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Off-Topic Discussion => Gaming Discussion => Topic started by: MP-Ryan on March 27, 2014, 01:38:26 pm

Title: Thief reboot / Bioshock Infinite - game theory =)
Post by: MP-Ryan on March 27, 2014, 01:38:26 pm
http://www.escapistmagazine.com/videos/view/zero-punctuation/8891-Thief-Stealing-a-Classic

So sad.  I loved the originals.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Grizzly on March 27, 2014, 01:47:18 pm
It's not a reboot. It is a sequel to Deadly Shadows in all but name.

Rock Paper Shotgun wrote a rather positive review. Errant Signal did a thoughfull video on why reviews are so mixed.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Luis Dias on March 27, 2014, 01:51:44 pm
i also saw the errant signal review. so yeah it's a crap game who cares. lots of crap in the world lets not even talk about that TMNT new trailer oh wait.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: The E on March 27, 2014, 01:59:25 pm
Was watching a stream of it that basically showed that this game has gorgeous art direction, some questionable gameplay decision, and somewhat dire writing.

I think playing Dishonored again might be the better decision.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 02:49:28 pm
The Errant Signal review (which I just watched) was well done.  And yeah, still tells me not to buy it.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 27, 2014, 02:53:52 pm
RPS liked this enough that I'd quite like to grab it on Steam sale and give it a spin.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Sololop on March 27, 2014, 03:50:53 pm
Having played the game with my roommate, I'd say it really isn't worth your time.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Phantom Hoover on March 27, 2014, 04:19:41 pm
More importantly, it's been totally forgotten about a fortnight after its release. I can't see the franchise continuing given Square Enix's notoriously demanding sales expectations.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 04:23:39 pm
I think playing Dishonored again might be the better decision.

Never played it... worth adding to my Steam wishlist?
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 27, 2014, 04:42:53 pm
I think playing Dishonored again might be the better decision.

Never played it... worth adding to my Steam wishlist?

What, Christ, yes
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: headdie on March 27, 2014, 04:46:44 pm
I think playing Dishonored again might be the better decision.

Never played it... worth adding to my Steam wishlist?

definatly
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Hobbie on March 27, 2014, 05:27:02 pm
My sister thinks it's a fun game. I think it's too simple, especially compared to the older Thief games.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 05:33:56 pm
I think playing Dishonored again might be the better decision.

Never played it... worth adding to my Steam wishlist?

What, Christ, yes

OK, OK... it also had mixed reviews so I wasn't entirely sure :)
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 27, 2014, 06:08:46 pm
There are games that have mixed reviews because they're mediocre, and games that have mixed reviews because they're ambitious and interesting and nobody quite agrees on whether they pull it off.

Where are you getting your reviews from? Some kind of aggregator? Game reviews are Really Really Bad and game players are generally inarticulate idiots who don't understand why they react the way they do, so this may not be a super great diagnostic technique.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: NGTM-1R on March 27, 2014, 06:19:44 pm
OK, OK... it also had mixed reviews so I wasn't entirely sure :)

This is because the gaming public is not terribly good at concepts like storytelling.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Phantom Hoover on March 27, 2014, 07:17:25 pm
Dishonoured's storytelling was, uh, questionable in several places (it's still well worth it for the gameplay alone though).
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Mongoose on March 27, 2014, 07:20:21 pm
Honestly I don't think I'd trust Yahtzee's videos too much in terms of a blanket judgement on a particular game.  I haven't watched his stuff for a long time, but I know there were multiple reviews in the past where I felt like he was laser-focused on one negative aspect of a game in lieu of other positive ones, or was viewing a whole game in a much harsher light than it deserved.  At the end of the day he's a comedy writer, and his shtick is to go balls-in and bash the hell out of a game for humorous purposes.  It's fun, but I don't put much stock in him beyond that.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Scourge of Ages on March 27, 2014, 08:34:40 pm
At the end of the day he's a comedy writer, and his shtick is to go balls-in and bash the hell out of a game for humorous purposes.  It's fun, but I don't put much stock in him beyond that.

I agree with this. If you want a quality look at a game, ask TotalBiscuit, among others.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 08:52:19 pm
There are games that have mixed reviews because they're mediocre, and games that have mixed reviews because they're ambitious and interesting and nobody quite agrees on whether they pull it off.

Where are you getting your reviews from? Some kind of aggregator? Game reviews are Really Really Bad and game players are generally inarticulate idiots who don't understand why they react the way they do, so this may not be a super great diagnostic technique.

Mostly general public reaction, ZP, RPS, etc.  I generally don't put a of of stock in reviews from people I don't know and trust (example:  Errant Signal gave Bioshock Infinite a terrible review for reasons that I think he missed the context of and I put BI in my top 10 games ever made), but Dishonored was one of those titles I didn't hear much about from anyone, and what I did hear was contradictory.

However, I usually don't get around to playing games until a year or more after release (if singleplayer only, anyway) and therefore I usually have ample time t gauge if I'll like it or not.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 27, 2014, 08:59:03 pm
I'm honestly shocked you didn't hear much about Dishonored, it got a ton of coverage on RPS and huge buzz for being (finally) a spiritual successor to Thief and its ilk.

I thought it was quite good and its flaws were excused by its strengths, but then again I thought BSI was one of the most disappointingly vapid games ever made, so we may diverge on this point  :nervous:
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 09:18:43 pm
I'm honestly shocked you didn't hear much about Dishonored, it got a ton of coverage on RPS and huge buzz for being (finally) a spiritual successor to Thief and its ilk.

I thought it was quite good and its flaws were excused by its strengths, but then again I thought BSI was one of the most disappointingly vapid games ever made, so we may diverge on this point  :nervous:

I'll have to try it out.

I'm surprised to hear you of all people say that about Infinite given your predilection for layered storytelling.  I think the trouble with Infinite is a lot of people had a reaction something like this:

1.  Man, that story was mindblowing.
2.  But the gameplay was totally at odds with the tenderness of the story.
3.  Yeah, I really think the gameplay was wrong for the story...
4.  ...and come to think of it, I therefore really don't think the story was all that good either.

...which all miss...

5.  BSI was constructed this way and the jarring dissimilarity between story moment and action gameplay is intentional, purposeful, and makes complete sense.

I hope that wasn't you.  I played the game through twice, taking probably double the time of the average player, and while I found the gameplay jarringly at odds with the storytelling at first, I came to realize that that jarring juxtaposition was entirely intentional and is actually intricately connected to the stories of Booker, Comstock, and Elizabeth, and none of their character arcs would have been anywhere near as meaningful without the seemingly senseless violence of the gameplay between the islands of moments between Booker and Elizabeth when the rest of the world/universe seems to disappear.

Booker's story is entirely about a man who has been reactionary his entire life, doing precisely what he is told and doing it extremely well, and responding in kind to the type of experiences he's had:  Booker's life has been a response to external force and violence and overcoming it rhough force and violence, which is precisely why his character responds that way when forced.  Consider:  There are multiple points in the game where you can seek to avoid combat as Booker, and yet your are always and inevitably forced into it.  And the man takes no pleasure or pride in it; rather, when he does reflect on it it is always with sadness and regret, but he is determined to carry on and unwilling to let those forces finish him.  Comstock's, by contrast, is Booker's opposite - he does not respond to events, he initiates them; but, like Booker, his life was also shaped by violence and so he always resorts to violence when other measures of force fail; and his actions always involve force of one kind or another to make his way (we find this out both in the videos of his past and actions in the game itself).  Booker reacts; Comstock acts.  Both are the other half of the other - which makes sense, given that they are essentially mirrored reactions to the same experiences.  Both of their relationships with Elizabeth are also oriented around force; Booker uses force to move her, Comstock uses force to hold her.  Elizabeth is largely swept along in one force or the other throughout the plot but it becomes apparent that Elizabeth and Booker's relationship is ultimately changing Booker and Elizabeth both.  After each of those 'island' moments between Booker and Elizabeth, Booker reject more of himself, seeing it reflected in changes to her, and she adopts more of Booker, seeing more of him in her than before.  Elizabeth moves from a terrified girl horrified by violence to a reluctant user of force herself in defense of others, similar to Booker.  Meanwhile, by the end, Elizabeth comes to recognize that to reject Comstock's brand of force is also to reject Booker's - they are two sides of the same coin, and to reject force entirely requires her to reject both of them.  Had Elizabeth merely tried zipping between universes eliminating the Comstocks and preserving the Bookers, she would have ended up exactly the same as in the future we catch a glimpse of.  It is only by rejecting both that she can truly end the cycle - as she says, there was always a city, always a man, constants and variables.

