No, BioShock Infinite's Ending Doesn't Suck

maninahat

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1337mokro said:
You finally figured out the real story of Bioshock Infinite.

Nothing matters because everything has happened!

Welcome brother. To the realm of insignificance through omni-existence.

Though why would convenience be an argument AGAINST just kidnapping the kid? It is the most convenient one? Or are you saying they deliberately did not pick the most convenient of all solutions?

...Oh of course there is one. But there is also one where he WILL do it. In fact there WAS already a universe where Booker didn't become Comstock and also didn't sell his daughter, cleaned up his act and became a good father...

So the entire story is just pointless because of the multiverse.
Actually, I think it was explicitly stated by Elizabeth that in every universe where it comes up, Booker sells the baby, but only in some universes does he accept the baptism to become Comstock. It is these Comstock's that are ruining it for everyone, because they go into the other universes and (with apparently 100% success) convince the non-baptised Booker's to hand over their babies.

To break this inevitable cycle, Booker needs to take a third route and die, before he can become either a non-baptised or baptised Booker in later life. If he lives, he'll become either one guy in the process. By being dead, he can't become a Comstock, and convince a corresponding Booker to hand over the baby. Doing this leaves an odd Booker (coz I guess there are an even number of infinite dimensions). In this case, there is now a situation where one Booker does not get asked to hand over his baby, Columbia goes uncreated, and nothing bad happens.
 

Farther than stars

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1337mokro said:
I'm sure you want your explanation to be correct, I'm not saying it isn't. I'm saying it is stupid. It is needlessly complex to find a universe where Booker lost, lost big and was willing to sell his daughter rather than doing a simple distraction.
But then that is what happened in the context of the game. Are you saying it's a plot hole? Because then I definitely agree. Although I can still buy the argument that the Luteces simply wanted Booker to be at peace with losing his child (at least in this universe; in the other one they don't care).
But I just watched The Big Picture take on events and if I thought the nihilistic interpretation of the multiple-worlds theory made this argument insignificant, MovieBob's symbolic interpretation really makes this argument insignificant. It's funny actually, how MovieBob's interpretation ultimately means that the game promotes baptism, when on the surface it criticizes organised religion.
There's no two ways about it. Bioshock Infinite has the deepest story ever set in a video game. And I challenge anyone to prove me wrong.
Also, you never leave a baby to go out and get milk, is what I meant. You don't leave it in the car, etc.
 

abort_user

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Zakarath said:
I Despised infinite's ending.
Point one: You're drowned by Elizabeths who wouldn't have been around to drown you if you didn't become Comstock. Paradox.
Two: Silly M. Night. Shyamalan Plot Twists: The bad guy is evil you from another dimension; Elizabeth is your daughter. Really, guys? Is this really the best you can do?
Three: All that I saw throughout the game disagrees with the hypothesis that Elizabeth is the sort of person to resolutely murder Brooker by drowning him.
Four: The best part of the game was, to me, watching Elizabeth grow as a character. She's one of my favorite characters in a good while, and you've fought your way through Columbia, and both of you have faced your demons and grown as characters from it. And the ending throws all your work and trials away, consigns both of those characters to the void, and retcons both you and her into boring normal people I don't give a damn about. So what if you're doing it to stop Comstock? COMSTOCK DOESN'T FUCKING MATTER. He's the sad little king of his sad little city, and if he really does get around to sending those silly airships against the world in the 1980s as the vision showed, I'd like to watch those airships getting introduced to fighter jets and Surface-to-Air missiles. Hell, back in the Cold War mentality of those times, Columbia would probably just take a nuke to the face.
not to mention the evil you from another universe has been done several times before. it was even done in video games in Infamous.

i also wrote in another topic on this that the ending ignores its own use a multiverse. the drowning of Booker cant do anything (since time splinters at every choice), thus is insignificant.
 

1337mokro

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maninahat said:
1337mokro said:
You finally figured out the real story of Bioshock Infinite.

Nothing matters because everything has happened!

Welcome brother. To the realm of insignificance through omni-existence.

Though why would convenience be an argument AGAINST just kidnapping the kid? It is the most convenient one? Or are you saying they deliberately did not pick the most convenient of all solutions?

...Oh of course there is one. But there is also one where he WILL do it. In fact there WAS already a universe where Booker didn't become Comstock and also didn't sell his daughter, cleaned up his act and became a good father...

