daddies, I think were inconsistent in their depiction and their final de-facto depiction as you having no reason to avoid them undermined their character. I mean how would Darth Vader's reputation be if Luke and Han hanged around with him for ages, Vader bumbling around aimlessly and the heroes knowing Vader wouldn't make a single violent move unless they attacked him first.

I thought FEAR messages were well done, but by gawd, why were SUCH LONG messages left on answer-phones? For things like that, brevity is the key. I think the problem for FEAR was outside of those phone messages there were very few other opportunities to give insight into the story.
 

Treblaine

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Devoneaux said:
SPOILERS FOR BIOSHOCK

Well when you consider that all he needed you for was to assassinate Andrew Ryan, then why even bother with this whole convoluted plan of stealing your fetus, sending you to the surface with fake memories and then bringing you back down? Why not just hire some assassins from the surface? What makes the protagonist guy so special and necessary for this task? I don't know if I missed something or not, but Fontain's plan makes no god damn sense anyway!

Edit: After having played the game recently myself, the strength of the game isn't in it's narrative. It's in a well built atmosphere. (which unfortunately goes out the window around the second half of the game.)I also really like Andrew Ryan as a character. My favorite part of the entire game is the protagonist's face to face confrontation with him.
Yeah, it comes across as very much as "what a twist" moment where the twist is there just for the sake of having a twist.

You know what it seems a lot more like, it's a lot more like some lie that Jack is foisted with just to fuck with his head and it's something that on reflection Jack would have been informed "hey, that's obviously bullshit, why would he create false memories of being a normal guy in you if he just wanted a killer?"

It's like they took the plot twist from Total Recall, but forgot why Total Recall had that plot twist, it was because they were trying to infiltrate a group of psychics, anyone who lied would be found out by mind reading, they needed someone who genuinely believed in their cause and their cover story. Jack never has to infiltrate anything and psychic mind reading isn't brought up.

The genetic link it pretty contrived, after all Jack hacks everything else he comes across and it's not like the security systems really hold back. And it's obvious that people don't use the Vita-chambers to survive multiple dead, they use the

The bathysphere gene link is undermined by all the other people who interfere with or use the Bathyspheres without having any Ryan gene link. Like Cohen blocking you from using the Bathyspheres and Atlas clearly communicating around via them. Hell he sent a bathysphere up to the surface to get you.

So many audio-logs were put in and not fitting with the rest of the game.
 

Pipotchi

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Moridinice said:
one of the best audio logs i have EVER heard was the snuff one from System shock 2. u know full on guy getting killed and screaming. system shock 2 was as far as i know the first game to properly do audio logs and majority of them was good. sometimes just background chatter complaining about something and ect.
This guys speaks the truth, System shock 2's audio logs were amazing and mostly they made sense, i.e you could see why they were being made, messages to other crew members etc. One of the early ones is an autopsy report thats amazing, "hold hold him down" etc.
 

Treblaine

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George Francis Gaspar said:
Yeah, I'm tired of audiologs too...but what are other alternatives that would add to the world in the game? If you could answer that, then they wouldn't need audiologs.
I did point this out in the OP but I don't seem to have made it very clear:

-Conspirators would have their phones bugged, find those recordings and learn about their plans.
-Evil organisations would have evil meetings, they'd probably be recorded for evil minute keeping.
-Intercepted radio communications from between a duo of adventurers, where you can discover their characters long before meeting them.
-An informant might wear a wire and searching a body for loot you might find their recording device, along with their last few conversations... the one's leading to their death.
-Recordings of the interrogation of a prisoner by some sort of authority.
-Journalist's raw recording of an interview with an important person

These are all ways tape recordings can be used to articulate a story and characterisation other than them flatly telling you through the contrivance of an audio-diary.

I always found audio-diaries weird, as the whole point of diaries are secret records. But when speaking into a dicta-phone you could so easily be overheard. Also unless your diary is named, you can have a certain amount of plausible deniability if the diary gets out but with a tape recording it's obvious from the voice who it is.

If you are going to have tape recordings, makes more sense recording candid conversations.

Conversations are a much more natural form of characterisation and compelling exposition, people have a reason to tell people things to tell them know what they know and their opinions.

My problem is audio LOGS, which is people just flatly logging what has been happening like a dry of awkward synopsis.