Post by 340402309 on May 7, 2013 4:47:53 GMT -5
Hey there everyone. This is something I've been wanting to try for awhile, just as a way to express some personal thoughts, and views on things, so this isn't a story, but a blog. There is no specific genre, topic, or view I am picking to stay with. No specific dates, or times to update this. Just random thoughts, and my views/opinions on them. So I figure the Writer's Corner is a good place to put this. I'll update it depending on if you guys care/when I have a "thought" that I feel is worth talking about. If this sounds interesting to you, please do read on, let me know below what you think, or how you feel about the same issue, or topic under discussion.
So anyway, let's get started...
This session's topic:Gaming And Involvement of the Player
Just a quick note before you start, I will be discussing some spoilers for the BioShock series as a whole, so if you haven't played, or beaten any of that series, especially Infinite, GO, RIGHT NOW, and buy it on your platform of choice! If you're seeking an expertly crafted storyline, PLAY these games. Like... NOW
I recently finally took the time to sit down, and complete a Hard playthrough of March's BioShock Infinite. The one TRUE sequel to the original BioShock. I only say this because BioShock was not developed by Irrational Games, but 2K Marin with some of the folks from Irrational Games (Formerly 2k Boston) co-developing. It was a good sequel, but it was more of an expansion, than an evolution. I forgot to mention Digital Extremes was brought on to help develop as well, but they only handled the terrible multiplayer. They also assisted the PS3 port of BioShock (2007), so I guess they did something right.
Moving on, BioShock (2007) was one of the first games I played, just expecting a more unique shooter that wasn't Call of Duty, or Halo at the time. Wow, my expectations weren't even close. From the first time entering rapture, to the decision of saving or harvesting the first little sister, all the way down to the games completely unpredicted twist (by me anyway) which basically revealed that while you THOUGHT you were calling the shots, or actions you performed, that in reality, you were only being manipulated by not only one, but two antagonists. One of which you promptly introduce to, and express deliver the blunt end of a golf club into their skull, while he tells you "A man chooses, a slave obeys". The other, after you discover, and break your indoctrination, where hearing "Would you kindly -insert action here-" basically turns you into a helpless individual who has no choice but to obey due to horrible mental conditioning done to you as a child, you promptly destroy and overcome the challenge of with some assistance from some little sisters you saved (in the good ending which I'm guessing is canon) and bam, end of game. While I personally found the final confrontation a little bit bland, it still made me happy, seeing the endgame result of my actions throughout the game. saving the little girls instead of harming them, finding out about my past, and overcoming not just two horrible men, but the entire city they built up, and destroyed.
It really was an amazing, and one of my first experiences where I truly felt immersed within the game, it's world, and the story it told. Which was the brilliant thing about that game, the whole time, it plays out like any game, it starts, you progress the world, and it's environment, meet the characters, kill some of them, evolve, and prepare for the end game, and ultimately, the conclusion. But this one was different. It shows you that pretty much the entire game, you were controlled at certain points in the game being told "Would you kindly?". YOU, both as Jack, and as yourself, the player, were manipulated. Now, obviously, this only applies within the gamespace, but still. A vast majority of your story actions, were YOU being manipulated. Going along with the ploy. yeah, sure, you're not going to play the game, and not progress further because of something like this, but it's just the design structure of the game. one of the first games I feel successfully reached out to the player, presented a brilliant story in the form of a video game, and involved YOU in the plot. Not just because you play a faceless avatar who doesn't speak, not just because it gives you morally questionable choices throughout that decide the fate of several little children, but ultimately, by just playing, progressing, and completing the story. You too, fell for the antagonists intentions. But you still overcame.
To me, BioShock was the first game that I played, where I really started to look at games from a more artistic angle, and not just something to do when you're bored. And I wasn't the only one, in fact it's now officially regarded to as art by... I believe the Smithsonian American Art Museum. I'm tired, so you'll have to do some further googling on your own to fact check.
BioShock 2 came along, and it was a more refined game, with lots of upgrades, and the whole "You're a big daddy now" thing was an added bonus too. It too told an emotional, and gripping story, but it just didn't pack the punch the storyline of the original did. Don't get me wrong, BioShock 2 is a great game (minus the terrible multiplayer), but it's story lacked the philosophical depth, staying power, and that huge "That just f*cking happened" twist. Still a good game, and at the price it goes for now, highly worth picking up.
