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    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

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    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

The problem of what the game is about

[traduit en francais ici]

About a year ago, I praised Ian Bogost's critique of Bully and lamented the unfortunate lack of game criticism, as distinct from game reviews. Roughly speaking, we could say game criticism is for game developers and professionals who want to think about the nature of games and what they mean. Game reviews are for the public – for people who play games – and they are intended to help those people make decisions about which games they should buy. Both are valuable and important contributions, but sadly, we seem to only have one.

So this is not going to be a review of Bioshock. If you want a review of Bioshock go here. This is going to be a critique of Bioshock – a limited one perhaps, because I don’t have the time to really give this game the 50,000 plus word critical examination I think it deserves, but it will be a critique nonetheless.

Before I tear into it though, I want to apologize to the folks who worked on the game. If this was a review, it would be glowing, but as a critique it’s going to be pretty rough. I mostly really enjoyed this game, and aside from a few minor quibbles that are inevitable coming from a guy who lists System Shock 2 as his favorite game of all time, I basically think the game is great. In a very important sense Bioshock lives up the expectations created by its ancestor by inviting us to ask important and compelling questions, which is wonderful. But unfortunately, in most cases, I think the answers Bioshock provides to those questions are confused, frustrating, deceptive and unsatisfactory.

To cut straight to the heart of it, Bioshock seems to suffer from a powerful dissonance between what it is about as a game, and what it is about as a story. By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all. The leveraging of the game’s narrative structure against its ludic structure all but destroys the player’s ability to feel connected to either, forcing the player to either abandon the game in protest (which I almost did) or simply accept that the game cannot be enjoyed as both a game and a story, and to then finish it for the mere sake of finishing it.

So what is the form of this dissonance and why does it shatter the internal consistency of the work so totally?

Bioshock is a game about the relationship between freedom and power. It is at once (and among other things) an examination and a criticism of Randian Objectivism. It says, rather explicitly, that the notion that rational self-interest is moral or good is a trap, and that the ‘power’ we derive from complete and unchecked freedom necessarily corrupts, and ultimately destroys us.

The game begins by offering the player two contracts.

One is a ludic contract – literally ‘seek power and you will progress’. This ludic contract is in line with the values underlying Randian rational self-interest. The rules of the game say ‘it is best if I do what is best for me without consideration for others’. This is a pretty standard value in single player games where all the other characters in the game world (or at very least all of the characters in play in the game world) tend to be in direct conflict with the player. However, it must be pointed out that Bioshock goes the extra mile and ties this game mechanical contract back to the narrative in spectacular fashion through the use of the Little Sisters. By ‘dressing up’ the mechanics of this contract in well realized content I literally experience what it means to gain by doing what is best for me (I get more Adam) without consideration for others (by harvesting Little Sisters).

Thus, the ludic contract works in the sense that I actually feel the themes of the game being expressed through mechanics. The game literally made me feel a cold detachment from the fate of the Little Sisters, who I assumed could not be saved (or even if they could, would suffer some worse fate at the hands of Tenenbaum). Harvesting them in pursuit of my own self-interest seems not only the best choice mechanically, but also the right choice. This is exactly what this game needed to do – make me experience – feel – what it means to embrace a social philosophy that I would not under normal circumstances consider.

To be successful, the game would need to not only make me somehow adopt this difficult philosophy, but then put me in a pressure-cooker where the systems and content slowly transform the game landscape until I find myself caught in the aforementioned ‘trap’. Unfortunately, when we take the first, ludic contract and map it to the game’s second contract, the game falls apart.

The game’s second contract is a narrative contract – ‘help Atlas and you will progress’. There are three fundamental problems with this being the narrative contract of the game.

First, this contract is not in line with the values underlying Randian rational self-interest; ‘helping someone else’ is presented as the right thing to do by the story, yet the opposite proposition appears to be true under the mechanics.

Second, Atlas is openly opposed to Ryan, yet again, as mentioned above, I am philosophically aligned with Ryan by my acceptance of the mechanics. Why do I want to stop Ryan, or kill him, or listen to Atlas at all? Ryan’s philosophy is in fact the guiding principle of the mechanics that I am experiencing through play.

Thirdly, I don’t have a choice with regards to the proposition of the contract. I am constrained by the design of the game to help Atlas, even if I am opposed to the principle of helping someone else. In order to go forward in the game, I must do as Atlas says because the game does not offer me the freedom to choose sides in the conflict between Ryan and Atlas.

This is a serious problem. In the game’s mechanics, I am offered the freedom to choose to adopt an Objectivist approach, but I also have the freedom to reject that approach and to rescue the Little Sisters, even though it is not in my own (net) best interest to do so (even over time according to this fascinating data).

Yet in the game’s fiction on the other hand, I do not have that freedom to choose between helping Atlas or not. Under the ludic contract, if I accept to adopt an Objectivist approach, I can harvest Little Sisters. If I reject that approach, I can rescue them. Under the story, if I reject an Objectivist approach, I can help Atlas and oppose Ryan, and if I choose to adopt an Objectivist approach – well too bad… I can stop playing the game, but that’s about it.

That’s the dissonance I am talking about, and it is disturbing. Now, disturbing is one thing, but let’s just accept for a moment that we forgive that. Let’s imagine that we say ‘well, it’s a game, and the mechanics are great, so I will overlook the fact that the story is kind of forcing me to do something out of character…’. That’s far from the end of the world. Many games impose a narrative on the player. But when it is revealed that the rationale for why the player helps Atlas is not a ludic constraint that we graciously accept in order to enjoy the game, but rather is a narrative one that is dictated to us, what was once disturbing becomes insulting. The game openly mocks us for having willingly suspended our disbelief in order to enjoy it.

The feeling is reminiscent of the Ikea commercial where we are mocked for feeling sorry for the lamp. But instead of being tricked by a quirky 60 second ad, we are mocked after a 20 hour commitment for having sympathy for the limitations of a medium. The ‘twist’ in the plot is a dues ex machina built upon the very weaknesses of game stories that we – as players – agree to accept in order to have some sort of narrative framework to flavor our fiddling about with mechanics. To mock us for accepting the weaknesses of the medium not only insults the player, but it’s really kind of ‘out of bounds’ (except as comedy or as a meta element – of which it appears to be neither).

Now, I understand the above criticism is harsh, and also that it is built upon complex arguments, so let me clarify a few things.

First, this is not a review. If it was, I would be raving (mostly) about the interesting abilities, fun weapons, beautiful environments, engaging enemy ‘eco-system’, freedom of choice, openness to explore, and a mountain of other fantastic things. But I’m not talking about all of the reasons players should play this game and all of the reasons they will certainly enjoy it. I am talking about the fabric of the game. I am talking about the nature of the game at the most fundamental levels that I can perceive. I am talking about weaknesses that I see (or more importantly that I feel) when I become deeply drawn into the game and really experience what is being expressed in its systems and content.

Second, the points I am making may seem trivial or bizarre to a lot of people, and certainly the arguments the points are built on are complicated. I am sure they are hard for many game developers to understand and impossible for laymen. Honestly – I only partially understand what I am experiencing when I play a game as thoroughly as I played BioShock, and frankly I only half understand what I am saying as I write this. With the ‘language of games’ being as limited as it is, understanding what I am ‘reading’ is hard, and trying to articulate it back to people in a useful way is a full order of magnitude harder.