So the entire story is just pointless because of the multiverse.
Actually, I think it was explicitly stated by Elizabeth that in every universe where it comes up, Booker sells the baby, but only in some universes does he accept the baptism to become Comstock. It is these Comstock's that are ruining it for everyone, because they go into the other universes and (with apparently 100% success) convince the non-baptised Booker's to hand over their babies.

To break this inevitable cycle, Booker needs to take a third route and die, before he can become either a non-baptised or baptised Booker in later life. If he lives, he'll become either one guy in the process. By being dead, he can't become a Comstock, and convince a corresponding Booker to hand over the baby. Doing this leaves an odd Booker (coz I guess there are an even number of infinite dimensions). In this case, there is now a situation where one Booker does not get asked to hand over his baby, Columbia goes uncreated, and nothing bad happens.
That is allot of wishful thinking you are doing there sir. Sadly dreams don't make cities fly :)

After all there is now only ONE Booker that matters. You see you have the Booker that would have refused the baptism... and nothing else. There have been NO OTHER CHOICES yet. Right now there exists only ONE Booker with the option to sell his daughter. In other words... the Booker that sold his daughter.

If we accept that the only way to stop this was to kill Comstock Booker than we accept that the only timeline that matters is that one with the baptism decision. After all like someone else pointed out you could have stopped Booker from going to Wounded Knee, sabotaged his military application form, whatever. Meaning there is now only ONE Booker timeline left. This Booker still has a debt and will still have to make a choice on what to sell. Now mind you by the same logic as the rest of the multiverse, at least one universe now exists with Booker with a fistful of a cash and an empty crib.
 

Farther than stars

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Zakarath said:
I Despised infinite's ending.
Point one: You're drowned by Elizabeths who wouldn't have been around to drown you if you didn't become Comstock. Paradox.
Two: Silly M. Night. Shyamalan Plot Twists: The bad guy is evil you from another dimension; Elizabeth is your daughter. Really, guys? Is this really the best you can do?
Three: All that I saw throughout the game disagrees with the hypothesis that Elizabeth is the sort of person to resolutely murder Brooker by drowning him.
Four: The best part of the game was, to me, watching Elizabeth grow as a character. She's one of my favorite characters in a good while, and you've fought your way through Columbia, and both of you have faced your demons and grown as characters from it. And the ending throws all your work and trials away, consigns both of those characters to the void, and retcons both you and her into boring normal people I don't give a damn about. So what if you're doing it to stop Comstock? COMSTOCK DOESN'T FUCKING MATTER. He's the sad little king of his sad little city, and if he really does get around to sending those silly airships against the world in the 1980s as the vision showed, I'd like to watch those airships getting introduced to fighter jets and Surface-to-Air missiles. Hell, back in the Cold War mentality of those times, Columbia would probably just take a nuke to the face.
Tell me, have you watched the Big Picture episode about this game yet? If you haven't, would you do me a favour and watch it? It adds interesting dimension to the debate.
 

Agayek

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castlewise said:
Does the tower/lighthouse/always a man bit have anything to do with how the ending plays out? I kind of agree with MoveBob that the story seems to be (perhaps secretly) focused very tightly on Elizabeth, Booker and their relationship. But what does the meta-narrative section tell us about those characters?
Requia said:
I think lighthouse/a city/and a man thing is setting up the future of the franchise.
The lighthouse thing is pretty clearly pointing out that Booker-as-the-player is only one of a "million million" different versions of Booker that has gone through the events of the game. It ties into the Luteces and the coin flip right at the beginning and several other comments made by them, as well. The long and short of that bit, while also a nod to Bioshock 1, is more relevant to the actuality of Bioshock Infinite, which is that the whole "rescue Elizabeth" thing has been done millions of times by millions of different Bookers in an endless cycle that never stops. Because no matter what choices they make, there is always a city, a lighthouse to get into the city, and a man trying to rescue the girl from the city.

That's why Booker needs to off himself in the baptism. It removes the potential for those infinite possibilities and breaks the cycle entirely.

Edit:
As for my take on the ending:
I hated it. I followed it just fine, and it does what it sets out to do masterfully. I just fundamentally disagree with (some of) the messages and philosophy in it, and so I just really don't like it. My core problem boils directly down to the fact that the ending seems to be saying that a man must be held responsible for the choices he could make, not the choices he does make. And that bothers me on a fundamental level.
 