Moving on, BioShock Infinite just came out recently, and I've been fortunate enough to be able to play it, and it was entirely worth the price of admission.
As I said earlier, this is the first "TRUE" sequel to the original BioShock, even though in some ways, in direct relation to that game, it feels more like a spiritual successor. Just as BioShock was a spiritual successor to 1999's System Shock 2, which I have yet to play.
For starters, you're in the sky now, the direct opposite (I guess?) of the Atlantic, or any ocean for that matter.
Second off, you play Booker Dewitt, a man sent to "Rescue the girl, and wipe away the debt". Powerful words if you ask me, in fact, I'd go as far to say it's the new "A man chooses, a slave obeys". But hey, that's just me. Oh yeah, and Booker talks....
Uh.... SAY WHAT NOW!?[/u]
Okay, calm down, it's not that big of a deal, in fact, I'm going to go ahead out on a limb here, and say I like it. Infact, I love it.
Some may argue it's not "the same". "You don't talk in BioShock." Another argument is "It's harder to associate as deep with the story with a character who talks"
Player association with a character, is different from immersing yourself within the story. A lot of the time, developers, especially back in the early 90's and 00's just used a faceless, speechless sometimes nameless character, or avatar for the character to play as, maybe for artistic reasons, maybe they were just lazy, or didn't know what to do with it. Personally, I think it works in some cases, but I have no problem immersing myself within a game, where the main character actually has a voice, and personality. As a matter of fact, i'd say it enhances the game for me, and clearly showed the developer put more work into their product. It's easy if the character never reacts, but to actually build a personality, voice, and vision of a character takes a whole lot more love, and care. So that's my two cents on that.
But into the plot of this game a bit more... In short, you play Booker Dewitt, he's trying to find a "special" girl within the city to "wipe away the debt". Not everything is entirely clear, even in the end game, but it takes you on a hell of a journey. I think the biggest thing that got me with this game, and almost disappointed me at first, was the story structure. Now... Remember back when I was talking about the original BioShock, and how even with the brilliant twist, it still played out.... Well, like a game. You start, get an idea of what's going on, execute your actions, grow more powerful, and ultimately overcome the main antagonist.
BioShock Infinite is a completely different, yet very similar experience to the original BioShock, and maybe even more wholly satisfying game for that reason.
BIIIIG spoilers coming up, so seriously, go play the damn game you jellyfish.
Now what I mean by not playing out like a normal game does is... For one, it doesn't just drop you straight into the action. You start by rowing in on a boat, with two people in rainsuits, who you encounter several times into the story, and ultimately end up playing key roles in the storyline. Originally appearing in darkly comic ways, but as you go on, their presences seems more, and more foreboding. The Luteces. You roll up on to the cities front gate, basically a lighthouse (throwback to original BioShock) you roam inside, and promptly ascend, rather than descend this time.
Now into the game, I'm not going to discuss all the intricate plot details, and events as this is written with spoilers in mind, and assuming you played, beat, and know the storyline.
Now onto my personal experience with the game, I played it the entire time, expecting the usual. Challenging and kind of scary at first due to limited resources, but as I play, combat will get harder as I evolve my skills, progress, and I will come to that part with a twist, where everything falls into place. Where I reflect back on the events in the game, and go "aaahhh, I see what you did there".
That's still here in some ways, example: The elizabeth and annabelle connection. Two events in particular. They obviously set this up, and surprisingly early on in the game too, Booker gets knocked out, wakes up goes "Anna". Elizabeth is there waiting, telling him no, it's her, Elizabeth. Another time if you're going through a hallway, and come to some turnstiles, and a woman looks at her and says "Ohhh, Annabelle, hey!" Again, Elizabeth is confused.
Yet, even though there is a twist, this game still surprises me in many ways, the biggest being.
No real bosses. Now, i guess the closest thing you get to boss battles in this game, are the siren battles, and maybe last huge battle, which isn't a boss fight in a sense, but more so a way of giving you overwhelming odds, and making you utilize your true experience with what you've learned over the course of the game. But there's still a good thirty minutes before the ending.