So take this criticism for what it is worth. It is the complaint of a semi-literate, half-blind Neanderthal, trying to comprehend the sandblasted hieroglyphic poetry of a one-armed Egyptian mason.

Not long ago – in my rebuttal to Ebert – I asserted that GTA: San Andreas was a more important work of art than Crash. Now, I’m not going to bother to announce that BioShock is a work of art. I will, however, point to another often used film-game comparison… the one that states that games do not yet have their Citizen Kane. Similarities between Orson Welles and Andrew Ryan aside, BioShock is not our Citizen Kane. But it does – more than any game I have ever played – show us how close we are to achieving that milestone. BioShock reaches for it, and slips. But we leave our deepest footprints when we pick ourselves up from a fall. It seems to me that it will take us several years to learn from BioShock’s mistakes and create a new generation of games that do manage to successful marry their ludic and narrative themes into a consistent and fully realized whole. From that new generation of games, perhaps the one that is to BioShock as BioShock is to System Shock 2 will be our Citizen Kane.

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46 responses to “Ludonarrative Dissonance in Bioshock”

  1. Patrick Avatar

    I think you can go for a blend between critique and review, and I try to do this in 400 words or less when I write for Play This Thing or JIG or my blog.
    You should read Craig Perko’s take on the game, he’s coming at it from more of a systems perspective:
    http://projectperko.blogspot.com/2007/08/bioshock-final-review.html
    http://projectperko.blogspot.com/2007/08/bioshock-early-review.html
    I think the dissonance you’re describing here is what I call phantasm, and I don’t think the problem is that it exists, rather that it exists assymetrically to the assonance, or flow, of the game. I’m doing something like this with CuttleCandy, hopefully its more in-hand.
    Comparing it to a film, I’d say Bioshock is like Fritz Lang’s Metropolis.

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  2. Darius K. Avatar

    Nice critique, Clint. You really captured some of the stuff I’ve just started to feel while playing the game (I have only made it to Neptune’s Bounty yet).

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  3. Rich Wilson Avatar
    Rich Wilson

    First off, I agree that the point you’re referring to in the story was frustrating. They seem to dance around the prospect of giving you freedom of choice at some point, but ultimately leave you chained to following orders. Not to say I didn’t enjoy the game. If it hadn’t had such an impact on me, I either wouldn’t have gotten that far in the story or wouldn’t have cared what turns it took.
    One part of me thinks that the scene where Ryan criticizes you for doing as you’re told is a 4th wall breaking indictment of our medium. For all the illusion of choice we can give players, ultimately they’re chained to the possibility spaces that we create. Even in a game with emergent systems, the players can combine elements in potentially unexpected ways, but they can never do something completely novel (barring meta-game factors like cheating and mods).
    This reminds me of an interesting analysis of Ico I read by Peter Eliot. (http://www.rose-tainted.net/ico/essays/petereliot_annotation.html#battle) He talks about choice and linearity in gameplay, and how physical barriers in the game world are actually manifestations of the protagonists motivations. There is no choice, because narratively speaking, the main character wouldn’t do things differently. The player can’t turn around and leave in the end, not because there’s no worldspace path out, but because Ico wouldn’t leave Yorda to die.
    Another part of me thinks they just ran out of time to give the player the branches that should have been in there. I personally found the forced Big Daddy sequence unnecessary. I felt like my choice to save the Little Sisters should have obviated the Big Daddy requirement to get their help in the end. Not to mention all the signs that the process is supposed to be irreversible, only to be swept under the rug in the end.

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  4. Clint Avatar

    Rich:
    As for the possibility that the sequence is an indictment of the medium, yeah, I reached for that too. I really tried to find a way to make that make sense, but it felt really forced to me. I didn’t FEEL it as a criticism of game structure, I felt it as an awkward attempt to justify the story that mocked my intentional suspension of disbelief.
    As for the idea that the player’s choices are constrained by the character he is playing, I covered this in my GDC04 talk about Simulation Boundaries – it was the ‘Hot Dog Stand Dilemma’, wherein the vast majority of all possible actions in Splinter Cell are arbitrarily constrained by the fact that Sam is not permitted by his nature to (for example) abort his mission, quit his job, and open a hot-dog stand on Coney Island.

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  5. Michael Abbott Avatar

    Hi Clint. Thanks for taking the time to explore this dissonance issue in a way that acknowledges what’s excellent about Bioshock, as well as what’s left to do. I agree with your notion that perhaps the real impact of this game is the way it serves that Moses-like function of leading us to the promised land, pointing at it tantalizingly, but not quite taking us there. Playing this game made me feel like we’re awfully close, though.
    Thanks also for reminding everybody what a landmark game System Shock 2 was. You may have already seen it, but Edge Magazine has a very nice feature this month devoted to the making of SS2 with lots of useful quotes from Ken Levine.
    You have one of the best game-related blogs on the internet, and I truly appreciate all your efforts.
    Best,
    Michael
    http://brainygamer.com

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  6. Jare Avatar

    Comments:
    – There is an interesting contrast between you using the mechanics in a Randian way (although I feel putting gameplay that way is a bit of a stretch), and your opponents (splicers, etc) being the result of the Randian mindset put to practice.
    – If you agree with Ryan’s philosophy, then you will do what’s best for YOU, not him. That certainly includes opposing or killing Ryan himself if it suits your interest.
    – “‘helping someone else’ is presented as the right thing to do by the story” – I didn’t get this at all; it is the practical thing to do. You are helping Atlas because you need his help getting out of here. He makes it quite explicit right from the start that he helps you because he needs you as well, so this relationship is all about mutual benefit and nothing about morals. Your character in the game never responds emotionally to Atlas’ plea for help, so it’s up to you as a player to find your position here.
    – I hope I’m not spoiling the game for anyone with what follows (but let that be a warning/disclaimer): In my view, the game rewards you for saving the Little Sisters. You get more toys to play with if you save them, compared to getting a little bit more Adam if you rescue them. I don’t need more Adam, I finished the game with a few hundred unused Adam, but I can use more unique tools to have more options and more fun. In addition, there’s an achievement for saving all of them, further cementing the game’s encouragement to save them. The “right thing” and the “best thing” are made one and the same by the game’s design. I thought that was the single biggest mistake in the entire game.

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  7. steve Avatar

    Clint: I see what you mean about the player having only systemic, but not narrative, choice as to whether he will follow the Randian ideal through play; I personally found the climactic reveal (spoilers ahead) to acknowledge the player’s lack of narrative choice in a clever way, by illustrating that the player character also had no choice in his actions, re: Fontaine’s mind control. It was a very interesting take on the standard relationship between the player and player character in action games: why do I only have one path forward? Why do I have to complete these received objectives to proceed? Why don’t I really have any free will within this environment? And BioShock’s narrative addresses this by saying: ‘you were under mind control the entire time. We recognize this constraint of game structure, and we’re going to rationalize it in a manner consistent with the setting and narrative thus far.’
    What disappointed me, then, was that at this point you spend some time breaking the psychic link with Fontaine, and regaining (or gaining for the first time, I suppose) the player character’s own free will. And I expected more paths to open up once this was completed: I get to choose! Will I help Fontaine, or Tenenbaum? I’m under no one’s control anymore but my own! Right there in the narrative, they state that the bonds that normally constrain player choice in this sort of game are being broken!
    But they’re not. The player’s range of narrative choice continues to be just as linear from that point forward as it was over the course of the game prior. While your critique seemed to indict the entire game, I only felt this dissonance was truly flagrant after Ryan’s death and the subsequent reveal. Maybe I just felt that the stated mind control deus ex machina was a more valid excuse for the early game than you did.
    Since it would seem that -Shock is getting franchised, maybe Levine will be able to ‘make it to the promised land’ in further installments.

