Aardvaarkman said:
TheMadDoctorsCat said:
Well the problem with that is there ARE objective problems with these games. This is the problem I have with the whole "subjectivity" argument - or rather, people who claim that any criticism of a piece of media is "subjective". Your EXPERIENCE with that media will be subjective. There are films that I wholeheartedly enjoy while recognising their objective flaws - but I don't try and deny the very existence of those flaws, or that objectivity.
Except that most of the "objective" complaints were about completely subjective things like character motivations, plot development and only having two weapons at the same time.
I never saw a single "objective" argument put up by these commenters that had any kind of measurable or provable quality about it - their supposedly objective reasons for disliking the game were all subjective.
I think you need to re-assess what you mean by "objective" here. Let me deal with your points one by one.
First point:
If a character's motivation doesn't make sense to a rational person, that's an objective complaint. It may not bother you personally but that doesn't make it "unobjective". There's a point in "Bioshock Infinite" at which you're suddenly attacked by people you've been fighting alongside for the last twenty minutes. Even if you accept the situation as making any kind of sense in the game world, there's about six different ways your character could've avoided this situation. He doesn't, because the game's story "requires" that this happens.
In fact, every plot-specific event that happens in the game, without exception, is completely out of the player's control. That IS a subjective problem, but for me it's a huge one. I feel like I'm watching some kind of movie where I have to participate in boring shooting galleries whenever the game feels it needs to give me something to do. At no time do I have control of anything of consequence. This isn't fun for me. This has never been fun for me. Again, speaking on a subjective level, I feel as though this kind of game is causing the medium to regress when it should be moving forward. If a medium invites me to take action then that action should have CONSEQUENCES beyond "Carbon copy enemy 10262 is dead and now I have five more bullets looted from his corpse", dammit. Don't give me a world that rich and well-crafted, and then not allow me to make any kind of a difference in it.
Second point:
If the plot of a game has flaws or problems that can be explained rationally (as opposed to "I didn't like it that this characted died, etc" which is entirely subjective) so that it that might cause a lack of immersion within the game, that's an objective complaint. Again, it may not bother you personally, but your subjective experience is not grounds to dismiss the complaint.
(By the way, I don't actually AGREE with this particular complaint - or at least I think it's ill-thought-out. If someone brings up the oft-mentioned point of "why is Comstock a racist?" then I'd immediately say "He's not, he's just taking advantage of the racism of others to try and stop the Vox from causing a disaster." I think this could be better-explained in-game, maybe, but I'm not going to damn the game for not "holding your hand" here. I give it enough credit to say that the writers probably wanted the player to work this one out for themselves.)
Third point:
As for the two-weapon system, well I'll deal with this one right now. There's an entire weapon upgrade system in the game. It's completely pointless because you never know what weapon you'll have to deal with. (There's a long, long section of the game that has nothing but pistols in it. I didn't put any points into pistols or "offensive" vigors at all, so this was extremely frustrating for me.) It means that you can't make strategic decisions before you go into battles because, again, you'll never know which weapons you'll have access to. It also limits replay value - I've played through "System Shock 2" over fifteen times now using different combinations of weapons, skills, on different difficulty settings, etc. Can't imagine myself ever playing through "Bioshock: Infinite" now that I've finished it once, there's no point to me.
That said...
...Even though I think you've picked bad examples here, I do kind of agree with your main point. It should be obvious that my personal main problem with this game is a philosophical one that's entirely subjective. "Bioshock Infinite" was primarily created by Ken Levine, whose games I've been playing for almost nineteen years now. In the first game of his I played, "System Shock", if you really really screwed it up then you could BLOW UP THE EARTH WITH A GIANT FREAKING LASER. (Yeah, this was a nonstandard "game over".) You could do this because the game gave you the FREEDOM to do it. There were many points in that game where you'd make choices that would affect the ecosystem of "Citadel Station" in a small but visible way. The focus was on you making your OWN story, not playing through someone else's as some kind of distracted observer. That to me is what the media of gaming SHOULD be aiming at.
A lot of people disagree with that viewpoint, and to them I'd say: if all you're interested in is the story, go watch a movie. Or play a game like "Bastion", which you'll notice also has a very specific storyline that you have to follow, yet does it so much better than "Bioshock: Infinite" does - just look at the amount of freedom you have in "Bastion" compare to "B:I". Hell, "System Shock 2" had a very specific story, yet it never made me feel as though my actions didn't have consequences. It was ME driving the plot of the game. Again, that to me should be the aim of all interactive media.
But, as you say, it's a very subjective point. All I can really say in its defence is this: if your actions don't have consequence, why take action at all?