After my first playthrough, I also began to wonder if this was the type of game best fit to tell Booker and Elizabeth's story.  It was only after my second playthrough and really paying attention to the characters themselves that I realized that this is the only kind of game that could tell this particular story.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Scotty on March 27, 2014, 09:30:05 pm
The problem I had with BI was that the vigors - one of the primary gameplay elements in the entire game - had no real connection to the story.  While in BS and BS2, Adam was the driving force of both gameplay and storyline, in BI the vigors are shoehorned in and serve no other purpose than to keep gameplay continuity with the first two.  Which BI then promptly throws out the window with Elizabeth and the skyhook.  They just didn't fit very well.

And then there was the whole
Spoiler:
"No, you are the demons!"
ending.  The cult of Washington, Franklin, and Jefferson was kinda cool, but the way the ending was set up was really off for me.  Elizabeth was fantastic, and a very good example of how to do the escort mission sidekick very very right, but I felt like the primary motivations for the game were rather contrived.

Which I suppose could be the point, but it still leaves a bad taste in my mouth.  Though the Luteces and their whole "There's always a man, a city, and a lighthouse" was cool, but not enough to rescue it from strangling on its own convoluted story threads.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 09:37:03 pm
See my edit above where I explained further.

The gameplay mechanics were contrived in part for "coolness," I agree.  They did explain the vigors later on, and to be fair, once the multiverse aspects are expounded upon it begins to make much more sense (e.g. the city, man, lighthouse principle carries to other things like vigors - where a society that proposes to replace divinity or be divinely ordered arises, so do technologies or abilities that reflect the establishment of the supremacy/divinity of man; plasmids and vigors are a representation of the arrogance and hubris of the leaders of the respective civilizations in which they arose).

Ultimately, I think BSI is a brilliant piece of art which has been largely overrated or underrated for all the wrong reasons.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Scotty on March 27, 2014, 09:52:18 pm
The biggest issue I had with BI was the multiverse, oddly enough.  The Luteces go through dozens of "Bookers" (I think there are 77 tallies on Robert's board in the beginning?), and somehow the only one that matters is the one you're playing - even though if you're like me you make stupid mistakes and die repeatedly.  BI does its best to pass off you dying and the checkpoint system as another version of Booker reaching that point in another aspect of the multiverse.  Except it's always the one you end up playing that ends up mattering.  This is reinforced clearly to the end of the game, where after "your" Booker drowns,
Spoiler:
all of the other Elizabeth's fade away - as if Comstock were somehow the spur for dozens of Elizabeths even though we only ever see "our" Elizabeth in that situation.

And then there's the whole "magical ghost of Comstock's dead wife bossfight" which highlights the whole problem quite nicely.  It has my favorite music in the entire game, the single instance where I was having the most fun in the game... and while it can be justified as making sense within the story, if you look at it too close it's a little jarring.

At the risk of sounding conceited, I "get" the ending and the story.  I just dislike a few of the directions they took in trying to tie it all together.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 10:01:47 pm
I'm not quite sure why the quibbling about us always playing the Booker that matters... the Luteces engage multiple Bookers, but ultimately the only Booker that changes events is one who actually goes to Columbia, survives the events of the game, destroys Comstock in that universe, and 'surrenders' to Elizabeth.  If we played any other Booker, or didn't take over as a new one, the game would just end where you die or without going to Columbia... so no game at all then.

Also, you know the last Elizabeth standing is not the Elizabeth we went through the game with, right? :)  Booker actually says as much right before she/they drown him.  All the other Elizabeth's fade away as their universes collapse, but the one left standing (we think, at least) is not the girl we came through the events of the game with (the Elizabeth the person who came through the game with us in the first place also has her universe collapse when Comstock is never born).  As for who she is... well, I have not yet finished Burial at Sea Episode 2, so I'll wait before commenting on that as this story may change my theory somewhat :)

The energy that reanimated Comstock's wife though... that was poorly explained and seemingly both comes from nowhere and goes nowhere as well.  It was an odd design choice - and if it was meant to show the unpredictability and righteous rage of Elizabeth's power, that wasn't well demonstrated at all.

You might want to split this BSI stuff out to its own thread.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 27, 2014, 10:12:46 pm
That's a reading I thought about quite a bit my first time through, and it's one I think could work in a game less preoccupied with undercutting and second-guessing itself. BSI's narrative design reflects its tortured development in a lot of respects.

You didn't mention the biggest point in support of your thesis, which is that the game's conclusion involves Elizabeth taking over both the narrative and mechanics, leaving Booker/the player unable to exert agency in the way they previously have throughout the game. Bioshock's hilarious penchant for ludonarrative dissonance needs to come up in any conversation about Bioshock, so I think you should bring in the ludic layer by pointing out that Elizabeth's rejection extends to the gameplay mechanics themselves. She seizes both the means of mechanical agency and the ability to progress the story from Booker.

Unfortunately, this is also the game's undoing - most of its narrative space is wasted on fat that works orthogonally to the game's real interests. It's not just the wrong game to tell the story mechanically (earlier preview builds of the game contained mechanics that would've achieved everything we discussed here much better, but they were also more difficult and probably never worked outside scripting), but most of its setting and story are misaligned too, leaving a game whose central narrative is so dissatisfied with its setting that it ends up escaping and discarding it.

A successful game needs to present its story, as you say, in layers - mechanically, environmentally, and narratively. BSI has three disconnected layers which mostly fail to interface, even when the story's subtext pulls at the deployment and consequences of violence as a central theme.

BS1 pulled an interesting commentary on game agency by lampshading its own linearity. BSI pulls an interesting commentary on ludonarrative dissonance by making a subtextual argument that it's a bad game you never should have played - better to drown it underwater, while it remains a beautiful possibility in your mind; better to dissolve the studio. Fittingly, for a game so preoccupied with quantum physics, it never quite coheres.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 27, 2014, 11:49:43 pm
A successful game needs to present its story, as you say, in layers - mechanically, environmentally, and narratively. BSI has three disconnected layers which mostly fail to interface, even when the story's subtext pulls at the deployment and consequences of violence as a central theme.

Eh, see this is where we fundamentally disagree.  The mechanical aspects are fundamentally at odds with the narrative quite intentionally, in my view - they complement and oppose each other, and both contribute equally to the development of the three central characters.  BSI is really Elizabeth's story, told through the opposing forces/agencies of Booker/Comstock, and as you rightly expanded, its conclusion eliminates those forces.  What is unusual is that BSI is a game where the player does not act as the central character, but rather is an observer of her and one of the forces shaping her.  Booker and Comstock are uninteresting and undergo relatively little character development - Elizabeth is the protagonist of this story.  Mechanically, the player's actions are shaping part of Elizabeth while Comstock's shape another, and Elizabeth herself drives the remainder; and she only come into her own by rejecting both of the shaping forces.  The mechanical layer is represented in Booker, the narrative in Elizabeth, and the environment in Comstock - and all three forces interact and oppose each other to shape Elizabeth herself.  It's also why - as you point out - the narrative layer takes supreme dominance in the final twenty minutes of the game.  It's no coincidence that the mechanical and environmental layers essentially disappear at the end.