1337mokro

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Farther than stars said:
But then that is what happened in the context of the game. Are you saying it's a plot hole? Because then I definitely agree. Although I can still buy the argument that the Luteces simply wanted Booker to be at peace with losing his child (at least in this universe; in the other one they don't care).
But I just watched The Big Picture take on events and if I thought the nihilistic interpretation of the multiple-worlds theory made this argument insignificant, MovieBob's symbolic interpretation really makes this argument insignificant. It's funny actually, how MovieBob's interpretation ultimately means that the game promotes baptism, when on the surface it criticizes organised religion.
There's no two ways about it. Bioshock Infinite has the deepest story ever set in a video game. And I challenge anyone to prove me wrong.
Also, you never leave a baby to go out and get milk, is what I meant. You don't leave it in the car, etc.
Yes it is a plothole, those should not be excused. Finding an extra contriving way, which you btw are NOT sure of because they NEVER explicitly mention HOW they did it, is BAD.

Also he'd probably just leave her in her crib and go to the local drugstore. This is 1912 New York, they have stores on the corner of almost every street. He'd be gone for 5 minutes, but that is all an inter-dimensional kidnapper would need.

How old are you? Are you serious? No game EVER had a better story than Bioshock Infinite? Seriously? No game had a better story than a plothole riddled mess of a halfassed multiverse sci-fi disaster that is about a guy accepting his past mistakes?

I know I'm laying it on rather thick here but seriously? You want to claim Bioshock Infinite as the BEST?! You did play games before 2013 right?

Of the top of my head.

Planescape: Torment
System Shock 2
Baldur's Gate
Beyond Good and Evil
Deus Ex
Portal
STAR WARS: KOTOR has some great characters and even it's sequel had awesome moments
A number of different Final Fantasy games
Silent Hill 2
Day of the Tentacle
Chrono Trigger
Shadow of the Colossus
Eternal Darkness: Sanity's Requiem
GRIM (FUCKING) FANDANGO!!!
Add here basically any adventure game made by Lucas Arts in the golden days and you have a short list of games with better/deeper stories than Bioshock Infinite.

Fuck even BIOSHOCK is better story wise than this game in my opinion. It had better characters, more world building and it tied itself better to the themes it wanted to explore. Bioshock created a world around the themes it explored and made you experience it.

Now of course I respect your opinion but to claim it as fact and to ask someone to PROVE you wrong like it is even remotely possible to PROVE an opinion in any way is just ludicrous. You will also get smacked with an entire list of suggestions of games to enrich your palate.

Seriously go play Grim Fandango. It's basically free to pirate because nobody sells it anymore. Then come back and tell me Bioshock is still the bestest ever.
 

maninahat

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1337mokro said:
If we accept that the only way to stop this was to kill Comstock Booker than we accept that the only timeline that matters is that one with the baptism decision. After all like someone else pointed out you could have stopped Booker from going to Wounded Knee, sabotaged his military application form, whatever. Meaning there is now only ONE Booker timeline left. This Booker still has a debt and will still have to make a choice on what to sell. Now mind you by the same logic as the rest of the multiverse, at least one universe now exists with Booker with a fistful of a cash and an empty crib.
Two things: Firstly, I figure Booker only sold his kid in the first place because Comstock (knowing himself intimately) knew how exactly to talk him into handing it over, and via dimensional travel, knew exactly when was the most effective time to ask Booker. Presumably, most people do not approach debtors and, apropos of nothing, offer to buy their children [http://www.youtube.com/watch?v=mvZgwtpPmLY]. Even if they did, they'd struggle to be quite as appealing as a doppelganger who knows exactly what best to say.

Secondly, even if Booker does choose to sell his kid, it would have to be to someone who isn't Comstock, now that Comstock no longer exists. That would be tragic, but it still wouldn't lead to the fiery Armageddon.

As for why they went with this scheme, and not say, intervene with Booker before Wounded Knee? Eh, fiction I guess. The twins had gone through dozens and dozens of schemes with many different Bookers in many Columbias, and they had all previously failed to prevent the Armageddon. So perhaps they did indeed try it those ways, only to find them not working. Why would that be the case? Who knows and who cares, it's just a story, and it is far more cathartic for Booker to have his moment of realisation and accept being drowned.
 

1337mokro

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maninahat said:
Two things: Firstly, I figure Booker only sold his kid in the first place because Comstock (knowing himself intimately) knew how exactly to talk him into handing it over, and via dimensional travel, knew exactly when was the most effective time to ask Booker. Presumably, most people do not approach debtors and, apropos of nothing, offer to buy their children [http://www.youtube.com/watch?v=mvZgwtpPmLY]. Even if they did, they'd struggle to be quite as appealing as a doppelganger who knows exactly what best to say.