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  8. Damien Avatar

    I have to partially agree with steve. My initial reaction to the scene with Ryan was, “Ah! Very clever!” I had not noticed the repeated usage of the control phrase and all of that. However, when he says his whole thing about choosing and obeying right before he dies I immediately wanted a branch where I didn’t have to put the chip in the reader to stop the destruction of the city. I wanted to be able to choose to end the game in a spectacular way by letting the city fall down around me, rather than just choosing to turn off the console, which I almost did. Not being given that choice, I resigned myself to continue playing just so I could see what happened next in the story. That was a bit unsatisfying. I really wanted the narrative to support the idea that Ryan’s dying words could somehow break through the mind control.
    I also had the annoyed reaction to the Big Daddy stuff at the end. I had saved so many Little Sisters. Surely Tenenbaum could have sent some non-zombie sisters out to help me, rather than me having to “trick” the zombified ones into helping me.

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  9. Frank Avatar

    Clint, you’re one of my favorite people to disagree with.
    First of all, I don’t see this game as making an argument about Randian Objectivism or the moral status of rational self-interest or absolute freedom or anything else. The game is about wandering through the dripping wreckage of a horrific dystopia, are you suggesting that we are meant to scratch our chins and soberly consider the merits of the philosophical premise that produced this nightmare? The game presents Ryan as a vicious tyrant spouting inane propoganda and the world of Rapture as a snakepit of Asperger capitalism run amuck.
    Bioshock creates a series of nicely-rendered and rather original but ultimately pretty broad and cartoony settings and characters based on the themes of greed and power and freedom, not a referendum on these things. To say that Bioshock is an argument about Rand’s philosophy is like saying that Godzilla movies are an argument about whether America was justified in its use of atomic weapons in World War II.
    The player is meant to feel a natural antipathy towards the dissolute and decadent world of Rapture; its greedy, shallow inhabitants; Ryan; and the whole dumb Mall-of-America-by-way-of-Albert-Speer mess. This is a jumping off point for the story’s twists and turns, which examine in detail some of the particularly nasty and entertaining ways in which greedy, shallow people can fuck themselves up in the selfish pursuit of power, it’s not something held up for debate.
    As for the conflict between the game’s mechanics and story, I don’t even see the game’s mechanics in your discussion. You contrast the game’s supposed underlying mechanics, in which the player can choose to help or hurt the Little Sisters, with the game’s story, in which you are hypnotized and then have amnesia and then run some errands for a series of psychopaths. But wtf? The whole Little Sister thing is totally surface/narrative/theme. I don’t see how the underlying mechanics of the game relate to selfishness or greed or altruism or anything like that at all. Those things are all just parts of the game’s wonderfully melodramatic and overwrought narrative surface.
    How is anything the actual PLAYER does in Bioshock more or less in his own self-interest?
    What are the player’s interests? Getting to the end of the game faster? Making it easier? No, his interests are obviously to enjoy himself, to be entertained. Which means in the case of Bioshock, to be scared, to be intrigued and startled and amused, to explore, to be challenged, to interact with complex systems, etc. Both branches of the rescue/harvest fork are equal in regards the player’s self-interest. (In fact, you could make the argument that the player who chooses to subject himself to the unpleasant “bad” cutscenes in order to more fully explore the game’s story and systems is acting less selfishly, but I won’t!) The fact that both branches turn out to be roughly equal in terms of their ultimate impact on the player’s combat effectiveness simply underscores the fact that this is all narrative.
    I do think you are talking about a real conflict, but I don’t think it’s a conflict between mechanics and story. I think it’s a conflict between different ways of integrating story with gameplay. One is more procedural and systemic (and maybe a little undercooked, a little rough around the edges) the other is more conventional, linear, and discrete (and maybe a little long in the tooth). The harvest/rescue choice promises a kind of narrative eco-system which just isn’t there yet and the step and fetchit quests of the central plot are disappointing in contrast with what we imagine that promise to be.

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  10. Nick Avatar

    Thanks, Clint, for the critique. This is a great discussion. And Frank, you are one of my favorite people to disagree with.
    The narrative is not simply skin if it affects player choice. I agree that the Little Sisters thing is overwrought, but I also think it’s not irrelevant to a discussion of the game’s mechanic. On the one hand, you have to hit “X” to get more experience points immediately; on the other, you hit “Y” to delay your experience gratification and get other power-ups. But you also sacrifice or save a little girl. I don’t think it’s as easy as you imply to separate those things into player actions (advancing in the game) and character actions (deciding whether to slaughter children).
    Implying that the narrative does not tie to other kinds of achievement in the game does not remove it from the mechanic. After all, achievement in the game is itself valueless except for my own ascribing of value to it. If I also ascribe ethical value to my actions in the game, that becomes part of my decision-making process. I don’t see that as separate from my gameplay.
    I’m a sucker for story, so my heart went out to the little girls and I saved them all. (As you described, Clint, that made the narrative much more palatable at the game’s end than it would have been going the other route.) When I made the “rescue” choice the first time, I had no idea that I would ever get any other reward. I simply thought I was sacrificing Adam because I didn’t want to kill innocent virtual children. That’s kind of interesting.
    The problem I have is that the game makes it so obvious when you do it that saving the girls is the right choice. The musical swell when you save them is unmistakably positive, and indicated to me from moment one that saving them was the right thing and Atlas was at least wrong to suggest otherwise. And the teddy bear gifts for saving the girls was a colossally bad design choice. The whole point behind saving the girls was to sacrifice my well-being for their survival; it insultingly cheapens my moral choice if I’m rewarded anyway. Why is it so hard for video games to put actual teeth in their morality?
    It’s not a deep game about Rand, but it’s there, and I appreciated it. And as for the twist and the mind control, I agree with the critiques here that the scene with Ryan and the climax could have been better done. But let’s give them credit for laying track well — I did smile when I realized how many times I heard the phrase and how I should have been more suspicious.

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  11. Aaron Avatar
    Aaron

    I think even without the teddy bear gifts, the choice of rescue of harvest is solely a narrative one. The game should have given you no adam at all for you rescue. No gifts. No nothing. If they also removed the vital chamber, then the next little sister might be a more difficult choice, because the game would put you into the position where you’re uncertain if you could continue without doing the morally reprehensible. In the game as it is, all choices after the first might as well not exist.
    My main problem with Bioshock is it’s more concerned with being an FPS than being a world in which firefights take place in. The result is very predictable in its events and flow, where the only thing it can build up to is yet another attack by maniacs. It could have used a few calm moments and a few groups still holding on to their sanity. I’m not sure if it was really needed to give you a choice between ideals since so very few games of any genre dare to do that, though it would have been nice. Personally, I’ve always wanted a remake of Deus Ex where you could choose to remain with the Agency after you discover their true nature.