So I very much disagree that this is the wrong game to tell this story mechanically, and that the layers fail to interface; the game's layers only appear jarringly at odds because they are supposed to be - at its core, BSI's point is that people are creatures of conflict and choice may seem illusionary until you reject the choices themselves.  Elizabeth is presented with the option of Booker's future - reaction, forever acted upon by external forces - or Comstock's - action, forever acting as an external force upon others.  She chooses door #3  - neither, eliminate and step outside of the choice itself.

Going back to the three layers, Booker IS the gameplay - reactionary, responding to others through force without free will.  You cannot choose to escape it (short of stopping play, in which case Comstock wins and Elizabeth converts to his methods).  Comstock is the environment - we barely see the man, yet he is in everything we see and do, forever pushed in one direction by Comstock's forces, by his city, by the very streets (part of the reason why the game is so linear and indeed, the Emporia section that is much more open-ended is where the narrative/gameplay/environment juxtaposition falls apart the most).  Comstock-as-environment acts upon Booker and to a much lesser extent, Elizabeth, and they respond to it.  Booker has no choice; Elizabeth can exercise agency and change that environment subtlely in some places and more significantly in others.  Meanwhile, the narrative is Elizabeth... the entire game is about her, though it cleverly makes you think that you (Booker) are the protagonist right up until the very end.

Don't get me wrong; BioShock Infinite is far from a perfect game, but it is brilliant, groundbreaking, and revolutionary because of its subtle ambition and the layers upon which the experience is built.  It frustrates and saddens me greatly when I hear people talk about its treatment of class conflict, racism, jingoism, and American exceptionalism because those are surface layers and they are merely minor background set pieces for what the game is actually about - choice.  And maybe that's where I agree with you saying much of the narrative space is fat; those superficial surface themes are a distraction that actually detract from the deeper meaning of the game, and much of the criticism of it - listening to Errant Signal's review, for example, and his harping about how the systemic racism and overeagerness of revolutionaries were reduced to much the same thing drove me nuts, because it so spectacularly misses the point - the game treats these things as fundamentally the same because in the story it is telling, they are; Fitzroy and Comstock share exactly the same methods and concepts concerning the application and ideology of force, and they are BOTH the mirror image of Booker.

At any rate, I don't think "disappointingly vapid" is a turn of phrase that even belongs in the same room as Bioshock Infinite.  Ambitious, yes.  Imperfectly accomplishes its goal, absolutely.  But the people who both sing it's praises as the best game ever and the people who claim it is utterly disappointing and meaningless both miss the point it was trying to make and the supreme effort it took to do what it did manage.  I think it marks an important milestone in gaming as a serious art form, and the fact that people can perform deep analysis of it and love it or hate it speaks to how meaningful it is.

EDIT:  I should perhaps mention that some of the themes concerning the impact of choice are fleshed out more in the DLC.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 12:06:35 am
I don't think we fundamentally disagree at all, but I don't believe the game's execution qualifies it as more than a footnote to the original Bioshock on any level. You're making an argument based on intentionally isolated formal elements but I think the argument falls apart when you actually get into the content of those elements.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 12:14:20 am
If anything I think BSI is a howl of protest against itself: a densely narrative game trying desperately to escape from the plodding overpolish of a AAA shooter and the massive disconnected air-city of its own design process. When the game finally takes over and gets out, removing all the guns and glitz in favor of a completely linear roller coaster, it can find no way to continue to exist as a game, and extinguishes itself not just by ending but through an ending that prevents the story from happening. Elizabeth destroys Booker to break the cycle. Levine dissolves Irrational so he can stop making AAA games.

There's something beautifully and hilariously sad about this game building its core combat mechanic around attaching yourself to a rail while your advanced AI companion grabs interesting things from other worlds and renders them props in a shooting gallery. As if the game's swallowing pieces of what could have been and putting them in the context of what we have.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 12:22:09 am
I don't think we fundamentally disagree at all, but I don't believe the game's execution qualifies it as more than a footnote to the original Bioshock on any level. You're making an argument based on intentionally isolated formal elements but I think the argument falls apart when you actually get into the content of those elements.

Which is interesting, because I thought the original BioShock did some interesting things on the mechanical fronts but the narrative was pretty derivative and the environmental design unexceptional (design, not visuals, the visuals and execution of an underwater city were flawless); conversely, BSI was a bit of a reversion in gameplay, but the environmental design was well-executed (and the illusion of three-dimensional freedom within the confines of Comstock's linear playground was marvelous) and the narrative was a far more interesting construction than in Bioshock (if only because I think it's the only game with RPG elements I've ever played in which the player is not the protagonist).

If anything I think BSI is a howl of protest against itself: a densely narrative game trying desperately to escape from the plodding overpolish of a AAA shooter and the massive disconnected air-city of its own design process. When the game finally takes over and gets out, removing all the guns and glitz in favor of a completely linear roller coaster, it can find no way to continue to exist as a game, and extinguishes itself not just by ending but through an ending that prevents the story from happening. Elizabeth destroys Booker to break the cycle. Levine dissolves Irrational so he can stop making AAA games.

That's certainly poetic =)
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: zookeeper on March 28, 2014, 01:17:49 am
The impression that I've gotten is that the story is disjointed and doesn't really know what it's trying to do half the time. (http://www.shamusyoung.com/twentysidedtale/?p=22587) Also check parts 2 and 3.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Zacam on March 28, 2014, 05:06:18 am
On the topic of Thief:

I liked it, but not nearly as much as I was hoping I would.

It is in part a successor but also a reboot. It can't honestly be a successor to the original games in anything but concept only, to be honest. Even following off of Deadly Shadows. It has individual parts from Dark Project, Metal Age and Deadly Shadows, without some of the contrivances those each had to go through while still having to go through contrivances of its own.

In so far as an -engine- is concerned, I really liked what they did with it. The options for how difficult of a game you want to have? ****ing gorgeous and I want to back-port that to all the previous titles, I really do. The art work and sheer feel and scale of the city? Strikes as good a balance between what the engine can do and what they could accomplish while keeping it in tune. Frankly, replay Thief: Gold (as it is now known) and marvel at just how EMPTY a lot of the city areas are. Deadly Shadows improved upon this as much as they could, but the fog intermission areas really broke up a lot of the areas in ways that the previous games didn't do.

I do sort of wish that this game could have been a new revitalization of the Dark Engine for Modern Systems. In the end, it ultimately suffers the most from something that we'll be seeing a LOT more off as more titles release based on pre-baked Engine Developer Kits like UDK and Crytek, in that there is still only so much wriggle room mechanically speaking and while there is still plenty of room for some artistic creativity in the assets, actually making non-default usable assets in the explicitly acceptable format is a bit more of a constraint than a liberty.

Criticisms for the story/writing I tend to mostly shrug off, especially in terms of 'comprehensive scope to previous titles' because really, none of the other games serve that very well other than that the main character is a thief named Garret for the most part. Each and every one of the previous Thief titles has more than enough "Wait, what?" moments in them that I'd run out of room listing them all. So within the title explicitly, it could maybe have been better, but it's not foaming-at-the-mouth awful either.

For myself, in a "lets arbitrarily assign a numerical representation to a game title" rating, I'd put this at a 7.2 out of 11 (Spinal Tap reference) and I don't regret having bought it and can especially recommend purchase during a discount sale.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: TrashMan on March 28, 2014, 05:31:57 am
All this talk about subtext and meaning and "what the player/watcher/reader is supposed to think" ... is IMHO, pointless.

Any story has to stand on it's own ,and not rely on symbolism or some - very subjective - interpretations or subtexts.