Secondly, even if Booker does choose to sell his kid, it would have to be to someone who isn't Comstock, now that Comstock no longer exists. That would be tragic, but it still wouldn't lead to the fiery Armageddon.

As for why they went with this scheme, and not say, intervene with Booker before Wounded Knee? Eh, fiction I guess. The twins had gone through dozens and dozens of schemes with many different Booker's in many Columbia's, and they had all previously failed to prevent the Armageddon. So perhaps they did indeed try it those ways, only to find them not working. Why would that be the case? Who knows and who cares, it's just a story, and it is far more cathartic for Booker to have his moment of realisation and accept being drowned.
Oh sure you can suppose... but you don't know. That's the problem. All you do is speculate on things. Oh I like to thing... Oh he might not... There could be... these are all the wrong words my friend. If you use these then there is a possibility that he also might still do it.

Actually in the olden days it was quite normal to sell your kids, it's even going on today. The argument that people don't easily sell children is invalid because it does happen. Booker is that person who WOULD sell his own kid. There is no argument there. He IS capable of it.

You can't wave the fiction flag when you run head first into a plothole. That's LAZY and goes against the supposed high brow story of the game. If it wants to be cerebral it has to cement those holes shut, not tell the player to just ignore it. It can't have it's cake and eat it saying it's just a game for fun whenever the plotholes creep up and then at the same time want to be taken completely seriously all the rest.
 

GloatingSwine

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My problem with the ending to Bioshock Infinite is that all the Shyamalan Twists serve to wrest the character focus away from Elizabeth (whose journey we had, to that point, been watching as she experiences the world for the first time, and discovers where her ideals might lead her) and on to Booker.

The problem with that is that Booker isn't really a character, he's got a backstory but the fact that he was deliberately rendered a blank slate so that the player could experience Columbia without him colouring the experience by having opinions on things means that he doesn't get to be a person, he's just an objective marker following robot (in this way the fantastic setting actually detracted from the story, setting Infinite in a location familiar enough to the player that Booker could have expressed himself would have allowed it to be a stronger tale).

That means that he can't carry the focus of the story, why should I care that Comstock is an alternate possible Booker, if Booker isn't a person? Why should I care that Elizabeth is Booker's daughter if Booker isn't a person? How can you effectively tell a story about how a man faces the sins of his own past if the man is a hollow void bereft of person?

Without Booker as an established character there's no way to contrast any of the alternate "could have been" Bookers (Comstock, martyr of the Vox, whatever) with the one we drive around, and so there's no point them being there. The whole alternate dimension part of the plot, which hinges on these "could have beens" means nothing because there's no "is".

It means that the story, at the end of the day, isn't about anything, there's no human element to the plot, just a bunch of narrative where the take-home suggestion is "going back in time and killing your father before you were born is an awesome way to solve your problems".

And that's just silly.
 

GloatingSwine

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Farther than stars said:
There's no two ways about it. Bioshock Infinite has the deepest story ever set in a video game. And I challenge anyone to prove me wrong.
I've played Japanese porno games with deeper stories*. Bioshock Infinite's story is a lot of surface and pretension, but real story depth comes from what the story says about the human condition as embodied by the individual characters in the story. (For instance, Foucault's Pendulum is a book where three men make up a secret society and find that the fiction they created destroys their lives, that's what happens, but what it's about is the lure of hidden truths and the type of personality that is drawn to the romantic idea of secret societies and what they might actually be looking for) Bioshock fails on that because the character it's about isn't a character, we have no context for examining the ways other Bookers have addressed the sins of their past (glorification, martyrdom, whatever) when the one we are driving is an empty vessel.

* Kamidori Alchemy Meister springs to mind, at least the route I played is all about conflicts of love, duty and devided loyalty, the tension and stakes in the plot are all driven by people, not merely by events.
 

Farther than stars

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1337mokro said:
I said it had the deepest story ever. In no way did I say it was the best game ever. So considering that we're judging games based on depth of story:
I'll give you "Grim Fandango". "Psychonauts" too, probably. I honestly forgot about Tim Shafer. "Silent Hill 2" I would say is roughly on par, but only because it has multiple endings. In no way "Portal". That game really does great things with challenging your perspective of physical reality, but its actual story is relatively shallow. Don't get me wrong, the writing is phenomenal, but as far as depth goes, Bioshock Infinite simply has more layers. Moving on:
I can't think of any "Final Fantasy" games which are actually deep. It's not just enough that you create a large sprawling world, which merely touches on some issues. It also needs to fully make them part of that world (like any of the "Fallout" games). That critique also goes for some other games on your list. "System Shock 2" I never played. I figured playing "Bioshock" and Bioshock Infinite would absolve me from that sin. The debate of whether Bioshock or Bioshock Infinite is deeper will be going on for ages to come, but obviously I've picked my side. "Eternal Darkness: Sanity's Requiem" I own, but I never gotten round to playing it.
But I have to admit. Part of the reason for writing a statement like that is, of course, to get a whole bunch of good games lobbed at you that you haven't tried yet. To that end, at least this has reminded me that I need to dust off Eternal Darkness and finally play it.