Ahhhh yes... The ending. So what happened there exactly? I felt like I pretty much got it... Infinite doorways, everywhere, and anywhere, all leading to different realities, which are all the same in a lot of ways, but different in other MAJOR ways... A key person in history dying, or something not happening. Or maybe something happening that was never intended. It's never fully clear what exactly this all means. I did enjoy the short trip back to Rapture, even though it mostly seems Rapture is in another tear, another "reality" where one key event changed in History. And after we briefly explore a few realities briefly, about 6 - 8 Elizabeths show up, all different, all changed, just as Booker had changed. Depending on one choice, he became Comstock, in another choice, he was himself. Maybe in this world, he was both. It gets the mental gears turning. Well, needless to say, Booker is drown by the alternate reality Elizabeths, and the credits roll.
Nothing is entirely certain, and one could say this is a cop out "Open to interpretation ending" I don't think that's the case. While it definitely a bit convoluted, it makes you think. It forces you to open your mind, or just continue to feel lost in the many realities that the BioShock series has proposed to be possible.
Was the Booker you played now, actually himself, or a combination of figments from other realities? Were the Luteces just there, to see his actions, and keep track of how many times he ultimately failed his goal of ending what he had become? Have you, as Booker actually done this many times, and this is how it ends everytime? Did you actually get it right this time? I'm going to go with yes...
If you stay until after the credits, Booker gets up in his office, and hears crying, runs to the room where baby Annabelle/Elizabeth slept, and the screen goes black.
Does that ultimately mean, he finally got it right? Did you finally, redeem, and undo your actions as Comstock by going through alternate realities and changing the very fabric of time? Did you finally not screw it up?
Looks like he got the girl and wiped away the debt...
This leads me to the ultimate point I've been trying to get across. Games are no longer just something to play. it's different from back in the day, pong engaged your hands, and your eyes, but now it's that, and your entirely personality as a person. Now you can actually imprint yourself on the game, whether you talk, or you don't. Shape stories with your in game actions, change the course, or just immerse yourself within the story, let yourself be taken back by it, or in cases of the original BioShock, be manipulated. Or in the case of BioShock Infinite, play as both the antagonist, and protagonist. Be the ultimate hero, and villain at the same time. Isn't that what we all are in someway? Good intentions, and try to do good actions, but sometimes... Isn't it tempting to just do what you have to, to get what you want? Are you a Comstock, or a Booker? Or are you simply... Both.
Game's aren't just knocking pixels back and fourth at each other anymore. They're a way of discovering ourselves.
Thank you if you've read this far, and let me know what you think below, until the next time I have a random thought, take care!
So anyway, let's get started...
This session's topic:Gaming And Involvement of the Player
Just a quick note before you start, I will be discussing some spoilers for the BioShock series as a whole, so if you haven't played, or beaten any of that series, especially Infinite, GO, RIGHT NOW, and buy it on your platform of choice! If you're seeking an expertly crafted storyline, PLAY these games. Like... NOW
I recently finally took the time to sit down, and complete a Hard playthrough of March's BioShock Infinite. The one TRUE sequel to the original BioShock. I only say this because BioShock was not developed by Irrational Games, but 2K Marin with some of the folks from Irrational Games (Formerly 2k Boston) co-developing. It was a good sequel, but it was more of an expansion, than an evolution. I forgot to mention Digital Extremes was brought on to help develop as well, but they only handled the terrible multiplayer. They also assisted the PS3 port of BioShock (2007), so I guess they did something right.
Moving on, BioShock (2007) was one of the first games I played, just expecting a more unique shooter that wasn't Call of Duty, or Halo at the time. Wow, my expectations weren't even close. From the first time entering rapture, to the decision of saving or harvesting the first little sister, all the way down to the games completely unpredicted twist (by me anyway) which basically revealed that while you THOUGHT you were calling the shots, or actions you performed, that in reality, you were only being manipulated by not only one, but two antagonists. One of which you promptly introduce to, and express deliver the blunt end of a golf club into their skull, while he tells you "A man chooses, a slave obeys". The other, after you discover, and break your indoctrination, where hearing "Would you kindly -insert action here-" basically turns you into a helpless individual who has no choice but to obey due to horrible mental conditioning done to you as a child, you promptly destroy and overcome the challenge of with some assistance from some little sisters you saved (in the good ending which I'm guessing is canon) and bam, end of game. While I personally found the final confrontation a little bit bland, it still made me happy, seeing the endgame result of my actions throughout the game. saving the little girls instead of harming them, finding out about my past, and overcoming not just two horrible men, but the entire city they built up, and destroyed.