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  12. Christophe Avatar
    Christophe

    This is a bit weird — I was just playing Splinter Cell:Chaos Theory (my favourite, Double Agent sucked), and looking at the credit I saw the name “Clink Hocking”, which I googled and subsequently found this blog. I have to say SC:CT was an awesome game, very balanced and enjoyable. BioShock was nice too, which I enjoyed playing. Unfortunately it didn’t entirely live up to the hype, that is, it remain “just another linear FPS”. Although some combinations of weapons and plasmids can be somewhat creative, the player is ultimately restricted to a very defined path — albeit, an entertaining one.
    As creating such games cost more and more, it is expected that the “Holy Grail” — a game that would let the player actually expand the possibilities seems even farther away. Perhaps the way would be to game creators to release control over their creation, and accept the unpredictable. However, I predict the game industry won’t go into this direction any time soon; what seems like a revolution, is also a huge financial risk. Expect instead another BioShock 2: more of the same thing, just like we had HL:2, Doom 3, etc.

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  13. Clint Avatar

    Christophe:
    Thanks for taking the time to watch the credits. I happened to really like Double Agent, but it was really the first Splinter title that I got to play ‘cold’, so that was special for me.
    While I think distilling it down to ‘linear versus non-linear’ simplifies it somewhat, I see what you mean about the tendency of games to constrain more and more rather than liberate more and more as development costs rise.
    I hope you’ll pay attention to some of the things we’re trying with Far Cry 2… maybe that’s more in the directtion you’re hoping games will go.

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  14. Joel Avatar
    Joel

    A little late to the party here, but..
    My take on the “lack of agency” angle prior to the big reveal is that the player is not being taunted for following the game’s unspeaken orders, but rather that the player is being made aware of the system of instrumental logic that (necessarily?) underpins the experience of playing a video game: that is, that the pursuit of power typically precludes ideology, a lesson that Ryan, in attempting to maintain control of Rapture, demonstrates spectacularly.
    Having said that, I was bothered by the apparent philosophical smugness of the post-mind-control segments too, given how expressly they remained constrained by the game structure (I’d argue Earthbound chose the “empowering the player” option better in its endgame, and Metal Gear Solid 2 was more honest about the game structure’s tendency to subtly disempower and disorient; both were wise to save it for the very end, when they stopped making other demands of the player).

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  15. 2ds Avatar
    2ds

    Ah finally some people who dislike this game…
    I found it technically brilliant, the design, etc was fantastic but as one of the earlier people said I would have prefered to just let the place fall down than ceeding it to Atlas. The game just left me feeling annoyed at the fact that I hated all the characters, myself included.
    Because the game tried to do something more than just be mindless entertainment i enjoyed it less than if it was because I feel it failed so badly

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  16. Jesse K. Avatar
    Jesse K.

    I really enjoyed this thoughtful dissection of the dissonance between the themes and actual choices in Bioshock, it really hit on some of the things that struck me while playing it. I was most interested to read about your reaction of annoyance or feeling ‘mocked’ at the ‘would you kindly’ reveal sequence. Although the tone of the dialogue was obviously mocking, I didn’t feel that this was intended to degrade the player, as you suggest. To me, at least, this is where the game’s true genius lies — in that scene, even the casual player witnesses an exposure of one of the most fundamental conceits in game design, even though, as you discuss, the game’s structure was not able to fully reward awareness of this conceit. For you, the feeling of being insulted made worse the cognitive dissonance you experienced in the game’s competing philosophies. But I disagree that the fundamental mechanic of the reveal was an insult to the player. I think it’s a clever way to add emotional weight (the holy crap! reaction) to an otherwise standard scene, and among friends I played the game with, feeling insulted was really not a part of it. Even on a purely critical level, I think it’s pushing a subjective experience too far to say that this particular mechanism was insulting to players.

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  17. ThaYoost Avatar
    ThaYoost

    Just the sheer number of comments alone proves you have struck a point. I have read it with a lot of interest…
    Personally, I really love how Kojima Productions ties together ludic and narrative structures in the MGS series. Like for instance MGS2’s Arsenal gear section leaving you naked and without items (but with weird codecs) at the point where the protagonist becomes completely confused on his objectives and motivations.
    Good job, I’ll be reading..

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  18. Jimmy Avatar
    Jimmy

    Very interesting take on Bioshock. A game with such great philosophical ambitions must be reviewed as such. The problem with game journalism is just that it refers to the games as products rather than experiences, some times thought provoking experiences. It’s more copywriting than cultural journalism.
    But, as you say the medium’s got some limitations. Talking about deus ex machinas, there’s no greater plot hole than the video game adaption of deatg. Wrote an article about the matter for a swedish video game magazine where I discussed the whole death thing with Passage developer Jason Rohrer. Think that I even quoted you in that piece.

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  19. Jimmy Avatar
    Jimmy

    And regarding Bioshock’s mechanics. What’s up with the whole health pack and “100 life” ordeal? It’s game mechanics from the crypt.

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  20. Selling Video Games Avatar

    So did you guys Harvest or Save? I saved all of them and the ending made me feel really good. I hope someday they make a movie, incorporate first person camera views, and stars The Rock.

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  21. Daniel Purvis Avatar

    Without trying to add anything new to the conversation, and indeed dropping in far later than expected, I did put down the controller at one point and said “Fuck You!” to the screen.
    I walked away.
    I returned because I needed to finish the game for review but I hated completing the game. The game offered me no choice within the structure so I sought to rectify the injustice by turning off the console myself.

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  22. Neil Avatar
    Neil

    I completely understand the argument (and agree with it to some extent) that the game gives you choice in one area, but takes it away in another, and this limits the effect of the story and the game’s intended philosophical ramifications. However, couldn’t that be the point? You can THINK you have all the freedom you want, but in the end no one is truly free because as imperfect (i.e. not all-knowing) beings we cannot understand everything at once. It almost seems as if the designers purposely gave you, the human playing the game, some control to think you were entirely in control, and thus this illusion makes the “twist” even more dramatic and shocking. If anything Bioshock seems to be more about the quest for knowledge (or, in some cases, the lack of it).
    Very good points, but I don’t think you have to make it so black and white.

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  23. John William Avatar

    I’d say my biggest problem with Bioshock is that, if it was supposed to be a critique of objectivism, why then was Rapture’s downfall brought on by an outside criminal intent on destroying it rather than by the citizens who presumably followed the objectivist philosophy? And I don’t believe for a second that Atlas represented another side of the objectivist coin. Criminality and chaos are not equal to freedom and self-governance.

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  24. Seb Grinke Avatar
    Seb Grinke

    Have you seen this article?
    http://www.lrb.co.uk/v31/n01/lanc01_.html

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  25. skeej Avatar
    skeej

    Maybe this is a stretch, but reading this article and it´s comments, it´s beginning to make me think that the future of gaming only has 2 types of games that will fit into this “serious critique of gaming”. One is the ultimate simulator´, where the choices you can make within the game border on infinite and equally influence gameplay and storytelling. The other type is theorthodox designed game´ with the usual severe choice contrictions regarding to the story, only to narratively reveal that the central core of the story and deeper meaning involves themes such as fate, inevitability and the free will problem.
    Only a game with such themes can justify having a limited palette of choices, to achieve a perfect merging of form and content.
    On a sidenote, nice comment about MGS2 ThaYoost. But in my opinion, you left out the most important part: The revelation of the S3 concept, the Solid Snake Simulator. The fact that events were orchestrated to look like the Shadow Moses incident, to create a potential Solid Snake out of Raiden. The way this works on a meta-game level is brilliant, and even changes your perspective on those great days spent playing Snake in MGS1 😀

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  26. Gene Shaw Avatar
    Gene Shaw