GloatingSwine said:
Farther than stars said:
There's no two ways about it. Bioshock Infinite has the deepest story ever set in a video game. And I challenge anyone to prove me wrong.
I've played Japanese porno games with deeper stories*. Bioshock Infinite's story is a lot of surface and pretension, but real story depth comes from what the story says about the human condition as embodied by the individual characters in the story. (For instance, Foucault's Pendulum is a book where three men make up a secret society and find that the fiction they created destroys their lives, that's what happens, but what it's about is the lure of hidden truths and the type of personality that is drawn to the romantic idea of secret societies and what they might actually be looking for) Bioshock fails on that because the character it's about isn't a character, we have no context for examining the ways other Bookers have addressed the sins of their past (glorification, martyrdom, whatever) when the one we are driving is an empty vessel.

* Kamidori Alchemy Meister springs to mind, at least the route I played is all about conflicts of love, duty and devided loyalty, the tension and stakes in the plot are all driven by people, not merely by events.
Well, yes, but then part of Bioshock Infinite is about how people are constrained by events and ultimately there is no such choice because of how every eventuality will happen anyway. That's what all the fake choices in the game are about. The game kind of mirrors "Spec Ops: The Line" in that regard.
But wouldn't you agree that we wouldn't even be able to have a debate like this if the game didn't have any depth? Of course, you might just be one of those "edgy" people Yahtzee was talking about. You seem like the type for it. Let's not forget, the first thing you brought up was Japanese pornography, after all.
 

1337mokro

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Farther than stars said:
And I just gave you a list of games with deeper and better stories.

What is even a deep story? Can you even explain that definition? You see depth has no actual meaning if you mean complex, that isn't depth. Convoluted with allot of twists =/= depth. Shadow of the Colossus has a deeper story and it is absolutely minimalist. It has almost no dialogue yet tells a tale of love, perseverance, betrayal, overcoming insurmountable challenges, adventure and does this all with NOTHING but combat and exploration.

Heck Planescape Torment is basically the Bioshock story done better YEARS ago.

I also don't agree with how you equate Bioshock to Spec Ops. Spec Ops is talking mostly to the player. Bioshock isn't talking directly to the player. Spec Ops is the exploration of the mind of a soldier that has gone mad, it is PTSD in game form.

If no choice matters then why is there a magical exception for when Booker drowns? Should that choice also not matter and not change a thing, ignoring that it is basically a giant paradox.

You see the story is actually not that great. What really is left if you strip it down is just a story about a man having to reconcile with his past to move on. That's not deep, the layers that it puts over that story is really nothing else but wrapping paper, pretending to be depth.

You also just basically admitted that there were about 2 games with deeper and better stories than Bioshock Infinite which makes your claim that it is the bestest deepestest story ever written completely mute.

Also do play Eternal Darkness it is awesome.

If I had to be cliched I'd say FF VI out does Bioshock Infinite.
 

Farther than stars

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1337mokro said:
If no choice matters then why is there a magical exception for when Booker drowns? Should that choice also not matter and not change a thing, ignoring that it is basically a giant paradox.
Well, it is an open ending after all. The goal of an open ending is discussion, either through internal dialogue or such as we are doing now. Whether Booker's death had any meaning is then entirely up to your own conclusion.
As to your other question, depth is basically just the amount of themes that a piece explores, the extent to which it explores them and the amount of layers that that generates. And while it is definitely an intellectual exercise, it is by no means an objectifiable exercise. Also, it does indeed have nothing to do with complexity, as I already indicated when I said that creating a large sprawling world isn't enough to constitute depth.
And finally, Bioshock Infinite and Spec Ops: The Line both have themes about the insignificance of player agency in a framework which is entirely subjugate by variables. The choice between the bird and the cage is exactly the same as the choice between shooting the soldier or shooting the civilian. This specific theme is something which Spec Ops: The Line explores far more deeply, but funnily enough both games use opposite philosophies to illustrate the same point.
Whereas Spec Ops: The Line takes a Spinozian view of a clockwork universe wherein everything happens according to fate, Bioshock Infinite uses the vein of metaphysical liberalism which comes from quantum mechanics to explain how choice is an illusion in the face of an infinite number of universes. In one you don't have any choice because everything hinges on causality. In the other, you don't have any choice because nothing hinges on causality at all.
 