Anyone can find simbolisms or make arguments that X actually means Y. People can find depth in things that don't necessarily have any.
I've some people write similar stuff about Super Mario - some deeper message or subtext is something you can pretty much always find if you look hard enough, and if you apply enough mental gymanstics.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Luis Dias on March 28, 2014, 05:40:18 am
People who don't like or want to engage with subtexts do not need to engage with such kinds of material.

Alas, there are those of us who do like that sort of stuff. Censoring this layer because you don't like it is not sensible, IMHO. There's a lot of other layers that I don't give too much of a damn, but I don't piss condescendingly in their playground as if they are idiots who take their joys too seriously.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: The E on March 28, 2014, 06:00:06 am
Especially in the case of Bioshock Infinite, which is a pretty explicit commentary on games, those who play them and those who make them, discarding the subtextual layer or claiming it is irrelevant is not a particularly useful way of thinking.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 09:14:12 am
Especially in the case of Bioshock Infinite, which is a pretty explicit commentary on games, those who play them and those who make them, discarding the subtextual layer or claiming it is irrelevant is not a particularly useful way of thinking.

Indeed.

As I put it in my Steam review:  Saying Bioshock Infinite is about guns, violence, jingoism, American Exceptionalism, systemic racism, a story about a man trying to save a girl, a game where the violence doesn't fit with the narrative, etc - which are all ideas that people apply to this game - is like saying "Gulliver's Travels" was about a man cast from country to country of strange, non/quasi-human entities.  It misses the point spectacularly.

Some games are about the plot they portray on the surface.  In fact, I'd say most.  Others are about something else - and that, IMHO, is where games, like film and writing, become art unto themselves.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Grizzly on March 28, 2014, 09:23:36 am
Whoa, I really wasn't expecting those interesting views on Bioshock Infinite in this thread. Well done everyone.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: zookeeper on March 28, 2014, 10:28:33 am
As I put it in my Steam review:  Saying Bioshock Infinite is about guns, violence, jingoism, American Exceptionalism, systemic racism, a story about a man trying to save a girl, a game where the violence doesn't fit with the narrative, etc - which are all ideas that people apply to this game - is like saying "Gulliver's Travels" was about a man cast from country to country of strange, non/quasi-human entities.  It misses the point spectacularly.

Some games are about the plot they portray on the surface.  In fact, I'd say most.  Others are about something else - and that, IMHO, is where games, like film and writing, become art unto themselves.

This is approaching off-topic, but since I rarely get the chance, I'll just say that I don't understand what's the point of subtext like that or what about it is that people seem to enjoy. If I watch a movie or play a game then it's about what it depicts, nothing else. It can evoke emotion, I can relate to the characters, I might find it exciting or the ideas interesting, sure, but to say that this or that is "about" some abstract thing almost always comes off as nonsense, to me. I just don't see it, and if someone explains what it's "about" I might see how it's indeed a central element in the story, but that simply doesn't do anything for me.

I can't think of a single example of any fiction which I could with a straight face say I think is about something outside the plot synopsis.

Unsurprisingly, it's way way more common in movies than games; I've seen a whole lot of movies in recent times which I found boring and nonsensical and unable to get anything out of, which were nevertheless praised by critics and said to be exquisite portrayals or poetic dissections of this or that. In games there's the gameplay, and if I don't get the subtext of the story then it doesn't really impact my enjoyment of the game. I'm sure I wouldn't find BI boring and nonsensical because firstly it has gameplay and secondly because it apparently has a surface-level plot in addition to the subtext, but what you said is such a clear example of the kind of alien approach to stories that I couldn't let it pass unremarked.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 10:39:02 am
Being 'about' something is not nearly the same as being successful, though. The Bay Transformers films are extraordinarily dense with subtext, fascinating to read. But like BioShock Infinite I think they're ultimately not very coherent.

I think Infinite mostly doesn't even attempt to be art in any way specific to games. Unlike BioShock 1, it tells a story about choice that could fit well in a movie, a book, a television show. It doesn't much leverage the unique capabilities of its medium. Far from a particular triumph or watermark for the art of game narrative, I think it's actually a bit of a dead end. I think Bastion or Alpha Protocol are both much sharper examples of how games can be written to succeed in a way possible only in games.

And of course, a thousand times of course, BioShock Infinite is about guns, violence, jingoism, American Exceptionalism, so on. Any reading of the game must engage with these themes - as yours has. Your argument is that the game's decision to fumble these themes is intentional, a formal gambit to highlight its real concerns. which is a valid stance, but my reaction on my first playthrough was that this attempt at storytelling through pure formalism ultimately fails. The game cannot flee from so much of its own text in some frenzied search for a way out, a way towards its real concerns, without impoverishing itself. By intentionally deciding to abrogate the principle of self-similarity, by passing up the chance to instantiate its story in its moment-to-moment gameplay mechanics (there are a few exceptions: the looting mechanic is a taunting, almost contemptibly brilliant reminder that you really have no choices and nothing matters), Infinite is basically committing protest suicide. It says: 'there is no way to tell an interesting story using these mechanics! We cannot resolve the trap posited by BioShock 1! Therefore, we will tell a story about the futility of choice and violence, leveraging the very repetitive, reactionary emptiness of our mechanics!'

But it's an aimless, raging suicide, a hateful divorce between writing and design. Infinite says: 'we can't make this fun. So the story will be about how you are a dull sort of monster, who cannot have fun.' And between writing and environment, too: 'None of this matters. We will make a story about fleeing this world for its variants, searching for something better, so that we can make it formally clear how much our failed worldbuilding is holding us back. We will show that all our factions are in fact equivalent. We will make Fitzroy into Comstock and Elizabeth into Fitzroy, the actor of revolutionary violence. In the end Elizabeth will be empowered to destroy the game and the narrative, to undo it all, saying: 'I should have been in a better game. Drown this FPS-man who dragged me down, and drag the level-building apparatus he could otherwise have become.'

I call Infinite vapid because it hates itself, and that hate makes it empty. When it has discarded the meaning of its mechanics (reject this! it cries) and the meaning of its world (this is all the same! Just a theater for empty violence! Go back to BioShock 1, and a game I liked better! Drown the monster that has chased us in the ocean of our past success!) all it has left is a formal web: a string of connections between empty symbols, writer and designer and environment artist, a Lost-like shell game which asks us to be interested because it is complicated, but which says nothing when pulled apart. Well: a formal web, and the player's emotional attachment to Elizabeth.

One of them works. One of them doesn't. Elizabeth is right in the end: she should've been in a better game.

All this I suppose is to say: formal ambition sometimes only enables formal disaster. BioShock is not an attempt to move the genre forward. It's a screaming, vomiting, self-loathing purge of everything that's holding the genre back, a purge so total that it consumes itself and says: I wish I had never been made! I wish I'd been drowned, because everything I could become is terrible and holds you back!


Everyone reads subtext, even you - in much the same way that the eye registers all kinds of detail we don't consciously process. The trick is in learning to recognize it. It's like an artist being trained to pick up on composition or body kinematics: they've always seen it, the information has always been there, but they've never known how to extract it and discuss it.

Trash posted earlier about the pointlessness of subtext in games, and yet he loves subtext! It's one of the things he uses to evaluate his art. I've seen him reject one game and embrace another over literally similar plot points because their subtext was handled differently.

To people interested in subtext, it's often as obvious as the dialog in the script. It's just another kind of information being conveyed.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 10:56:24 am
This is approaching off-topic, but since I rarely get the chance, I'll just say that I don't understand what's the point of subtext like that or what about it is that people seem to enjoy. If I watch a movie or play a game then it's about what it depicts, nothing else. It can evoke emotion, I can relate to the characters, I might find it exciting or the ideas interesting, sure, but to say that this or that is "about" some abstract thing almost always comes off as nonsense, to me. I just don't see it, and if someone explains what it's "about" I might see how it's indeed a central element in the story, but that simply doesn't do anything for me.