    My point is buried in here somewhere. Please bare with me as I lay some ground work.
    Bill Clinton famously responded “It depends on what the meaning of the word ‘is’ is. Now politics and impeachment aside, this raises a good point: Definitions are important.
    Clinton was simply saying that ‘at present, there is no improper relationship.’ ‘Is’ is a present tense word that many people use improperly as an all encompassing verb regardless of the true tense.
    The reason that I bring this up is not in defense of Clinton, but rather to bring to light an alternate view of objectivism, that is typically only understood by Ayn Rand herself. Strictly speaking, Rand spoke of ‘selfishness’ without the negative connotations that many moral philosophies (most religions) place on it. In her view, the hedonistic “Do what I want at this moment” mentality is fundamentally different, as well as opposed to her idea of “rational self-interest.”
    Exercising “rational self-interest,” a man has to hold life as his highest value. Specifically, his own life. The Hedonist mistakes “that which I mindlessly happen to value” for “that which promotes my life”. To him, the question of “is this good for me” never enters into the mind, only “what do I crave in this moment.”
    Unfortunately for Ms. Rand, philosophy students have taken her ideals and used them to justify being complete asses, and so today, we think of objectivism in this new light. They have seen the word “selfish” and without bothering to define the context or specific meaning of the word as Rand defines it, substituted the Judeo-Christian (being the main source of morality in America) meaning of the word complete with all of the negative connotations; “Benefiting me at the expense of others.” Rand did not intend this, however, the modern view of objectivism reflects this distortion.
    What’s my point? Another definition: When Rand imparts “it is best if I do what is best for me without consideration for others” she does not mean “to the DETRIMENT of others” nor does she mean for the thinking, rational being to completely ignore potential consequences if other people are involved. She means that man has to make up his own mind, disregarding how others feel or think about his decision. In Judeo-christian mythology, we have the ‘man and his son on the camel’ story.
    In brief: A man and his son have a camel. They go through one town walking with the camel, and people look harshly upon them because the boy is making the father walk. A second town sees the father riding and criticizes the man for forcing the boy to walk. The third town criticizes them for forcing the camel to carry the load of goods as well as the people on its back.

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  27. Gene Shaw Avatar
    Gene Shaw

    Continued… Normally we take from this “you can’t please everyone.”
    Rand does not state that you must dismiss the motivations of others, or the impact that their choices and actions have on your own life. She is not telling people “it’s ok to be an ass;” she is saying “rationally consider all of the available data, and do what is best for you.” In most cases, what is best for one person is best for the group as well.
    To Bioshock: Rand would ask of the players value choices “of value to whom and for what?” If we use this lens to look at BioShock then doing the ‘bidding’ of Atlas is in the direct interest of the players goal of figuring out ‘what the hell is going on here’ as well as upholding his highest value which is life; survival in a harsh environment.
    The characters choice is either to follow Atlas, a man who is familiar with this underground city, or going it alone/ignoring Atlas in hostile territory. The efficient choice is to do what this man says so long as it doesn’t interfere with your highest moral value which is your own life.
    My point here is that viewed through Rands actual philosophy, and not the distortion of it, the story and the characters choices are NOT opposed. In just about every instance, the character will do what is in his own best interest.
    I think that the genius of the game is that it presents not only options for Rands Objectivism, but also for societies distortion of it. In Harvesting a Little Sister, we get to believe that we are being an “Objectivist.” But in reality, LIFE is an objectivists highest value, so RESCUING the little sisters is TRULY the Objectivist Approach! You PRESERVE life, and you also BENEFIT from doing so. Additionally, this is the GREATEST benefit to yourself because of the (in my view) grossly overpowered “Hypnotize Big Daddy” power. Once you have this power, there aren’t many enemies in the game that present a challenge; you have preserved your HIGHEST value here, which is your own life, as you are now safer than you would have been without this ability.
    -GS

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  28. Alan Jack Avatar

    Just got here from Gamautra’s article (http://www.gamasutra.com/php-bin/news_index.php?story=23312) and I just wanted to say that this is exactly the kind of work I’m talking about when I say we need to start being more critical, analytical and academic in our approach to games.
    If anything, you’re too forgiving of Bioshock in this article because of your love of it. Developers like 2K should – if they are invested in the artistic worth of their work – embrace criticism, and so we shouldn’t fear being negative about it (though I appreciate your hesitance here, given your status in the industry).
    As always, Mr. Hocking, you’re an inspiration! 😉

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  29. Jason Seip Avatar

    I agree with your viewpoint: though the game treated me otherwise, my personal goal while playing was not to defeat Ryan. I simply wanted to escape Rapture and help those I could along the way. Thus, the great revelation near the end of the game didn’t hold as much weight with me because I had never made the conscious choice to hunt down and kill Ryan; I simply wanted to get through the game.
    You mentioned that the only truly Objectivist option was to not play the game at all. I faced a similar conundrum when playing Shadow of the Colossus. By two thirds of the way through the game I could tell that things were going to end badly (or at the very least, success would be bittersweet). What was interesting was that it was possible, after building up your climbing stamina to sufficient levels, to climb the exterior of the central castle and actually run all the way back across the huge bridge upon which you entered this land. The run took long and was tedious, but I found myself hoping that I had finally found a game that would let me alter my fate when I reached the end of that bridge. I was severely disappointed to find that as I approached the entrance to that land that there was a constant, strong wind pushing me back and preventing my escape. I think the developers missed a wonderful opportunity to let the player say, “No, I changed my mind and don’t want to do this.” Of course, I would still have reloaded my saved game because I wanted to see all of the colossi and the consequences of killing them, but as a player I would have had the satisfaction of declaring my free will in ending the destructive downward spiral of eliminating the colossi, and could have done so without simply shutting the game off (it’s also worth noting that it takes sufficiently long to build up your climbing stamina such that the choice to abandon the quest would have more meaning than when you’re presented with the rescue/harvest choice early in BioShock).
    Getting back to BioShock, I chose to play that game in a way that I’ve not heard anyone else talk about. Since I decided to keep my moral choices as realistic as possible, I couldn’t bring myself to kill the Big Daddies because I wasn’t presented enough evidence to justify their murder (they seemed as much victims as the Little Sisters they were protecting). So I killed them only when forced to by the narrative. A part of me was expecting/hoping to find out at the end of the game that destroying the Big Daddies turned out to be the real moral choice, rather than the simple rescue/harvest of the Little Sisters, but that didn’t come to pass.
    Since there was a lot of discussion about the pros and cons of saving the Little Sisters, I just want to add that taking the “righteous” path and saving them SHOULD be harder, because that’s life. I’m sure the developers added the gifts from Tenenbaum to make sure players didn’t feel cheated out of plasmids for doing the right thing, but doing so effectively cheated players out of a sense of pride and accomplishment for their sacrifice.
    I wrote a few blog posts about these topics (and more). If you’d like to view them, they are here:
    On morality and BioShock:
    http://blog.jasonseip.com/2007/10/16/morality-and-bioshock.aspx
    On its lapses of narrative consistency:
    http://blog.jasonseip.com/2008/02/27/narrative-consistency-or-the-lack-thereof.aspx
    On the treatment of the Big Daddies:
    http://blog.jasonseip.com/2007/10/04/thats-not-cool-bioshock.aspx
    Like many others, I did love the game. That’s probably why its faults stand out so much and are truly worth discussing.

