Many people make the case that Bioshock is an example of games-as-art. I can see where people are coming from in the sense that most games have weak stories and contrived overworlds. Bioshock is a beautiful game that has a fully realized world and deep lore to it, but it doesn't really come together as a whole. The game's structure, combat mechanics, and player motivation all failed to come together, and as a result, I felt such a fully realized world was wasted.
~~~ Paper-Thin Structure ~~~
I don't really interact with the world or characters in a meaningful way other than just moving from point A to point B. I'm just in Rapture to get what I need (or precisely what other characters need).
Regardless of the all the game has to offer, most of it is just clearing enemies, moving to the next objective. You basically do by-the-number quests like "collect X amount of photographs" or "collect X, Y and Z to make an elixir". These just feel like busy work to get you to see the world, in a similar way Legend of Zelda has "tears of light" or "collect 15 deku nuts" just to make sure you are exploring the overworld. So many beautiful and alluringly disturbing sights to see, but IG could not think of any meaningful way to actually get you to explore it.
Yes, the point of the game is that I am a puppet with only the illusion of free will, but that was apparent from the beginning. Why would ever feel like I wasn't a slave and I wasn't being used as a pawn if I never even had the impression that I could do more inside this world than what Atlas told me.
~~~ Dull Combat ~~~
All pretense aside, the majority of the game is based on shooting people. I really love the upgrades and plasmids, but the core combat of the game has problems such as lack of a meaningful death penalty. The main feature of the game's action is to fight Big Daddies, which is incredible once. Having to fight several more of them lost it's fun since all of the Little Sister scenes are duplicates, showing no growth or change in any of the characters or situations aside from the amount of plasmids I can hold at once.
Big Daddies have high health, but no matter how lethal they are, you can just come back and whittle away at them. It's basically a constant game of hit-and-run, repeat and refresh 100 times. I feel like I'm exploiting his clumsiness rather than overcoming a riveting and taxing challenge. He even loses sight of me and goes back to his business like I never existed. There's no fear that he's going to, chase me frantically, look me in the eye and end my life. My only fear in the game is that I'll run out of ammo and have to grind for more.
It's hard to understand how a murderous bio-engineered creature sworn to protect his daughter would be totally focused on killing me and then ignore me the next. Killing the Big Daddy never felt like a triumph from a challenge. I never survived by the skin of my teeth. I just exploit his stupidity.
~~~ No Real Motivation ~~~
I think the game would be different, let's say I was playing as Tenenbaum to protect my Little Sisters or playing as a drug-addled plasmid-junkie hungrily awaiting his next fix as I stumble on a path to redemption.
Perhaps the purpose of the game was for me to be an outsider, to set myself apart from the underwater city's craziness, but nonetheless, the end result was that I just wasn't invested into it. I had no motivation to want to progress through the game, even though I did.
As Jack, I have no real motivation to succeed. I enter this world in the beginning. And then I spend the rest of the game looking for a way out (in a linear path, with fish-hook bait fetch quests).
It's a game that has done so much and a world with so much going on but my relation to it as the player (or Jack's relation to it as a character) is so hollow.
~~~ Conclusion ~~~
I stand in Rapture, peering through it's window looking at it with both fascination and disgust of a dichotomous utopia in ruin. But, I look away with indifference realizing that I have little real inclusion in the world, and go back to doing the mundane work I'm ordered to do.
I don't think Bioshock is a bad game, but I just can't say I've had many pleasant memories with it. Like I said with Red Dead Redemption, Rapture is a fully realized world, but one I never felt a meaningful part of.
The tenet "do - not show" applies for games. I don't just want to see a story. I want to be a part of it. Sure, Bioshock doesn't rely on cutscenes, like many other games, but it relies on visual cues (especially provocative ones) to tell it's story. I'm not sure what shooting people and awkwardly fighting Big Daddies (which is most of the game) really had to do with any of the game's merits. There's a ton to remember about Rapture, but there's not much I remembered actually doing.