To each their own.  But to pick a few examples...

Quote
I can't think of a single example of any fiction which I could with a straight face say I think is about something outside the plot synopsis.

Depends on what you've read.  To pick a few well-known examples though... is Gulliver's Travels (Jonathan Swift) really about visits to lilliputians, Houyhnhnms, etc?  Is Lord of the Flies (William Golding) about a bunch of boys that go feral? How about the I, Robot collection (Isaac Asimov) - is it really just about robots in every day life? The Hitchhiker's Guide to the Galaxy (Douglas Adams) - about Earth being blown up and interstellar travel? I think you'll find that most works of fiction have a lot more to them than their plot synopsis.

Quote
Unsurprisingly, it's way way more common in movies than games; I've seen a whole lot of movies in recent times which I found boring and nonsensical and unable to get anything out of, which were nevertheless praised by critics and said to be exquisite portrayals or poetic dissections of this or that. In games there's the gameplay, and if I don't get the subtext of the story then it doesn't really impact my enjoyment of the game. I'm sure I wouldn't find BI boring and nonsensical because firstly it has gameplay and secondly because it apparently has a surface-level plot in addition to the subtext, but what you said is such a clear example of the kind of alien approach to stories that I couldn't let it pass unremarked.

You should ask the BP team what BP and WiH are about sometime.  Or better, really think about it =)
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 10:58:21 am
BSI is unquestionably about the choice to use force against oppression, and who you become after that choice. But it decides the question is unanswerable, and, in the end, says that while the same pattern of oppression will repeat itself endlessly, everywhere, the only way to stop it is to never permit it to arise in the first place. The oppressed becomes God and God undoes it all.

A big ol' shrug at the subaltern: maybe, in another world...
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: zookeeper on March 28, 2014, 11:17:48 am
To each their own.  But to pick a few examples...

Quote
I can't think of a single example of any fiction which I could with a straight face say I think is about something outside the plot synopsis.

Depends on what you've read.  To pick a few well-known examples though... is Gulliver's Travels (Jonathan Swift) really about visits to lilliputians, Houyhnhnms, etc?  Is Lord of the Flies (William Golding) about a bunch of boys that go feral? How about the I, Robot collection (Isaac Asimov) - is it really just about robots in every day life? The Hitchhiker's Guide to the Galaxy (Douglas Adams) - about Earth being blown up and interstellar travel? I think you'll find that most works of fiction have a lot more to them than their plot synopsis.

I've read very very little, and none of those and no other remarkable classics either that I recall. I of course know what those are about plot-wise and have seen adaptations, but I've never read the books.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 11:30:27 am
I think Infinite mostly doesn't even attempt to be art in any way specific to games. Unlike BioShock 1, it tells a story about choice that could fit well in a movie, a book, a television show. It doesn't much leverage the unique capabilities of its medium. Far from a particular triumph or watermark for the art of game narrative, I think it's actually a bit of a dead end. I think Bastion or Alpha Protocol are both much sharper examples of how games can be written to succeed in a way possible only in games.

Ok, I agree here - to an extent.  Bioshock itself could have been told in a film or book itself as player agency in that game largely had little in the way of consequence; the ending variations were utterly contrived morality points primarily - the game spends most of its time building a critique of objectivism and individualism, and then tops it off with a morality vignette that equates objectivism/individualism bad, and altruism good.  The whol ramming in your face of "short term rewards, long term detriment" vs "short term pain, long term gain" throughout the subtext and its use to critique objectivism and individualism had all the subtlety of a sledgehammer to the face.  Not that I think Bioshock was a bad game or that subtext must be subtle (I mean, I really did enjoy the hell out of the game), but it didn't aspire to do much with its narrative.  Gameplay, sure - Bioshock improved a lot on the things that made System Shock 2 a great game and streamlined many of them, but its narrative and environmental design both fell a little flat.

I think Bioshock Infinite, flawed in execution though it was, was a necessary conclusion to the whole 'Shock' concept of games, which ultimately are about the limited effects of agency in world's beyond our control.  System Shock 2 took aim at the meaning of agency in a world where gods are active and beyond your limited control; Bioshock took aim at agency in a world where man claims to be god; Bioshock Infinite is a commentary on how agency exists where there is no god at all, but rather simple cosmic inevitability.  [And talking about this in general and the way all three titles interact with force and power makes me think Mr. Levine is a fan of Foucault, but I digress.]  BSI spends the entire game illustrating that agency and choice are utterly meaningless in the player's world, and then Elizabeth points out that choices are always possible and meaningful in a way that never even occurred to the player through the entire game.  It's a commentary on linear thinking itself, and the forces that shape it.

Whereas you seem to find that the game hates itself, I think the ending and Elizabeth are actually examples that that is not the case - the point that choice is indeed both meaningful and possible, always, and that any arena that purports otherwise can be wiped away and dismissed as irrelevant.  I don't think that's so much self-loathing as simply an example - the player has just seen a world in which they were led to believe that they were the protagonist, that they had no choices, but what they did was nonetheless meaningful... and Elizabeth simply says no.  So long as you exert no agency, you are irrelevant and unimportant, and I reject you and your experiences outright to the point of their very existence.

Where you find the aspects of the game that seem self-loathing vapid, I find them a fascinating commentary in games themselves - "You have no agency; you are meaningless and irrelevant."  Elizabeth is a reasonably subtle statement to the entire gaming industry, for a game that does not involve the player has no purpose or relevance is unworthy.  And it's bloody marvelous that someone actually demonstrated this in a game that was widely praised... just for all the wrong reasons.

I think BSI is a bold statement that does advance the art form, and exercise in demonstrating to players why lack of agency is unsatisfying, unfulfilling, and ultimately meaningless, and a cry to move games forward as art and not Call of Duty #2437: Ghostly black zombie warfare tactics.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: StarSlayer on March 28, 2014, 11:31:24 am
Huh

Well I must admit I hadn't considered BSI as intentionally built on bad design elements in order to convey a beyond the 4th wall message.  I had just finished DE:HR and was miffed that all player choice was taken away and I was railroaded into senseless violence.  I felt completely unmotivated in most cases to kill any of the opponents and felt it was a chore I had to trudge through to progress the story.  I suppose I appreciate what they where trying to do given the context MP and GB provided, but from a pure enjoyment perspective I still would have preferred player agency and a better gameplay vehicle for the story.

Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Ghostavo on March 28, 2014, 11:33:19 am
To each their own.  But to pick a few examples...

Quote
I can't think of a single example of any fiction which I could with a straight face say I think is about something outside the plot synopsis.

Depends on what you've read.  To pick a few well-known examples though... is Gulliver's Travels (Jonathan Swift) really about visits to lilliputians, Houyhnhnms, etc?  Is Lord of the Flies (William Golding) about a bunch of boys that go feral? How about the I, Robot collection (Isaac Asimov) - is it really just about robots in every day life? The Hitchhiker's Guide to the Galaxy (Douglas Adams) - about Earth being blown up and interstellar travel? I think you'll find that most works of fiction have a lot more to them than their plot synopsis.

I've read very very little, and none of those and no other remarkable classics either that I recall. I of course know what those are about plot-wise and have seen adaptations, but I've never read the books.

This may or may not be in your interest. (https://www.youtube.com/watch?v=JQJA5YjvHDU)
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 11:36:48 am
I think BSI is a bold statement that does advance the art form, and exercise in demonstrating to players why lack of agency is unsatisfying, unfulfilling, and ultimately meaningless, and a cry to move games forward as art and not Call of Duty #2437: Ghostly black zombie warfare tactics.

