Never played Bioshock, but I would assume the opening moments of the game would illustrate that his Randyan utopia didn't work...what with all the decay and destroyed stuff, and horror show creations wandering the streets attacking you on sight. I mean, I've seen opening scenes of it on youtube, and it's pretty standard story telling elements. You have dialogue making Point A, but you superimpose it over a location that implies Point B, where Point B, is directly contrary to Point A. You don't have to play the game to figure that out, you just have to look at the imagery in front of you.Reminds me of Retronauts talking about Bioshock and talking about how, for some reason, the fact that the creators expect you to be smart enough to look at Rapture as it is and understand that Andrew Ryan's philosophy doesn't work and not need the story to beat you over the head with it is bad. (And holy shit, if there's a show that went off the deep end when it comes to inserting politics where it's not needed, it's that one)
I mean that's not even unique to Bioshock. That juxtaposition of imagery and narrative is a staple of storytelling for...well for a long time. Images of a wasteland while playing a happy song. "I don't want to set the woooorld ooooon fiiiire." Nursery rhymes being sung by children while images of a mass grave are shown.
So yeah, whoever the Retronauts are, that's a silly conclusion to come to based on basic human storytelling tools.