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  30. ams Avatar
    ams

    Hi there mr hocking, just caught whiff of the article. Something you mentioned caught my eye:
    “To be successful, the game would need to not only make me somehow adopt this difficult philosophy, but then put me in a pressure-cooker where the systems and content slowly transform the game landscape until I find myself caught in the aforementioned ‘trap’.”
    I would think that the game is actually closer to the hotdog stand dilemma than a failure to adopt the player into the objectivist’s mindset. When we learn about the twist in the middle of the game, I thought it was actually a brilliant if subtly 4th wall breaking move as it inferred that by just playing the game normally as we would have any game, we had just been willfully manipulated by the ‘voice’ of the game itself.
    When we begin playing the game, we are under the paradigm that the game offers us objectives and we approach and complete them unquestioningly. After all, this has been the norm in many games. It is the cutscene in the middle of the game that reinforces this, prooving that we, the Player, and not the character in the game, have indeed been ‘manipulated’ by Atlas.
    In fact, by mentioning about how you were constrained by not being able to make choices, and yet having continued to play the game. Is that not telling enough that you too have become a ‘victim’ of atlas’s mind control.
    I’m not saying that the idea of giving the player a choice is wrong. It is plausible and perhaps with the right execution would be groundbreaking in its own right but Bioshock has implemented this in a way that I find is extremely impacting on a subconscious level.
    My only critic about this implementation is that much of the early narrative lacked weight in giving off clues as to the fact that we, the player, had indeed been manipulated to perform tasks in the game unquestioningly.
    I only realized this on my second playthrough of the game (when i decided to try harvesting all the sisters). I realized the early dialogues barely contained ‘would you kindly’ or other cues that could have greatly improved the weight of realization when we finally meet with Ryan.

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  31. medieval costumes Avatar

    Having said that, I was bothered by the apparent philosophical smugness of the post-mind-control segments too, given how expressly they remained constrained by the game structure (I’d argue Earthbound chose the “empowering the player” option better in its endgame, and Metal Gear Solid 2 was more honest about the game structure’s tendency to subtly disempower and disorient; both were wise to save it for the very end, when they stopped making other demands of the player).

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  32. J.P. McDevitt Avatar
    J.P. McDevitt

    I played Bioshock for the first time last month. I did not think it was that great, and I wonder if other people have felt the same now that it’s 3 years later. With a setting and levels that get as repetitive as this does, and the annoying and logically absurd narrative device of the audio diaries (they at least need to be acted better or changed to written), I should hope that this is nowhere close to our Citizen Kane.
    I’m not sure if it’s fair to say that the game is giving you an Objectivist choice. I’m not intimately familiar with Rand and the philosophy, but is killing [semi] humans cool if it’s in your best interest?

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  33. James Avatar

    Metal Gear Solid 2 was more honest about the game structure’s tendency to subtly disempower and disorient; both were wise to save it for the very end, when they stopped making other demands of the player).

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  34. Ethan McCarthy Avatar

    I literally could not disagree more. I could not bring myself to bear harvesting the little sisters. I saved them all, and it made me feel quite good. Moreover, I received far better rewards for acting selflessly, in the form of incredible bio-upgrades that are unavailable to those who opted to just get more Adam.
    I believe the game, far from being cognitively dissonant, punishes those who act out of short-sighted self-interest by denying them long-term benefits.
    I think the fact that you felt compelled to harvest the little sisters says more about your own disturbed psychology than about the game. The game, of course, is meant to be a choice, and clearly the fact that you felt the obvious choice was to ruthlessly harvest, and I felt the obvious choice was to save, means the game was a terrific, almost unbelievably wonderful success.

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  35. Rory Avatar
    Rory

    Hi, I followed a link from IGN to this page. It’s a really interesting read and I like the points you’ve made about the choices; however, I can’t agree with your complaints about the lack of choice when it comes to helping Atlas. It’s far from an insult that they went with the mind control twist. In fact, it’s more like the developers were embracing the player by rationalizing the fact that you can’t go against the game developer’s will. It was a favor the player that the game and the developers were honest enough about this fact to make it into a compelling narrative device. If you’re so concerned with the idea of being able to stay in character, you should praise this for bridging the gap between narrative, player behavior, and character reinforcement. The primary plot line ensured that, regardless of player behavior and choice, the player COULDN’T break character without quitting the game because the character you play as is supposed to be under control. All the dissonance you complain about in relation to Atlas would only be appropriate and make sense AFTER you’ve broken the mind control. At that point, character choice is as free as player choice. Of course, Fontaine never gives the player a choice of what to do because he makes a strong effort to have you killed and stands in the way of your escape, so whether or not the player wishes to help Tenenbaum and the little sisters or not, it is in the player’s and the character’s self-interest to remove the threat of Fontaine. I appreciate the thought put into the game, but I feel like you stopped halfway without connecting all the dots.

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  36. Seriouslyyouguy Avatar

    So you didn’t bother to actually try for the “save little sisters” approach, because you just assumed that Tenenbaum was bad and the sisters couldn’t be saved, and just wrote this article without having a complete picture of the narrative? That’s some thorough work, right there.

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  37. GTP Avatar
    GTP

    Who cares? That’s how games work, you get orders and you follow them. If you want to think for yourself and make your own decisions then do something that isn’t a game, a FPS game at that.

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  38. fineartfilms Avatar
    fineartfilms