1337mokro

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Farther than stars said:
1337mokro said:
If no choice matters then why is there a magical exception for when Booker drowns? Should that choice also not matter and not change a thing, ignoring that it is basically a giant paradox.
Well, it is an open ending after all. The goal of an open ending is discussion, either through internal dialogue or such as we are doing now. Whether Booker's death had any meaning is then entirely up to your own conclusion.
As to your other question, depth is basically just the amount of themes that a piece explores, the extent to which it explores them and the amount of layers that that generates. And while it is definitely an intellectual exercise, it is by no means an objectifiable exercise. Also, it does indeed have nothing to do with complexity, as I already indicated when I said that creating a large sprawling world isn't enough to constitute depth.
And finally, Bioshock Infinite and Spec Ops: The Line both have themes about the insignificance of player agency in a framework which is entirely subjugate by variables. The choice between the bird and the cage is exactly the same as the choice between shooting the soldier or shooting the civilian. This specific theme is something which Spec Ops: The Line explores far more deeply, but funnily enough both games use opposite philosophies to illustrate the same point.
Whereas Spec Ops: The Line takes a Spinozian view of a clockwork universe wherein everything happens according to fate, Bioshock Infinite uses the vein of metaphysical liberalism which comes from quantum mechanics to explain how choice is an illusion in the face of an infinite number of universes. In one you don't have any choice because everything hinges on causality. In the other, you don't have any choice because nothing hinges on causality at all.
Well no it really isn't an open ending. Booker got drowned by the inter-dimensional traveler that was his daughter. Would she drown him if it all it did was nothing, she must have gone back multiple times to attempt to kill Booker to prevent Comstock from being creased and arriving to the conclusion that the only way to stop it was to drown him at the Baptism. If not her then certainly the Luteces must have done several dozens of calculations to arrive at a single conclusion. Otherwise she is basically making a GIANT leap of faith possibly drowning her father for no reason. I don't know about you but the only time she killed someone she was horrified are you telling me she would risk doing that again? To her own father without actual logical back up.

We then run into another paradox/plothole if nothing changes. Why do they fade out of existence? Unless the events never happened there is no reason why after drowning Booker she would disappear. You see if it is an open end then there is no reason for her to disappear besides plot contrivance.

You also didn't answer what depth was for you. All you did was say world building is not depth. However when the large sprawling world IS part of the story then creating that large sprawling world is also adding to the depth of that story. See Demon Souls (or once again Bioshock), the world is a giant part of the game by the depressing hopeless atmosphere it creates. To discount the world as nothing but window dressing is to ignore the impact such a world can have on people.

Actually the Spinozian thing you just pulled out of your ass. There is nothing in Spec Ops to suggest that. The entire point of Spec ops like I said was talking to the player. There was never anyone being hanged because that was all in your imagination, even the character himself was imagining them. The game literally fabricates an entire conflict to illustrate the make belief of playing war games. There is nothing but tangential similarities with Bioshock which should tell you how generic the story actually is.

If the message is that no choice matters, then why does it suddenly matter when choosing to ask for a your tickets or pulling out your gun? That choice changes your character skin. It's pointless in the grand scheme but to say because it all arrives at the same end the journey doesn't matter is again ignoring the grander choice.

Just because I arrive in New York doesn't mean how I reached New York is pointless.

I could take a plane, swim across the Atlantic, take a rocket and reenter orbit off the coast of New York. I still arrive at New York, but how I arrived that changes based on my choice. Like another game teaches us the Journey (HINT HINT) is as important as the destination.
 

Dalisclock

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warmachine said:
The trouble is, the Bioshock series has to let you examine the society and I can't see how racism can be examined without it appearing cartoonish. I can see the intellectual basis for Objectivism, even though I thought it was idiotic, but not for racism. Racism strikes me as purely visceral and an evolutionary throwback to more tribal times. Not a brave new principle to form the foundation of an unprecedented utopia. Even the early Christian church declared Christianity meant for all, not just the Jews.
And yet a lot of people who claimed to be very christian were also extremely racist. If you haven't seen Lincoln yet, you should. If nothing else to watch in awe at just under half of congress voting against making slavery illegal. Because black people just can't handle freedom, apparently.