I remember Bioshock for what I saw. But not, more importantly, for how I interacted with it. And what a damning fate for such an ambitious game.
~~~ Paper-Thin Structure ~~~
I don't really interact with the world or characters in a meaningful way other than just moving from point A to point B. I'm just in Rapture to get what I need (or precisely what other characters need).
Regardless of the all the game has to offer, most of it is just clearing enemies, moving to the next objective. You basically do by-the-number quests like "collect X amount of photographs" or "collect X, Y and Z to make an elixir". These just feel like busy work to get you to see the world, in a similar way Legend of Zelda has "tears of light" or "collect 15 deku nuts" just to make sure you are exploring the overworld. So many beautiful and alluringly disturbing sights to see, but IG could not think of any meaningful way to actually get you to explore it.
Yes, the point of the game is that I am a puppet with only the illusion of free will, but that was apparent from the beginning. Why would ever feel like I wasn't a slave and I wasn't being used as a pawn if I never even had the impression that I could do more inside this world than what Atlas told me.
~~~ Dull Combat ~~~
All pretense aside, the majority of the game is based on shooting people. I really love the upgrades and plasmids, but the core combat of the game has problems such as lack of a meaningful death penalty. The main feature of the game's action is to fight Big Daddies, which is incredible once. Having to fight several more of them lost it's fun since all of the Little Sister scenes are duplicates, showing no growth or change in any of the characters or situations aside from the amount of plasmids I can hold at once.
Big Daddies have high health, but no matter how lethal they are, you can just come back and whittle away at them. It's basically a constant game of hit-and-run, repeat and refresh 100 times. I feel like I'm exploiting his clumsiness rather than overcoming a riveting and taxing challenge. He even loses sight of me and goes back to his business like I never existed. There's no fear that he's going to, chase me frantically, look me in the eye and end my life. My only fear in the game is that I'll run out of ammo and have to grind for more.
It's hard to understand how a murderous bio-engineered creature sworn to protect his daughter would be totally focused on killing me and then ignore me the next. Killing the Big Daddy never felt like a triumph from a challenge. I never survived by the skin of my teeth. I just exploit his stupidity.
~~~ No Real Motivation ~~~
I think the game would be different, let's say I was playing as Tenenbaum to protect my Little Sisters or playing as a drug-addled plasmid-junkie hungrily awaiting his next fix as I stumble on a path to redemption.
Perhaps the purpose of the game was for me to be an outsider, to set myself apart from the underwater city's craziness, but nonetheless, the end result was that I just wasn't invested into it. I had no motivation to want to progress through the game, even though I did.
As Jack, I have no real motivation to succeed. I enter this world in the beginning. And then I spend the rest of the game looking for a way out (in a linear path, with fish-hook bait fetch quests).
It's a game that has done so much and a world with so much going on but my relation to it as the player (or Jack's relation to it as a character) is so hollow.
~~~ Conclusion ~~~
I stand in Rapture, peering through it's window looking at it with both fascination and disgust of a dichotomous utopia in ruin. But, I look away with indifference realizing that I have little real inclusion in the world, and go back to doing the mundane work I'm ordered to do.
I don't think Bioshock is a bad game, but I just can't say I've had many pleasant memories with it. Like I said with Red Dead Redemption, Rapture is a fully realized world, but one I never felt a meaningful part of.
The tenet "do - not show" applies for games. I don't just want to see a story. I want to be a part of it. Sure, Bioshock doesn't rely on cutscenes, like many other games, but it relies on visual cues (especially provocative ones) to tell it's story. I'm not sure what shooting people and awkwardly fighting Big Daddies (which is most of the game) really had to do with any of the game's merits. There's a ton to remember about Rapture, but there's not much I remembered actually doing.
I remember Bioshock for what I saw. But not, more importantly, for how I interacted with it. And what a damning fate for such an ambitious game.