The great unwashed mass of gamers is apparently quite happy to just run around mindlessly blowing the crap out of everything they see.
I don't really see a problem with this.
In Super Mario, what is the first thing you do in the game? You don't have an FMV introducing you to the characters or the story. You don't have some crap text you have to read. You choose 1 or 2 players, hit start, and you crush things.
Why? Why do you crush them? What is the reason I crush them? Do I NEED to crush them? No, I can jump over them and let them live. But... do I want to let that first goomba live? Not really. So, I jump on him.
When I start up Contra, what is the first thing that happens? No story. I fall in from the sky and I start killing things. Does it really matter why? No. I'm just doing it.
Even Final Fantasy on the NES was like that. It was only after you beat the 'first boss' that the story was given to you. And it was pretty bare bones. And it rocked. Hard.
BioShock was a run-of-the-mill FPS that excelled on the strength of its setting, story...
I can't seem to fathom this statement, mainly because I can't detect any tongue-in-cheek commentary or sarcasm. Maybe it's because you don't really play FPS that often or you've never actually played a real run-of-the-mill FPS game before.
A run-of-the-mill FPS game is CoD, Halo, Resistance, or any other game where you do absolutely nothing but shoot at things. Any game where the best answer to an enemy is to ALWAYS shoot them every time. I.E. You aren't given a choice (remember that).
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Bioshock was a great game because you had choices you could make, none of which related to the story. Yeah, choosing to harvest or save a girl was a choice that had an impact on the ending, but it had nothing to do with the story. It didn't matter how many you harvested, Fontaine was going to hand you that golf club.
In Bioshock I could play however I wanted to play. An example of a scenario:
A Big Daddy is fighting a small group of Splicers. There is a camera and a machine gun turret near by. I have the Charm Big Daddy plasmid, Security Bullseye plasmid, the Target Dummy Plasmid, and a shotgun with some electro buck. I am also able to hack the turret and disable that camera if I need to.
So, what would you do?
That is what makes Bioshock a good game. I have the ability to choose EXACTLY how I want to deal with any situation. In the above situation I could:
Charm the Big Daddy and assault the splicers while disarming the camera and turret.
I could destroy the turret and camera, and go guns blazing on the Big Daddy after he finishes off the splicers.
I could hack the turret, get the Big Daddies attention, place a target dummy down, and then stun him with the electro buck and let the turret deal with him.
I could use the Security Bullseye plasmid on the Big Daddy while, stun him with the electro buck, run past him to the next room, and deal with him there (or just run away from him).
I could do anything because I had the choice. In CoD, Halo, Resistance, etc. I wouldn't be presented with that ability to do whatever I'd like to do. The gameplay is what made the game good.
Are you really suggesting that a story akin to something M. Night Shyamalan would direct/write is a good one? Really? It's your classic M. Night twist. The only thing that is truly outstanding about the game that isn't gameplay related is the setting, but the game could have taken place in space on a ship and would have been just as good. And it was when it was System Shock 2.
The thing that made Bioshock good was choice. The primary element of that game is choice. You can choose to deal with situations however you like, using whatever weapons you want, whatever plasmids you want, and using whatever else exists in the level however you please. Then you have the plot that revolves around choice.
And that's exactly what makes the game good. Everything is tied in together. It makes the game feel complete and not just a series of levels. Of course, if the gameplay wasn't good, then it wouldn't be good.
And that's sort of the point. Games are fun because they're fun. If a game isn't fun, then it has failed at what it is supposed to do, be fun. The fun part of the game is the gameplay. If the gameplay is not fun, then the game is not fun. A story exists solely to compliment the gameplay. It exists to increase the joy of the game. Of course, when you have a story, there always exists the problem of it detracting from the experience, in which case I'd rather not have plots in most of my games.
Make the action exciting, make the gameplay rich and deep, make the weaponry unique and interesting, and above all else: make the game fun to play.
Story be damned, just make games fun.