Hell, just a couple of years ago, I remember hearing a bunch of people taking about how we should be looking suspiciously at all middle eastern people, because they're all terrorists, and how perhaps we should just nuke the middle east and take the oil. People who also considered themselves very christian and religious. It's amazing how people can use their religious beliefs to justify some pretty stupid and horrible things. I could go on but I really am not interested in starting a flame war.

So really, the Columbians didn't seem terribly unbelievable to me because I've met people like that.
 

Dalisclock

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teamcharlie said:
Let me cite Elizabeth here on why Bioshock Infinite is so bloody: "Booker, if these people get guns, there's going to be a revolution just like in Les Miserables. They can have better lives."
I do find it amusing that she used that particular example, because anyone who is at all familiar with Les Miserables knows that all the would be revolutionaries died and their revolution fizzled out after about a day(and it's based on a real event too, which is NOT the french revolution).

Sorry, just a random aside.
 

Farther than stars

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1337mokro said:
Spec Ops: The Line is also about player agency in games. That's what all the fake choices in that game are about. Ultimately the ending is just as destructive, because it was scripted to be that way. Then the player starts making excuses. "I didn't have a choice to kill those civilians, the game made me!" That's the classic excuse used by soldiers: "I didn't have a choice!" Ultimately what the game says about choice, it uses to delve deeper into the mind of a soldier, but because of the actions the player 'had' to take. And so it uses one theme to enforce the other - a story can have more than one theme after all.
And I did explain what depth is: "Depth is basically just the amount of themes that a piece explores, the extent to which it explores them and the amount of layers that that generates." I then amended that statement to say that the scale of the world doesn't matter. A large world can be deep, but only if other things make it that way. Bioshock isn't deep because of Rapture, but because it explores Objectivism, solitude and (again) player agency.
Also, the fact that you just used another philosophy to describe an interpretation of Bioshock Infinite's meaning is another testimony to the game's depth. There's a Gandhi quote about that philosophy: "Whatever you do will be insignificant, but it is very important that you do it." It's probably fitting that you should use New York in that metaphor.
But delving back into insignificant specifics again, I think it was easier for Elizabeth to kill Booker at the end because she wasn't the same person anymore. After the siphon was destroyed she seemed to become one with the universe. You could see that in the way her eyes were glazed over and how her voice became monotone (a cliche, I know, but effective at driving the point home).
 

1337mokro

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Farther than stars said:
Sure... so she became the space god of time and reality...which means she must know that suddenly this one choice matters! Which goes against the theme you ascribe to the game about there being no choice... thank you for contradicting yourself. I no longer need to do anything really. Thanks to the game's own internally inconsistent reasoning and twisting you pointed out why your comparison to Spec Ops fails... but I am still going to outline it.

The player's agency is kind of subjective when there is a 50$ entry fee. You see I don't go to a restaurant order a meal then stand up as it is delivered and walk away. I am going to eat that meal. If it wanted actual player agency it should have released for free, then there is no money to get in the way of my agency. You see the game literally made me do it. I literally had no other choice it is hard wired into the game to have only one option, it is no Deus Ex in short where if you tried hard enough you MIGHT have done it.

Me as the gamer had several other options I COULD have taken but which are all programmed to end in failure or not be an option. Why could we not be allowed to rappel down and attempt a stealth run? You see the rappel points are just there but no matter what I do the character refuses to rappel down. The game is now officially forcing my hand by not even allowing me to risk certain death, dying, trying again, dying, trying again and then eventually succumbing to the gas. That is a failure of the very medium it is made in, the fact that the player eventually decides so much of what the game is or can be. It is not the reason why you are wrong though.

You see first off Spec Ops HAS actual multiple endings. It actually gives the player the agency. It has in it's narrative hints and twists to tip off the player. Seriously go watch the extra credits about this game over on penny arcade. What it also does is incorporate it's themes. In spec ops you are ALWAYS going down, never up. I think you never even take a single staircase to a higher floor, maybe once in a mall somewhere, but my memory is hazy. It is about the descent of one soldier into madness AND at the same time challenging the player on their actions and the reasons why they play the game.

At the end the player and the character is confronted with the realization that they are both mad. The player for wanting to experience the horrors of war in their living room and the soldier from fighting an enemy to give himself a cause. You are then given a choice, the agency is actually laid in your hands. So Spec Ops being about insignificance of choice? It's quite the opposite. It actually tells you constantly that this is YOUR choice. That you are here willingly. You made a CHOICE when you bought the game and now you continue making the CHOICE to play it. Spec Ops about player choice insignificance? Which version did you play, mine kept shaming me constantly for deciding to continue to play when I could end it all just by choosing to stop.

