Drummodino said:
Well colour me insane, because Bioshock Infinite is my favorite Ken Levine game and I thoroughly enjoyed the gameplay (more than the gameplay of the original Bioshock definitely).
You explained yourself perfectly fine. You don't like how the games have a lot of scripted events and the lack of exploration and player influence over what happens in the story. This limits the game's replayability as it makes every experience of the game more or less the same. This is a valid criticism of a game and any reviewer should mention this - yet not everyone finds that a bad thing. I for one don't mind it all that much, indeed I quite enjoy a lot of scripted events. This is why I'm a fan of the Uncharted series for instance. They can certainly be overdone, and there should be a good ratio between gameplay and scripted scenes - too many and I may as well just watch a movie.
In regards to Battlefield 4 and Medal of Honour, I can't really comment as I haven't played them. I did watch some Battlefield 3 singleplayer, and the problem with that game for me wasn't that it had scripted events, it was that the writing was terrible.
You also think that Ken Levine should be making what you consider to be "better games" than Bioshock Infinite since you dislike how the gunplay is similar to modern military shooters.
What I'm trying to say is that just because you feel this way, it doesn't mean everyone else does and that is not a bad thing. Let's take another example, I do not like racing games very much. Games like Forza and Gran Turismo bore me to tears. The gameplay is incredibly repetitive and I lose interest very quickly. Yet some people love these games dearly, and that's okay! We just have differing tastes. I don't think there's anything wrong with liking them, and they're not symptomatic of a problem in the industry. They are just not my kind of game.
See, I agree with you on a lot of things here. Even your position on racing games. I don't find them fun either, but I certainly don't think that there's any problem with them as a result, or that there's a larger point to be made because of it. That - UNLIKE the point I'm trying to make about "Infinite", which extends to other games - is a purely subjective issue. It doesn't seem to me to have any wider ramifications.
I have absolutely no problems with the fact that you enjoyed "Infinite" more than I did - and again, I thought it was ok. It was certainly a HELL of a lot better than "Tomb Raider", which I couldn't even get through. (I think NerdCubed put in his review what was wrong with this game better than I ever could, so let's not go into that.)
What I'm trying to express here is that the problems I personally have with "Infinite" are not JUST things that I dislike about this one game. They're issues that I'm finding more and more with games which really shouldn't have those problems, and they seem to me to be symptomatic of a trend in the industry that, if left unchecked, is going to have a worse and worse effect on it. And while a lot of people liked "Bioshock Infinite" and even "Tomb Raider", this trend of having protagonists whose decisions you can't affect, worlds you can't interact with in any meaningful way, and stories that you have zero control over or responsibility for AS the protagonist, is going to be a blight on the industry.
People will stop buying these games, simple as that. Different people have different sticking points, but in the end, everybody values SOME degree of interactivity. As for me, I've obviously reached mine. Will I buy the next Bioshock game? - not a chance! Not unless I'm convinced that it actually has replay value. "Bioshock Infinite" is not worth forty pounds. ANY game that's a sixteen-hour experience with zero replayability will not be worth forty pounds. I'd make a beautiful movie, but that's all.
Now obviously you disagree with me on this game - but will you disagree with me on the next one, where the interactivity is reduced even further? Because that's the direction that we're going in. It's like the publishers think we're looking for experiences that are exactly the opposite of, say, "The Stanley Parable" - a game in which all you could do was walk around, and yet one in which every single decision you made had meaningful and entertaining consequences. It's becoming standard practice to include gear, progression systems, upgrades and all of this fancy shit in games; but it means nothing, because you can't DO anything with it. You can't affect the world around you in any meaningful way.
And when people really start regarding these types of games as too much of a "risk", y'know what the publishers are going to fall back on? The CoDs and the Battlefields of this world, that's all. They KNOW those games are going to sell like hot cakes, almost regardless of quality.
So when people complain about Modern Military Shooters being what's "wrong" with the industry, take a step back and look at why that is. As they slowly reduce the value of big single-player AAA games, less people will buy them, and as a result less people will MAKE them. "Tomb Raider" didn't meet its targets in terms of sales, and for good reason - a lot of people, including me, disliked it for trying to turn what was previously an open-world platformer into a linear "movie" experience, and doing a piss-poor job of it. (Did anybody want to hear whiny-voiced Lara complain about the brutality of it as she casually puts an arrow through the face of the sixtieth guy she's killed today? 'Cause I sure as hell didn't.) This kind of thing will happen more and more as people find they're unwilling to settle for less and less. And when that happens - BANG. No more big-budget single-player games. Gone. Too much of a risk to put the money into.