It really was an amazing, and one of my first experiences where I truly felt immersed within the game, it's world, and the story it told. Which was the brilliant thing about that game, the whole time, it plays out like any game, it starts, you progress the world, and it's environment, meet the characters, kill some of them, evolve, and prepare for the end game, and ultimately, the conclusion. But this one was different. It shows you that pretty much the entire game, you were controlled at certain points in the game being told "Would you kindly?". YOU, both as Jack, and as yourself, the player, were manipulated. Now, obviously, this only applies within the gamespace, but still. A vast majority of your story actions, were YOU being manipulated. Going along with the ploy. yeah, sure, you're not going to play the game, and not progress further because of something like this, but it's just the design structure of the game. one of the first games I feel successfully reached out to the player, presented a brilliant story in the form of a video game, and involved YOU in the plot. Not just because you play a faceless avatar who doesn't speak, not just because it gives you morally questionable choices throughout that decide the fate of several little children, but ultimately, by just playing, progressing, and completing the story. You too, fell for the antagonists intentions. But you still overcame.
To me, BioShock was the first game that I played, where I really started to look at games from a more artistic angle, and not just something to do when you're bored. And I wasn't the only one, in fact it's now officially regarded to as art by... I believe the Smithsonian American Art Museum. I'm tired, so you'll have to do some further googling on your own to fact check.
BioShock 2 came along, and it was a more refined game, with lots of upgrades, and the whole "You're a big daddy now" thing was an added bonus too. It too told an emotional, and gripping story, but it just didn't pack the punch the storyline of the original did. Don't get me wrong, BioShock 2 is a great game (minus the terrible multiplayer), but it's story lacked the philosophical depth, staying power, and that huge "That just f*cking happened" twist. Still a good game, and at the price it goes for now, highly worth picking up.
Moving on, BioShock Infinite just came out recently, and I've been fortunate enough to be able to play it, and it was entirely worth the price of admission.
As I said earlier, this is the first "TRUE" sequel to the original BioShock, even though in some ways, in direct relation to that game, it feels more like a spiritual successor. Just as BioShock was a spiritual successor to 1999's System Shock 2, which I have yet to play.
For starters, you're in the sky now, the direct opposite (I guess?) of the Atlantic, or any ocean for that matter.
Second off, you play Booker Dewitt, a man sent to "Rescue the girl, and wipe away the debt". Powerful words if you ask me, in fact, I'd go as far to say it's the new "A man chooses, a slave obeys". But hey, that's just me. Oh yeah, and Booker talks....
Uh.... SAY WHAT NOW!?[/u]
Okay, calm down, it's not that big of a deal, in fact, I'm going to go ahead out on a limb here, and say I like it. Infact, I love it.
Some may argue it's not "the same". "You don't talk in BioShock." Another argument is "It's harder to associate as deep with the story with a character who talks"
Player association with a character, is different from immersing yourself within the story. A lot of the time, developers, especially back in the early 90's and 00's just used a faceless, speechless sometimes nameless character, or avatar for the character to play as, maybe for artistic reasons, maybe they were just lazy, or didn't know what to do with it. Personally, I think it works in some cases, but I have no problem immersing myself within a game, where the main character actually has a voice, and personality. As a matter of fact, i'd say it enhances the game for me, and clearly showed the developer put more work into their product. It's easy if the character never reacts, but to actually build a personality, voice, and vision of a character takes a whole lot more love, and care. So that's my two cents on that.
But into the plot of this game a bit more... In short, you play Booker Dewitt, he's trying to find a "special" girl within the city to "wipe away the debt". Not everything is entirely clear, even in the end game, but it takes you on a hell of a journey. I think the biggest thing that got me with this game, and almost disappointed me at first, was the story structure. Now... Remember back when I was talking about the original BioShock, and how even with the brilliant twist, it still played out.... Well, like a game. You start, get an idea of what's going on, execute your actions, grow more powerful, and ultimately overcome the main antagonist.
BioShock Infinite is a completely different, yet very similar experience to the original BioShock, and maybe even more wholly satisfying game for that reason.
BIIIIG spoilers coming up, so seriously, go play the damn game you jellyfish.