There's a little irony here because (WHOA GET READY IT'S ON OHHHHHHHHHH ****) Call of Duty: Black Ops 2 was a better story about violence and agency than BioShock Infinite. It's super subversive.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 11:37:42 am
Huh

Well I must admit I hadn't considered BSI as intentionally built on bad design elements in order to convey a beyond the 4th wall message.  I had just finished DE:HR and was miffed that all player choice was taken away and I was railroaded into senseless violence.  I felt completely unmotivated in most cases to kill any of the opponents and felt it was a chore I had to trudge through to progress the story.  I suppose I appreciate what they where trying to do given the context MP and GB provided, but from a pure enjoyment perspective I still would have preferred player agency and a better gameplay vehicle for the story.

Given that it's Elizabeth's story and the player is merely a force in the world that shapes her agency (you have none), and your force is essential to her exercise of agency, that wouldn't be possible.

Now, had the game played as Elizabeth herself and Booker been the AI companion, that's a whole different kettle of fish.  Frankly, it would have been a much bolder exercise and a much more fulfilling one in terms of both narrative and subtext, too... but it wouldn't have gotten through the AAA gaming exercise.  And that, I suspect, is why BSI goes the way it does - it cannot acceptably be what it should have been, and so it critiques that very notion and still caps off the 'Shock' experience.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 11:39:11 am
I think BSI is a bold statement that does advance the art form, and exercise in demonstrating to players why lack of agency is unsatisfying, unfulfilling, and ultimately meaningless, and a cry to move games forward as art and not Call of Duty #2437: Ghostly black zombie warfare tactics.

There's a little irony here because (WHOA GET READY IT'S ON OHHHHHHHHHH ****) Call of Duty: Black Ops 2 was a better story about violence and agency than BioShock Infinite. It's super subversive.

To be fair, I have avoided the entire Heavy Call of Battlefield genre since, ohhh, BF1942 and its expansions.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 11:39:54 am
Also yes, every part of BioShock 1 after 'would you kindly' is basically dead waste - but before that it's a story that only works in games. The fundamental power of BS1 lies in the implied ability to do whatever you please combined with the textual/formal assonance of the 'but would you kindly' design reality/control phrase.

I think BSI is a bold statement that does advance the art form, and exercise in demonstrating to players why lack of agency is unsatisfying, unfulfilling, and ultimately meaningless, and a cry to move games forward as art and not Call of Duty #2437: Ghostly black zombie warfare tactics.

There's a little irony here because (WHOA GET READY IT'S ON OHHHHHHHHHH ****) Call of Duty: Black Ops 2 was a better story about violence and agency than BioShock Infinite. It's super subversive.

To be fair, I have avoided the entire Heavy Call of Battlefield genre since, ohhh, BF1942 and its expansions.

Reasonably so, of them all I think only Call of Duty 4 and Call of Duty Black Ops 2 say anything interesting. They're very interesting, though.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 11:49:30 am
Also yes, every part of BioShock 1 after 'would you kindly' is basically dead waste - but before that it's a story that only works in games. The fundamental power of BS1 lies in the implied ability to do whatever you please combined with the textual/formal assonance of the 'but would you kindly' design reality/control phrase.

Yeah, I guess that's a fair point.

It's somewhat ironic that the game that is Bioshock was so much greater than its narrative/subtextual conclusion, while the narrative/subtextual conclusion of BSI is so much greater than the game itself.

Like I mentioned above - had BSI instead inserted the player as Elizabeth with all her existing mechanics (and a few more - the ability to regularly jump between world at will, for one) and Booker was your AI companion, it would have been utterly brilliant, perhaps then deserving of the praise it has gotten as one of the greatest games every made.  As it stands, the difference between that potential and what we got is the difference between the potential of democracy and how it works in practice.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 11:52:57 am
Right: playing as Elizabeth is clearly the game BSI wants to be, but it's an unreachable dream within the constraints of the game's development and target market.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 11:55:21 am
Right: playing as Elizabeth is clearly the game BSI wants to be, but it's an unreachable dream within the constraints of the game's development and target market.

So, have you tried the Burial at Sea DLCs? =)  I'm only about 20 mins into the second, but so far, so good...
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 12:01:13 pm
I read up on them, but (fittingly, perhaps) you're playing as a fairly Bookerized Elizabeth, without most of her agency. It's still a better game, though, as the RPS review seems to argue: more stealth, more environmental context.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 12:08:03 pm
I read up on them, but (fittingly, perhaps) you're playing as a fairly Bookerized Elizabeth, without most of her agency. It's still a better game, though, as the RPS review seems to argue: more stealth, more environmental context.

I'm reserving judgement until I've finished it off.  The first one is basically Act I of a three-act play and can't really be judged in its own merits, but it did continue the theme of Elizabeth's story and agency with Booker being a mere vehicle of force, and the transition from force to agent at the start of the second part is actually pretty-well executed.  We'll see how it goes from here.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: StarSlayer on March 28, 2014, 12:19:03 pm

Given that it's Elizabeth's story and the player is merely a force in the world that shapes her agency (you have none), and your force is essential to her exercise of agency, that wouldn't be possible.

Now, had the game played as Elizabeth herself and Booker been the AI companion, that's a whole different kettle of fish.  Frankly, it would have been a much bolder exercise and a much more fulfilling one in terms of both narrative and subtext, too... but it wouldn't have gotten through the AAA gaming exercise.  And that, I suspect, is why BSI goes the way it does - it cannot acceptably be what it should have been, and so it critiques that very notion and still caps off the 'Shock' experience.

For me I got the impression from the story elements that Booker, while not a stranger violence, didn't exactly revel in it and had remorse for when he had to kill in the past.  However, in terms of gameplay I felt like I had parachuted into LA on April 29, 1992 and decided to murder anything that walked or crawled like a complete psychopath.  Given my mission objectives and my understanding of the character I found it all needlessly excessive and tiresome.  I think Booker could still have fulfilled his role as merely a force shaping Elisabeth's Agency just as easily by having to commit a few meaningful killings over the course of fleeing the Columbia as opposed to being a one man SS Einsatzgruppen.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: Scotty on March 28, 2014, 01:38:58 pm
I think Booker could still have fulfilled his role as merely a force shaping Elisabeth's Agency just as easily by having to commit a few meaningful killings over the course of fleeing the Columbia as opposed to being a one man SS Einsatzgruppen.

And then it gets really ironic because you're arguing for agency in your lack of agency.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: StarSlayer on March 28, 2014, 01:52:45 pm
Perhaps I wasn't clear in my last statement that I wouldn't mind if the lack of agency if the character's actions made sense within the context of the story.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: MP-Ryan on March 28, 2014, 02:37:24 pm
Perhaps I wasn't clear in my last statement that I wouldn't mind if the lack of agency if the character's actions made sense within the context of the story.

You're NOT wrong; I found myself (on my second playthrough) thinking the same objectives could have been accomplished much better if the combat was less frequent, involved fewer people, and was more lethal (i.e. no bullet sponges).

Had the player been railroaded among crowds of ordinary folk and injustice for the majority of the game, interspersed with elements of combat when a small group of highly lethal Comstock goons drops on you, I think the game would have made its point better and avoided the legitimate complaints about the ridiculous level of violence.  The Battleship Bay level was done exceptionally well in this regard, and it's unfortunate that the game didn't utilize that formula throughout.  The violence level begins to make more sense once you get stuck in the civil war aspects, but the sheer body count Booker racks up is nuts.  Had they moved to more of a one-shot one kill model where vigors were used to avoid fire or overwhelm opponents before they could lay into you, it would have ramped both the difficulty (let's face it, 1999 Mode wasn't hard) and the meaning.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: General Battuta on March 28, 2014, 03:10:47 pm
Yes, early builds of the game had a bigger focus on social stealth/social threat in which mobs would sometimes turn on you or your focus would have to remain mostly on evading and escaping.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: StarSlayer on March 28, 2014, 03:19:08 pm
Throw Crows at the problem and run

(http://24.media.tumblr.com/tumblr_lzxpmz6ecu1r9h4heo1_500.jpg)
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: NGTM-1R on March 28, 2014, 09:29:38 pm
Well I must admit I hadn't considered BSI as intentionally built on bad design elements in order to convey a beyond the 4th wall message.

