The Importance of Bioshock

picture Maybe this is just nonsense. I don’t know, and it reads like fanboy ram­blings. I’m only half-​​way through the game, as well.

The world of computer games and the world of cinema have had a constant and uneasy rela­tion­ship since I started gaming.

By and large, film-​​related computer games have been some sort of crap mer­chandise created after the cinema title. ‘Watched Spiderman? Enjoyed it? Now play this shitty imit­a­tion of a 5-​​year-​​old game to relive the exper­i­ence’. Yeah, right. The long and dis­rep­ut­able fran­chise of Star Wars games from LucasArts ought to be enough to prove the point. The com­pli­ment goes the other way, of course. Anyone who has enjoyed the exper­i­ence of Mario, Doom and Streetfighter on the small screen has had the oppor­tunity of a piss-​​poor cinema exper­i­ence on the big screen to choke all the hap­pi­ness out of their memories of those games.

[SPOLER WARNING : LOOK AWAY]

Bioshock offers better, more real­istic graphics than former shooters and a musical score that draws the player in. But you’d expect that of the next big game. Like my own previous favour­ites in immersive shooters, Deus Ex and System Shock 2, you get to cus­tomise your char­acter, choosing and adding skills as you go, leading to further iden­ti­fic­a­tion, although the main action is First-​​Person-​​Shooter along the lines of Doom, rather than a role-​​playing game. You are cast in the role of a ‘stranger in a strange land’, some guy called Jack, so your personal past doesn’t seem to matter, aiding the iden­ti­fic­a­tion process (though I get hints this will be pulled away as the game progresses).

The game is set in 1960, albeit in an altern­ative past, and the cultural ref­er­ences are to film noir and early sci-​​fi movies like The Day the Earth Stood Still and Twenty Thousand Leagues Under the Sea, rather than Star Wars. It appeals to nos­talgia, in other words, rather than some sense of wonder about the future. I think that may be important to the immer­sion level, too, though that may be limited to players of a certain age. It takes from your past rather than extending your future, is what I mean to say. It’s your own altern­ative past, inasmuch as you identify with the prot­agon­anist through the sus­pen­sion of dis­be­lief, and the use of fiction and history aid the player in that disbelief.

This might be spoiling things for some future players, but Bioshock also builds in quite credible moral choices for players. This comes quite early in the story. Small girls have been reined-​​in to aid the forces of evil. The player has the option of using the girls’ stock of evil to further their own power, and thus killing them. This quite possibly the best choice for pro­gres­sion, or they have the altern­ative, less imme­di­ately prof­it­able choice: to save the girls. The sight of a small girl strug­gling in your arms on-​​screen, a girl you can kill or cure, pierces the screen. Whatever your choice, the con­sequences of that do not only follow in the game-​​play, but the player’s con­science. This is totally new, I think. Yes, you can kill people, including little girls in previous games, but for that to involve (or more import­antly allow) a moral decision from the player rather than it simply being a gameplay decision is different.

This is a device to increase engage­ment in the game, of course. But it’s not one I have seen before. The only remote com­par­isons I can find are in cinema and in novels. It’s the Sophie’s Choice of computer games in that way, not just in cine­ma­to­graphy, but also inter­activity. Yet even in the highest achieve­ments there, you don’t get the choices: what Raskalnikov does is ulti­mately already decided, however much you get to under­stand and think and agonise through his choices.

To gush a little more. This feels like some part of the future, not of games, but of inter­active media as a whole, and of film-​​making. People have been harping on about inter­active media for years, but this is the first time an actual example of that has touched the sides, per­son­ally. This isn’t ‘choose your own adven­ture’ put into a film or computer game: the aes­thetic whole means that you really interact, really care.

Bioshock took about five years to create, as I under­stand. Ask that of the next thing you see at the cinema.

 

Postscripts:

[I just looked at the Wikipedia article on the game, and came across this from the LA Times: “Sure, it’s fun to play, looks spec­tac­ular and is easy to control. But it also does some­thing no other game has done to date: It really makes you feel.”]

Something else to add: Throughout Bioshock, there’s no doubt that you’re playing through a set — well written/​envisaged — nar­rative in some ways, so it is ‘create your own adven­ture’ in some ways. But the marriage of cinema tech­niques and game tech­niques makes the dif­fer­ence. This is an inter­active story, that realises the pos­sib­il­ities of both ‘inter­active’ and ‘story’. Ultimately, you’ll be good or evil or some­where between. What I hope I’ve touched on here, is some of the ways that they’ve actually made the game touch the gamer.

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2 comments to The Importance of Bioshock

  • The reason why games have been poor at immersing players is because the stories are ridicu­lous and com­pletely unreal­istic. take for instance, the gaming world’s prodigal son, metal gear solid and actually think about what is being said — it’s all poorly scripted cliched nonsence.

    However, if you enjoy being emo­tional immersed in games you have to try either Ico or Shadow of Collsus on the PS2.

  • I’m not neces­sarily talking about immersive — I recall crying when Sephiroth kills Aeris back in FFVII. The new bit is when this extends to morality.

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