Now what I mean by not playing out like a normal game does is... For one, it doesn't just drop you straight into the action. You start by rowing in on a boat, with two people in rainsuits, who you encounter several times into the story, and ultimately end up playing key roles in the storyline. Originally appearing in darkly comic ways, but as you go on, their presences seems more, and more foreboding. The Luteces. You roll up on to the cities front gate, basically a lighthouse (throwback to original BioShock) you roam inside, and promptly ascend, rather than descend this time.
Now into the game, I'm not going to discuss all the intricate plot details, and events as this is written with spoilers in mind, and assuming you played, beat, and know the storyline.
Now onto my personal experience with the game, I played it the entire time, expecting the usual. Challenging and kind of scary at first due to limited resources, but as I play, combat will get harder as I evolve my skills, progress, and I will come to that part with a twist, where everything falls into place. Where I reflect back on the events in the game, and go "aaahhh, I see what you did there".
That's still here in some ways, example: The elizabeth and annabelle connection. Two events in particular. They obviously set this up, and surprisingly early on in the game too, Booker gets knocked out, wakes up goes "Anna". Elizabeth is there waiting, telling him no, it's her, Elizabeth. Another time if you're going through a hallway, and come to some turnstiles, and a woman looks at her and says "Ohhh, Annabelle, hey!" Again, Elizabeth is confused.
Yet, even though there is a twist, this game still surprises me in many ways, the biggest being.
No real bosses. Now, i guess the closest thing you get to boss battles in this game, are the siren battles, and maybe last huge battle, which isn't a boss fight in a sense, but more so a way of giving you overwhelming odds, and making you utilize your true experience with what you've learned over the course of the game. But there's still a good thirty minutes before the ending.
Ahhhh yes... The ending. So what happened there exactly? I felt like I pretty much got it... Infinite doorways, everywhere, and anywhere, all leading to different realities, which are all the same in a lot of ways, but different in other MAJOR ways... A key person in history dying, or something not happening. Or maybe something happening that was never intended. It's never fully clear what exactly this all means. I did enjoy the short trip back to Rapture, even though it mostly seems Rapture is in another tear, another "reality" where one key event changed in History. And after we briefly explore a few realities briefly, about 6 - 8 Elizabeths show up, all different, all changed, just as Booker had changed. Depending on one choice, he became Comstock, in another choice, he was himself. Maybe in this world, he was both. It gets the mental gears turning. Well, needless to say, Booker is drown by the alternate reality Elizabeths, and the credits roll.
Nothing is entirely certain, and one could say this is a cop out "Open to interpretation ending" I don't think that's the case. While it definitely a bit convoluted, it makes you think. It forces you to open your mind, or just continue to feel lost in the many realities that the BioShock series has proposed to be possible.
Was the Booker you played now, actually himself, or a combination of figments from other realities? Were the Luteces just there, to see his actions, and keep track of how many times he ultimately failed his goal of ending what he had become? Have you, as Booker actually done this many times, and this is how it ends everytime? Did you actually get it right this time? I'm going to go with yes...
If you stay until after the credits, Booker gets up in his office, and hears crying, runs to the room where baby Annabelle/Elizabeth slept, and the screen goes black.
Does that ultimately mean, he finally got it right? Did you finally, redeem, and undo your actions as Comstock by going through alternate realities and changing the very fabric of time? Did you finally not screw it up?
Looks like he got the girl and wiped away the debt...
This leads me to the ultimate point I've been trying to get across. Games are no longer just something to play. it's different from back in the day, pong engaged your hands, and your eyes, but now it's that, and your entirely personality as a person. Now you can actually imprint yourself on the game, whether you talk, or you don't. Shape stories with your in game actions, change the course, or just immerse yourself within the story, let yourself be taken back by it, or in cases of the original BioShock, be manipulated. Or in the case of BioShock Infinite, play as both the antagonist, and protagonist. Be the ultimate hero, and villain at the same time. Isn't that what we all are in someway? Good intentions, and try to do good actions, but sometimes... Isn't it tempting to just do what you have to, to get what you want? Are you a Comstock, or a Booker? Or are you simply... Both.
Game's aren't just knocking pixels back and fourth at each other anymore. They're a way of discovering ourselves.
Thank you if you've read this far, and let me know what you think below, until the next time I have a random thought, take care!