Bioshock Infinite does nothing of the sort. It is a popcorn shooter that has a half way decent story that ignores half of the themes it brings up. If you call that depth you will have your mind BLOWN by any of the games I listed before. I also have no idea which philosophy you are talking about? That the Journey is more important than the destination?

That's not really a philosophy. That's me arguing against the idea that no choice matters because we all end up at the same spot in the end and yes I picked New York because the game is about getting to New York. Hope you liked the reference.

I would define depth not as the number of themes in a story, but the number of stories told at the same time, in other words the number of themes that get explored. Anyone can cram a dozen themes into one story, but that does nothing for depth, you are basically saying that complexity equals depth which is just not true. Metal Gear Solid is complex as shit has dozens of different themes but I would not call it deep.

At the same time I would call Grim Fandango deep because it explores several themes at the same time whilst I call Bioshock Infinite shallow because it ignores half the ones it brings up.

Though I don't see any of my questions answered. I asked to outline how for example the Vox Populi betrayal changed Booker. I asked to explain to me why the vigours exist and if they do why they seem out of place in their own world. I asked why suddenly choice matters in this game whilst you apparently seem to hammer on the idea that "it's all meaningless man". I asked what the world it is set in adds to the story. I asked why the ONLY way to save the multiverse is to kill Booker when really there are maybe a half dozen different ways to stop him from being Comstock or reducing Comstock to nothing but a jabbering fool on the street corner, not mentioning the horrendous time paradoxes not having Comstock around creates.

You responded with lackluster answers, handwaving or just flat out ignoring whole sections of my comments in favour of metaphysical jammering about the last 20 minutes. You see I don't really care what those last 20 minutes had to say, most of it was bullshit poking holes in it's own story because guess what Ken Levine not a physicist is. What I care about is the time between that is spent in Columbia ignoring every possible piece of intrigue, several themes that could be explored and even the city itself gets shunned in favour of boring shooter action.

That is the real problem of Bioshock Infinite and quite frankly I am bored with this conversation. It feels like I am listening to someone more interested in spouting of how good his favourite game of the week was (forgetting about Grim Fandango how dare you sir!) rather than actually looking at how it fails in almost every single other area besides maybe on or two themes that it ACTUALLY explores, then has to ruin those themes by trying to be clever, I suspect Ken Levine and Shyamalan are BFF.

Heck let's take a theme right now!

The Songbird. Who is basically an overbearing abusive father figure in place of Booker and Comstock, both fathers of the same girl, we could have had a Triforce of fatherhood, Comstock wanting to use, the Songbird wanting to protect and Booker wanting to free. However he is wasted, FUCKING WASTED! I have never seen a character like that which has such a implied deep and long link with what is basically our co-star be relegated to a Deus Ex Machina. Need the plot to advance? Songbird to the kidnapping!

I almost suspect the thing existed solely because they constantly ran into dead ends where there was no logical reason for Booker and Elizabeth to separate so they made him. The most jarring portions in the game is where he attacks then suddenly disappears for no reason. Even after Battleship Bay it's not like he went to get repairs done, the eye lens is still cracked the same way later in the game. He just disappeared into magical plot contrivance smoke! POOF!
 

maninahat

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1337mokro said:
You can't wave the fiction flag when you run head first into a plothole. That's LAZY and goes against the supposed high brow story of the game. If it wants to be cerebral it has to cement those holes shut, not tell the player to just ignore it. It can't have it's cake and eat it saying it's just a game for fun whenever the plotholes creep up and then at the same time want to be taken completely seriously all the rest.
With multi-verses and time travel stories, you will always run into plot holes. It's inevitable. Luckily, you can still be cerebral whilst not accounting for every detail, though I'd argue that the whole "blowing a man's head clean off with your hand grinder" does far more to disrupt the cerebral tone. I'm sure the reason for that particular period being picked is hand waved within the context of the story (you here the twins mumble something about "how far should you go back?"), and it is for the sake of irony that Booker should demand to "smother Comstock at birth", only to find that this would mean smothering himself the moment he was baptised.

As for Booker still being a terrible father and a drunken, guilty asshole in the new world...I don't think the game is trying to paint it as a happy ending as such (you did just get drowned, after all), and I think they were just going for the solace that Booker gets a second chance. The game ends before we can know if he'll squander it.