I tend to side with Batts on this, though on simpler grounds. No matter what message you try to convey via poor workmanship, it's still shoddy. Poe's Law has destroyed the concept of bad for a purpose for me, not because the failures get better, but because the efforts to be bad in the service of a goal get worse.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: MP-Ryan on March 30, 2014, 05:05:07 pm
Whelp, while the Burial at Sea Episodes connected the story back to Bioshock and filled in some plot holes, in general the DLCs proved a pretty unsatisfying/bittersweet conclusion to the Bioshcok / Bioshock Infinite story/universe.  If anything, they are a bit of a reminder of "what could have been" as they introduced stealth gameplay that would have allowed the player to avoid the utter bloodbath in BSI.  I kept waiting for Elizabeth to become Elizabeth again... and it didn't happen.

If you haven't bought them and were thinking about it, my advice is a YouTube LP if you're curious and skip entirely if you aren't.
Title: Re: Sounds like the new Thief reboot is pretty much crap
Post by: TrashMan on April 01, 2014, 05:41:14 am
People who don't like or want to engage with subtexts do not need to engage with such kinds of material.

Alas, there are those of us who do like that sort of stuff. Censoring this layer because you don't like it is not sensible, IMHO. There's a lot of other layers that I don't give too much of a damn, but I don't piss condescendingly in their playground as if they are idiots who take their joys too seriously.

I'm not censoring anything.

I'm just saying that just because you see some dots and connect them, and get an image, doesn't mean that image was planned or that it even is the image you're supposed to see.

I can write an essay on why Super Mario is really a story about a struggle against socialist tyranny, but doesn't mean it was made as such.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: The E on April 01, 2014, 06:01:13 am
I'm just saying that just because you see some dots and connect them, and get an image, doesn't mean that image was planned or that it even is the image you're supposed to see.

Any sufficiently well-written text will be able to support multiple meanings. However, claiming that no reading is valid because they all might be is stupid. Your stance, which is depressingly common among those who see gaming as only a way to pass a few hours, is one of the big things that makes video game criticism as bad as it is, both on the professional and amateur level.
Without accepting that games can mean something beyond the superficial level, games can not evolve. Luckily, the current crop of game designers understands this.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: zookeeper on April 01, 2014, 07:32:31 am
I'm just saying that just because you see some dots and connect them, and get an image, doesn't mean that image was planned or that it even is the image you're supposed to see.

Any sufficiently well-written text will be able to support multiple meanings. However, claiming that no reading is valid because they all might be is stupid. Your stance, which is depressingly common among those who see gaming as only a way to pass a few hours, is one of the big things that makes video game criticism as bad as it is, both on the professional and amateur level.
Without accepting that games can mean something beyond the superficial level, games can not evolve. Luckily, the current crop of game designers understands this.

But he wasn't even talking about games only. And what he seems to be saying is merely that no reading can be correct or incorrect because you can read what you want into whatever you want (within reason, if you prefer), and you can never be sure what the subtextual meaning was truly supposed to be unless the author tells you, making discussion of subtext fairly pointless in the sense that you can never reach a conclusion.

Personally, I find it sounds somewhat similar to trying to explain why a joke is funny; to me, the point of it all falls apart the moment you start to dissect it. If I don't find a joke funny, then breaking it down and analyzing it isn't going to help any, and similarly if a story doesn't spontaneously evoke some thoughts in me then it's too late and no amount of analyzing the subtextual cues is going to make it happen. Sure, you can analyze jokes and subtext if that's what you enjoy, but to me it seems like it has very little to do with the actual point of jokes or subtext... assuming that the point of subtext is to evoke certain thoughts, but as I said I wouldn't know.

Anyway, what would you say is the meaning/utility/rationale for subtextual meaning? What is it about it that makes a work containing profound subtext better, more enjoyable, more memorable or have a greater impact than a work which doesn't?
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: StarSlayer on April 01, 2014, 08:02:47 am
Moby Dick was about hunting a Whale.

Spec Ops the Line was just about 3rd Person Shooting in Dubai.

Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: The E on April 01, 2014, 08:07:42 am
Good subtext, for me, is what separates the SimCitys and the FarmVilles. It's what makes Spec Ops: The Line work, and the Battlefield single player campaigns (to take one example) fall flat.
For me, a good mechanics-driven game is a piece of beauty, the hours I sunk into Tetris and 2048 attest to that. But, at the end of the day, these games only reward you based on simple, mechanical terms. You either grasp their mechanics and find out how to manipulate them well, or you don't. They do not invite discussions about us as gamers, they do not offer points of self-reflection or points of contention that we can debate over.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Phantom Hoover on April 01, 2014, 09:23:19 am
Disagree, mechanics can carry meaning all by themselves.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: The E on April 01, 2014, 09:33:40 am
All I can say is that no game that fit into that category comes to my mind. Can you give an example?

I mean, I'm having a rather hard time seeing the subtextual content of the examples I gave above, or games of a similar sort.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Luis Dias on April 01, 2014, 09:45:14 am
I'm just saying that just because you see some dots and connect them, and get an image, doesn't mean that image was planned or that it even is the image you're supposed to see.

This is not helpful, either you are going to say what exact analysis falls short of the evidence provided or you are not, handwaving how "people see stuff doesn't mean it's there" trivialities doesn't make my mind go anywhere else. Subtext readings are possible, and sometimes they do work, make you think, ponder, etc. and that by itself can become useful, irrespectively of them being "true" regarding original intentions or not (sometimes these things happen by accident, etc.). Sometimes we read too much into stuff, but I think it is possible to be quite rigorous to what is a good inference from more wild speculations.

Quote
I can write an essay on why Super Mario is really a story about a struggle against socialist tyranny, but doesn't mean it was made as such.

While it does not matter if it was "made as such", I don't really think you can write such an essay and convince me of it. Meanwhile I did one analysis about Freespace2 and I think it was convincing.

e:

All I can say is that no game that fit into that category comes to my mind. Can you give an example?

I mean, I'm having a rather hard time seeing the subtextual content of the examples I gave above, or games of a similar sort.

Luckily for you, Errant Signal has just uploaded a video precisely about what game mechanics conveys with one big example: Assassin's Creed!

Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 01, 2014, 10:01:22 am
The author's intentions don't dictate what subtext a work contains. What matters is what readings the text itself can support.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Ghostavo on April 01, 2014, 10:18:03 am
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: MP-Ryan on April 01, 2014, 03:36:45 pm
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: The E on April 01, 2014, 03:56:51 pm
All I can say is that no game that fit into that category comes to my mind. Can you give an example?

I mean, I'm having a rather hard time seeing the subtextual content of the examples I gave above, or games of a similar sort.

Luckily for you, Errant Signal has just uploaded a video precisely about what game mechanics conveys with one big example: Assassin's Creed!

Which I would not rate as a purely mechanics-driven game. Look at the examples I gave to define that category for the purposes of my argument: Tetris. 2048. These are not games that tell stories; Assassin's Creed however very definitely is.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: StarSlayer on April 01, 2014, 04:02:10 pm
I write Homeric epics about Minesweeper.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Lepanto on April 01, 2014, 04:24:34 pm
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.

I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Hades on April 01, 2014, 04:40:09 pm
All I can say is that no game that fit into that category comes to my mind. Can you give an example?

I mean, I'm having a rather hard time seeing the subtextual content of the examples I gave above, or games of a similar sort.

Luckily for you, Errant Signal has just uploaded a video precisely about what game mechanics conveys with one big example: Assassin's Creed!