    I’ve railed against Bioshock for years for the very reasons you’re describing. I finally discovered this article and I love the way you’ve distilled the really bothersome aspects of the narrative and how they fly in the face of the actual mechanics of gameplay which the player is asked to take part in.
    I think a really major contributing factor to my frustration with the final game was the fact that it was hyped endlessly by many media outlets as a game that would “redefine the way you think of shooters” – Promises of an open narrative with reactive characters in a living world, evaporated when the game started and I was left with linear corridor ‘levels’, clunky gunplay, and zombie enemies that run screaming towards the player the moment they notice him – basically the oldest shooter tricks in the book. In spite of the attempts to mask the moment by moment gameplay in a compelling story, the actual GAME part of the game was so bland to me that it just completely prevented me from being immersed. When the supposed ‘big reveal’ happened, it INFURIATED me. How dare this game pretend to be about freedom and lofty ideas while at the same time forcing me down a linear path, only to then mock me for not displaying the freedom I’d been complaining of being denied by the game system for the ENTIRE time I’d been playing. Cloaking the fact that your shooter gameplay is less original than games which came out in the 90s in some meta narrative zinger about how videogames don’t give you freedom of choice DOES NOT WORK when there are truly great open-world first person shooters like S.T.A.L.K.E.R. out there.
    Further narrative and gameplay criticisms include:
    – The game did not feel very difficult, but at the same time I never felt like I was playing it ‘well’. Even on the hardest difficulty, I rarely died, but guns felt sluggish and like they missed often due to enemies with turn-on-a-dime physics, gun turrets around every corner force you to proceed through each of the tiny levels at a snail’s pace, ruining any sense of flow, and monster closets spawn enemies behind you, making a methodical tactical approach to clearing areas pointless. Plasmids get very boring when you realize that there aren’t really that many creative uses for them when the enemies are so dumb, and after putting up with the crummy, weak feeling guns for far too long, I eventually just resorted to wrench-bashing everything, which is actually such an effective strategy that it felt like I was cheating. Seriously, guys, the starting weapon, which is a WRENCH, is the best weapon in a game where you can literally shoot lightning and BEES out of your fingertips. Moment-by-moment gameplay simply felt like a chore, and I actually looked forward to the Pipe-Dreams esque hacking minigame because it was the only part of the game that actually felt well-balanced.
    – For a game lauded for its story and immersion, there were a lot of meta-game touches which really bothered me. In addition to the aforementioned ‘twist’ which almost caused me to stop playing, I found it very odd that at the end of each ‘level’ it would warn me if I hadn’t harvested all the little sisters yet, saying something along the lines of ‘the game is going to get very hard if you don’t gather enough Adam’ – the first time I read that my jaw hit the floor and I realized I was never going to be immersed in the game. On the one hand, this game does everything it can to try and make me experience it like a story, while at the same time continually reminding me to participate in a mechanical gameplay device which seems to fly in the face of that story.
    – To extrapolate on the above (and paraphrase the article as well), Bioshock purports to be a story about the dangers of Moral Objectivism – the Randian philosophy wherein personal edification trumps all other goals. However, the narrative contradicts a game system which is designed around the explicit goal of having the player WIN by aggression. There is not soft-power or non-lethal approach to the game, nor is there any significant modification to gameplay or story ending created through the single superficial binary choice that the game creates around the Little Sisters. Therefore, the gameplay weakens the impact of the narrative, and vice versa. Not all games are about winning, but Bioshock’s ‘game’ aspect very clearly IS, so pairing it with a critique of Randian ethics is extremely off-putting.
    – After the initial moral choice (to kill or not kill a Little Sister) the player is not really required to make any further choice – merely to revisit the ramifications of the initial one. The game plays it up like its some big deal every time, but after sparing the Little Sister’s life the first time, I saw no reason to change my strategy. The fact that Tenenbaum almost immediately begins rewarding the player with additional goodies for saving the Little Sisters further removed any temptation I would have had to kill them, and because of the gradual growth of plasmids and abilities in the game over time, its never really clear how big a deal it is if you’re missing a little bit of Adam. The fact that the game never gets too challenging doesn’t do anything to help tempt you either. Finally, the finale of the game wherein the Little Sisters swarm Atlas doesn’t seem to be affected by whether you saved them or killed them from a gameplay standpoint. Again, the gameplay itself completely refutes what the narrative is working overtime to try and convince us of: the choice of what to do with the Little Sisters is insignificant and does not really matter at all.
    – After the big reveal that Atlas has been playing you for the entire and the real reason that the game has been forcing you through linear levels is not at all because of a flaw in the game’s design but rather for an important NARRATIVE reason, which is that Atlas has been mind-controlling you with a code word… you break free, at which point the game becomes a truly open-world experience, perfectly illustrating its narrative thrust through the game mechanics… oh wait, no it doesn’t. For the rest of the game, instead of doing everything that Atlas tells you to do, your newfound freedom is celebrated by doing everything that Tenenbaum tells you to do, again with no say in the matter… again, gameplay and narrative are completely at odds with one another.
    – The game very quickly teaches you that you must kill EVERYTHING that moves. All splicers are out to get you. In spite of the fact that the game sort-of pretends to have a living ecosystem when you’re observing it unnoticed, it completely shits itself and falls apart the moment somebody sees you. Splicers scream bloody murder and rush right at you, with no consideration that they’re carrying only a wrench and you may be bristling with guns and plasmids. Again the narrative keeps pretending like there’s some kind of weight and meaning to this setting and to the characters, like the Splicers are tragic figures, drug addicted and slowly losing their sanity in a dying world, mourning the deaths of loved ones that they barely remember anymore and… oh shit there’s the PLAYER – time to turn into a robot zombie and execute my one line of code which says I should run straight towards him brandishing my weapon until I am dead.
    So the game basically demands I kill everyone – I very quickly lost any qualms I had about shooting splicers in the back of the head before they saw me on the off chance they might be friendly. Likewise, both the gameplay mechanics and narrative of the game insist that we KILL the Big Daddies, which are designed to protect the helpless Little Sisters and are basically their only friends, and the only thing standing between them and being dismembered by all the nasty splicers in Rapture. Then after slaughtering the Big Daddy in cold blood and watching the Little Sister weeping over his corpse, then and ONLY then does the game consider what I do next to have any basis in right and wrong? It seemed to me that by killing the Big Daddy I was putting the Little Sister in a much worse spot than she was before, if not outright condemning her to death. Again, how can I have any investment in a moral choice system that makes absolutely no sense in the context of the gameplay.
    After slaying literally hundreds of people, including the Big Daddies (which I’d argue are totally innocent) in order to survive in a madhouse underwater dystopia while under the influence of mind control, why does the choice to also kill several zombie children change the story outcome between my character becoming a kindly adoptive father figure OR a Hitler-esque maniac bent on taking over the world with the help of nuclear weapons?
    TL;DR Whew, I’ve been waiting literally YEARS to get that off my chest. To summarize, I was and still am very critical of Bioshock. I agree wholeheartedly with the article but would go one step further and say that if I were to review Bioshock, I would also give it negative marks for being unoriginal, bland, and somehow frustrating to play while at the same time being far too easy.

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  39. Joshua Avatar
    Joshua

    Let me see if I have this right…
    You begin by complaining that there is a dissonance between gameplay and story. The mechanics of being required to aid Atlas do not fit with the game. However, you complain further when the game’s story reveals that, in fact, the need to do as Atlas asked was reflected in both the gameplay AND the mechanics. There was no dissonance here at all. The gameplay perfectly reflects the story in this.
    As for the Little Sisters, their aspect is validated too. Acting only in your self interest with them will eventually lead you into a trap. You, the player, will receive a “bad ending”. You the character is corrupted and destroyed by his lust for power, and you the player see all your efforts lead to a “the bad guys win” scenario. So, only by acting in a selfless manner do you avoid the trap that acting selfishly creates. There’s no dissonance there, either.
    In short, you are simply mistaken.

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  40. trlkly Avatar
    trlkly

    I don’t know if you’ll ever see this, but something needs to be said about this analysis, because it is entirely wrong.
    The message of the-in game story is actually that altruism is good and that Objectivism is bad. This is so obvious, I don’t know how you missed it. Every single capitalist is treated as being a horrible person. The story itself is all about how unchecked capitalism ruined the city.
    Yes, you are given a choice about the sisters, but one of those choices is wrong. There’s a reason why the game rewards you for choosing the other option. The fact that Atlus encourages you to do the bad action is foreshadowing that he’s not who he claims he is. He acts like he’s for altruism, yet he’s pushing selfish survival.
    That doesn’t mean there’s not ludonarrative dissonance, but it’s not found in competing messages about right and wrong. It’s found solely in that they take so long to reveal your backstory that you build up the fake narrative as true in your mind. And thus it is a big letdown when you find out that everything you know is wrong.
    The game isn’t mocking you. It’s commenting on the inherent difficulties in making a narrative with actual choice. It’s commenting on not only the medium but life itself. We think we have choices, but it turns out we don’t. We’re just following built in orders.
    If you wanted to throw down your controller because the story didn’t make sense, since Fontaine had no reason to give you fake reasons for doing things when he could just order you, that’s fine. If it’s because you thought you were helping someone out and you weren’t, that’s fine. But if you think they were mocking you, it’s because you didn’t understand the actual message of the game.

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  41. Samuel Bono Avatar
    Samuel Bono

    I’m posting a couple years late, but it should be noted that the game wants you to feel frustrated with “ludonarative dissonance”. The lack of will in the player’s character serves as a meta-narrative about player choice in games. By playing the game you acknowledge that you have no free will within in the confines of its systems and that you are subject to what its author intends for you.
    Sure, you don’t have to play the game, but then the game is still right. You shouldn’t find the Objective approach naratively palatable.

