1. Sven's avatar
  2. Unknown's avatar

    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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  4. Kfix's avatar

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

  5. KenTWOu's avatar

    I can’t remember that moment when I realized that you simultaneously was creative director, lead level designer and script writer…

  • 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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  • A month or so ago I blogged about Chris Kline coming to talk about BioShock for the Montreal IGDA Chapter. Well, we recorded the presentation, and it's now available here (link fixed) for anyone interested in watching it.

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  • This amusing story of how Minesweeper was updated for Vista floated across my desk the other day. The post is a year old now, but worth a read. With all the effort we expend trying to expand our audience beyond the rather easy-to-please domain of teenage boys and young men, I wonder how much we consider what would happen if our games we played by hundreds of millions instead of millions.

    Minesweeper has that level of reach, and unfortunately for MS, among their hundreds of millions of players, are many who have to deal with landmines in their everyday lives. Sure seems to make things complicated and messy.

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  • It’s already floating around a couple other places, but I wanted to make sure to post it here too, since I was late to the party the last time people got to talking about Braid.

    The MTV interview really impressed me, and I’ve had dinner a couple of times with Jon in the last year or so as he’s been getting closer and closer to this.

    I’m really looking forward to playing it, finally. Congratulations Jon.

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  • Although I have not seen the presentation myself, nor had the chance to look at the slides and notes, Pat is back from Austin and he’s posted the materials from his talk. By all accounts it went well, hopefully we’ll find an hour when we’re not putting out fires (or starting them) so he can present it internally.

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  • But Pat is.

    Pat is the Narrative Designer on my project, and has been busting his ass for the last 2+ years to do all the nuts and bolts work of making this crazy dynamic interactive narrative we dreamed up for Far Cry 2 actually work.

    He’ll be sharing some (but nowhere near all) of his insights Wednesday afternoon, so for those in the Austin area who are interested in how to look at narrative as a dynamic system rather than a static construct, check it out.

    You’re going to have to learn this stuff eventually.

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  • If the player ever asks himself "I wonder if I can do X?", the answer had better be "Yes".

    That’s one of the mantras of my design team. Basically it means that your game invites the player to ask questions about what he can and cannot do, and if you are inviting him to ask questions that you can’t answer, well, you’re not doing your job as a designer. In a sideways way, this concept ties all the way back to my first GDC talk back in 2004, and is pretty central to my design ‘philosophy’ if I have such a thing.

    So I’m super excited that next week the Montreal IGDA Chapter will be hosting a presentation subtitled "Saying ‘Yes’ to the Player" by the Lead Programmer of Bioshock. I’m very excited to hear what he has to say.

    For anyone who will be in th Montreal area, admission to the event is only $5 – and of course it’s free for IGDA members.

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  • Wow.

    So just one week ago today I blogged about Greg Vederman’s editorial in the October issue of PC Gamer. That editorial turns out to have been his last, as he just announced his departure from PC Gamer magazine – a seat he has held for something like a decade – to go and work with HP to help deliver an ‘electrifying vision of the future of PC gaming’.

    I guess that gives me the opportunity to pick up that aforementioned gauntlet off the ground, put it on, and extend a hand to Greg.

    Welcome to the front lines, man. Now you have to live up to your own challenge.

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  • So on Tuesday I flew out from Montreal for the Leipzig convention where we did the first big public unveiling of Far Cry 2 – which is recieving lots of great feedback. For those in the Leipzig area as they read this, we have a public demo in the Ubi booth being played live on stage every 2 hours on the even hour. For press who can get in, go to the business booth for the press demo.

    Sadly, I didn’t get to stay on in Leipzig and bathe in the chaos for long, as after the first two days of press demos and interviews, I had to fly out to the Pacific Northwest to do an on-stage demo at PAX in Seattle. That’ll be tomorrow at noon. So if you read that spectacular Gamespot preview, and you were never sure if my last name was spelled H-O-C-K-I-N-G or H-U-C-K-S-T-E-R – well, swing by the demo tomorrow and you’ll see…

    Anyway – since it’s only one demo, it looks like I might have time to connect with some friends recently relocated to Seattle, which will be a nice change after ramping up for all this mayhem.

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  • So for those who don’t already know, my game grabbed the cover of PC Gamer (US) for our exclusive unveiling. It’s the October Issue, on shelves now. It’s packed with details, well written, and I think the smart lay-out really leverages some of the look and feel elements we’re shooting for in the game, which is even better.

    Aside from the article, though, the part of the issue that really grabbed my attention was Greg Vederman’s opening Letter From The Editor, where he says:

    As inspired and multilayered as FC2’s premise is, and as thrilling as it will no doubt be to experience… will it be art? Will it have the power to affect you emotionally on anything other than a surface level? Probably not.

    Sweet. That looks pretty much like a gauntlet on the floor to me. The fact that people would even ask this question is a major step forward for the entire industry in my opinion, and I’m pretty flattered to have my game be the deer-in-the-headlights on this. It’s just not that long ago that editorials from the biggest magazines on the market were still exclusively concerned with how many players such-and-such-titles online modes would support.

    Making a game that affects players emotionally on something other than a surface level is pretty much my job. It’s what I do – or what I’m supposed to do, anyway. I never said it was easy, and I never promised I would succeed, but I did promise I would try. So I’ll do my best, and we’ll see what Greg says when it’s finished.

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