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  42. Seigeengine Avatar
    Seigeengine

    I think that this critique fails because it ignores a few points.
    The first is that Humans are not objective creatures. We are certainly not motivated to act solely by simple profit. Once our basic needs are covered, more complex needs emerge. This can be related to the little sisters, and ADAM. You do not need even as much ADAM as you get from saving the little sisters in Bioshock. Is it nice to have? Sure. Is it needed? No. Will you really even miss it, if you’re willing to be even the slightest bit choosy about what plasmids you purchase? No. The gratification of feeling as if you’ve done the right thing more than repays the minor loss in ADAM. Similar to how people give to charity, rather than having that money for themselves.
    More importantly… you are not helping Atlas to help Atlas. You are helping Atlas because you know nothing, and Atlas can show you a way. On top of that, Atlas is an ally with you against a party that is directly trying to cause you harm. On top of this, you have reason to sympathize with Atlas, having “witnessed” the loss of his family at the hands of Ryan, someone you have every reason to believe would do something of that sort. You have every reason to trust Atlas, and Atlas is showing you a way. Helping Atlas is not even out of charity based on that. It’s a trade. You help Atlas achieve his goals, and Atlas helps you discover who you are, and why you’re here. He also helps guide you to the man whose been trying to kill you the entire time. There is no rational alternative. You may or may not agree with Andrew’s ideology, and you may or may not be playing the game to maximize (nigh-pointlessly, might I add) a stats surplus, but you really have no reason not to align yourself against Andrew. There is no significant ideological twist to siding with Atlas. You’re just going against the guy whose trying to kill you. Something consistent with both gameplay (I’m not using the word “ludic”. It’s just rude to use words most people won’t understand when not necessary), and narrative elements of the game. Even if you wanted to side with Ryan, Ryan considers you a lackey of Fontaine, and knows you’re controllable against him. Why would he side with you?
    The whole of the above is what, for most players, made the betrayal so powerful. Not only did you have every reason to trust Atlas’ motivations, but you had every reason to do what he said. Something that, thematically, makes a lot of sense given you were being mind-controlled without your knowledge. It is only when the manipulation is pointed out to you that the narrative shifts gears and makes it obvious, and in-your-face.
    Rather than the disturbing becoming insulting, the rational grows in depth (and yes, becomes slightly insulting… I’ll get to this in a moment). It questions what you knew, or took for granted. It shifts the foundations you had been playing on up to that point.
    And as to mocking the player… perhaps that is a good thing. Too many games expect you to follow orders without question, or any real analysis of what’s going on. Too many games demand mindlessness, or thinking in a narrow way. Bioshock does the same. It plays you for a fool, while telling you to think. That slogan “A man chooses, a slave obeys” occurs throughout the whole of the game. Yet, most players will not really question what they’re told to do. Those that will? Well, the game wasn’t wielded at you. Players will follow along, happily doing what they’re told. All the while having that slogan shoved in their faces. All the time being asked “would you kindly…”. All the time submitting without deeper thought of the issue than “he’s trying to kill me”. All the without really questioning beyond surface appearances. The game mocks you for all of this. It looks the player straight in the eye and says “how easily you obeyed”.
    So while I see what you mean, I don’t think most people will experience your “ludonarrative” dissonance, simply because they will both never question the narrative meaningfully, and because the gameplay and the narrative really aren’t that dissonance arousing to begin with as you found it.
    My biggest criticism of the bioshock series isn’t any dissonance I experienced (though there certainly is dissonance to be experienced with the whole mind-control reveal) but rather how heavy-handed they are with their criticism of extreme political ideologies.

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  43. leo Avatar
    leo

    I rather enjoyed your article. TBH, I think Bioshock’s take on Rand’s Objectivism is a bit superficial, but this is another discussion. I would just like to point out what to me was a fundamental flaw in the Little Sisters mechanic: the game can be very easily finished without harvesting a single one of them. I believe that, in order for this mechanic to be more in line with the rest of the game, harvesting the Little Sis should make your progress through the game infinitely easier. What I found, however, was that, after I didn’t harvest the first one, I coud just go along, up until I found the next one, and never, in-between, I actually felt compelled, or thought the game was getting too hard and that I could use a break.

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  44. emmanuel guardiola Avatar
    emmanuel guardiola

    Hi Clint
    Remind me some nice exchanges about meaning in game design at Ubisoft. One of the biggest issue in our industry is the misunderstanding of gameplay as a strong vector for idea.
    Best
    Emmanuel

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  45. Vincent Avatar
    Vincent

    Clint, I don’t see how the game mocking you is a bad thing. It’s telling gamers to question narratives and why you are just doing what the narrative tells you to do, so that we expect better. It is a revolutionary piece of art for this reason.
    Spec Ops mocks you too and is similarly great.
    If you thought some of these complex things were bad in Bioshock 1, I’d love to see your take on Bioshock Infinite, which really suffers from some major issues in asking the player to go along with its narrative.
    PS Love Splinter Cell, thanks for your hand in one of my top 5 games.

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  46. Sven Avatar
    Sven

    This is still an interesting read. But for me it was far simpler than this:
    The game’s narrative tries to go all out philosophical — whereas the actual gameplay is pretty much as lowbrow as you can get: Here’s a couple corridors, move through, trigger the AI of the bad guys (who will scream and come at you as soon as they sniff you) — kill ’em. Over and over and over and over again.
    Not only did this become tiresome already during my first time through — it also completely clashed with what the game was trying to tell, as well as being a rather unsophisticated offspring of a legacy of quite refined games (Shock2, Underworld, Thief, et all.) The reason for doing this can be read both directly and indirectly of course in the “Post Mortem” article now on Gamedevelopers.com: The game initially started out as something a bit more refined than that. But was then tuned into something else as, finally, Irrational wanted to do a game that was both a cricital as well as a commercial smash hit.
    Two years ago I played Desperados 3. Desperados 3 was the next game to come from the guys of the surprise hit Shadow Tactics. It’s an isometric/top down stealth strategy game, harkening back to the days of Commandos. It’s actually pretty open in terms of level design here often: You’re given tools (character abilities, environments), goals (blow this bridge up), and off you go. It actually often reminded me a of a top-down Dishonored (the devs want to go even more sandboxy with their next game, can’t wait!) Anyway, here it’s the complete opposite.
    The main narrative is a simple Western revenge story. The main guy is a loner who eventually has to team up with a couple other guys to take revenge. And the writing may not be as refined as Levine’s. But the game pulls this off both in narrative as well as gameplay straight to the very last stand-off, which the main guy cannot pull off without a little help from his new-found friends. There’s even one mission where two guys engage in a little competition of who can kill / take out (your choice) the most guys in the mission. And it’s hilarious how they comment each take-down.
    I was totally cheering for the last moments of this game. Whereas in Bioshock, facing the most cliche video boss in recent history after so much running and gunning, I was like: REALLY?
    I haven’t played through Bioshock completely once since (unlike Shock2, Thief, et all). For Desperados 3 I immediately bought all DLC and tried to complete the optional challenges (which flip the same maps and levels upside down, by prohibiting you from using certain characters and their abilities — or just by disallowing you to hide in the bushes, etc.) It wasn’t until Arkane’s “Prey” by the way that I had made my peace with Bioshock. At least some. To me it’s the true “spiritial successor” of Shock 2. Bioshock was just.. something else.

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