Which I would not rate as a purely mechanics-driven game. Look at the examples I gave to define that category for the purposes of my argument: Tetris. 2048. These are not games that tell stories; Assassin's Creed however very definitely is.
Yes, but Phantom wasn't limiting his criteria to 'purely mechanics-driven', he simply said that mechanics can carry meaning, which doesn't preclude said games from having stories. Luis' link showed this.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: MP-Ryan on April 01, 2014, 04:43:04 pm
I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.

If there is one thing human beings excel at, it's self-deception or distorted self-awareness... and authors, due to a combination of things that are no fault of their own, are startlingly prone to it.  Writing is one of those things that tends to reveal a great deal that the author may not have actually intended.

For example:  Sir Arthur Conan Doyle certainly never intended his work to be a critique of the way science has been used to support injustice and regressive social policy, yet 84 years after his death there is little question that it does provide that very critique.  He is notorious for quoting the 'science' of the day (phrenology being one example) as valid, and then writing plotlines that ultimately end up running counter to it.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: swashmebuckle on April 01, 2014, 04:53:50 pm
I think what frustrates a lot of people is that once you engage with an analysis/critique of a work, it is natural to then treat that analysis in the same way that you are treating the original work (meaning you have to analyze the analysis, determine who the critic is, discover the underlying motivations for their critique, etc).

This can easily devolve into kind of a petty struggle/circle jerk for meta authority, but mostly I think people find it disturbing because it ultimately results in you (the original consumer) analyzing yourself. That can get pretty awkward.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 01, 2014, 04:59:49 pm
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.

I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.

Why shouldn't they be able to? I'm speaking here as someone firmly in the author camp.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: NGTM-1R on April 01, 2014, 05:57:23 pm
I write Homeric epics about Minesweeper.

Sunglasses. Look it up.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Lepanto on April 01, 2014, 06:25:50 pm
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.

I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.

Why shouldn't they be able to? I'm speaking here as someone firmly in the author camp.

I'm not denying that authors might have written some works under certain subconscious influences, or made certain logical/writing errors which crippled their works' intended messages, which they were not conscious of while writing. I suppose I also won't deny that some later literary critics might discover those influences or errors, and therefore be able to undermine the coherence of the work's thematic argument, or relate the events of the work to historical or contemporary circumstances in a way which the original writer did not intend. If the author's attempt to promote theme X was flawed/hypocritical/incoherent, then it is more academically valid to point out that their argument was flawed because they missed point Y/contradicted their own theme with event Z (not to start a debate on this, but, say, any modern JRPG/anime where the protagonists achieve their goals through constant use of violence, even though the work itself narratively promotes a message of peace and understanding.) Such a less-ambitious attempt to prove that a work has failed at conveying its intended message, or can be viewed differently in regards to contemporary events, is (while not always accurate) easier to academically substantiate and constructively debate than a statement that a work was really saying something else entirely.

What I do object to, though, is the death-of-the-author idea; that later critics' own subtextual interpretations of a particular work are as valid, or even more valid, than the theme/themes which the writer themselves was trying to convey in the work. Given a sufficiently complex work of fiction, any particular critic can form numerous different personal "subtextual" interpretations of it, inevitably derived from their own preconceptions and biases. Without a highly specific and objective standard for literary analysis (something which the modern academic community certainly does not try to establish), it is difficult for any one critic to prove that their own analysis is more or less accurate than the analysis of any other critic working in the same milieu of subtextual criticism; hence, discussion of subtext will likely descend into unresolvable arguments like this thread's debate over the meaning and artistic integrity of Bioshock Infinite. When literary discussion has left the common ground of the work's plain text behind in a search for subtext, all debaters involved will be forced to fall back on "subtextual" connections which only they and like-minded individuals can see, and academic consensus becomes impossible. If one critic says that Shakespeare's Tempest is really about, say, colonialism, even if Shakespeare probably never intended to write anything of that sort, then they will find it difficult to convincingly refute someone who says that it's really about, oh, feminism. Hence, modern subtextual analyses are only "true/accurate/meaningful" to their own proponents, so the whole field of subtextual criticism is decidedly solipsist and impermanent. Such broad subtextual interpretations are merely one individual or group's attempt to derive their own meaning from a particular work of fiction, and cannot be said to be the meaning of that particular work of fiction, especially if the author was trying to say something else entirely in their work.

If you are quite willing to give people a wide range of subtextual latitude in interpreting your own writing, I'll respect that. However, I, for one, can say that I'd be irritated if I wrote a story that was plainly about (say) the nature of justice and personal relationships, as I took pains to thematically convey through the writing and gameplay, and some literary critic then came along and said that, "no, it's REALLY about supply-side economics, and my opinion is as valid or more valid than yours is, even though you wrote it and say that it's about justice and personal relationships, even though you can plainly back that up from the text."

---
I understand that subtextual interpretation is popular on the internet, and criticism of subtextual interpretation less so, but I thought I'd share my $.02 here.  :)
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 01, 2014, 06:54:37 pm
Why should the argument be resolvable, though? Why demand specific, objective criteria, or call for some interpretations to falsify or dominate others? This isn't science; falsifiability isn't a driving criterion. This is art, and art exists in the relationship between the text and the reader. Even the author becomes a reader once the work is complete.

You talk about criticism leaving the work behind, yet criticism does the opposite: it establishes the text as the only necessary common ground. I don't think criticism is about finding answers and reducing a work to a correct interpretation with a consensus behind it. It's about enriching art with connections and relationships that might otherwise go missed - as in the case of the BSI discussion, where we connected the game's formal ambitions to its mechanical shortcomings and talked about whether that connection worked well for the narrative. Nobody has to win and be correct. The conversation is what's important.

If your text supports a reading about supply-side economics in addition to a reading about justice and personal relationships, what of it? Is your reading diminished by the existence of another? What if (and here is the great value of criticism!) you have been raised in a society that (say, for the sake of argument) adores supply-side economics, to such an extent that you have absorbed that ideology and aren't even aware of how it influences your writing: in much the same way that an author from the 50s might describe a man and a woman reacting to danger without thinking about why she chose those particular reactions.

LeGuin wrote The Left Hand of Darkness, one of the great works of science fiction, to challenge the way her community talked about gender. Yet her work was in turn challenged by later critics, who pointed out the way in which it contained subtle undercurrents of the very essentialism she wanted to attack. With distance - both temporal and cultural - and critical discourse, she was able to return to it, see what she had missed, and improve it.

And here, the meta-argument I so adore: one of my great difficulties in accepting criticism, as a trained scientist, came in setting aside my insistence that competing theories must be falsifiable and mutually exclusive. The ideology of scientific reasoning was so overwhelming that I couldn't even see my way out of it until a (scorchingly brilliant and gorgeous :swoon:) grad student in lit theory showed me the way. Literary criticism is about close reading in order to find support for a hypothesis - in many ways the antithesis of the scientific process! It is intentionally selective. But it works wonderfully, it benefits from its multiple competing schools, because it is able to really think about fiction from a number of angles, creating distance and parallax the individual author or reader usually lack.

I always think about subtext when I'm writing, and I make choices in my writing to defeat certain readings or enhance others. Yet, in turn, I am constantly surprised and delighted (or alarmed) by what others read in my work - and I am often unable to deny that what they see is an invisible truth I have encoded in the text without ever being aware of it.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Mongoose on April 01, 2014, 08:09:40 pm
I can certainly appreciate exploring subtexts that the author may not have originally intended, and seeing how they affect perceptions of the work as a whole, but overall I think I side with Lepanto: speaking personally, I find it far more interesting to examine what the author's original intents were for their work, whether they were well-executed or not, than to read another take on them.  I guess I'm not willing to separate myself from the scientific method in my approach to art: alternative explanations might be somewhat interesting, but at the end of the day I want to look at the (for lack of a better term) hard evidence take on the story more than anything else.  I'm always frustrated when you have a creator who, when asked about the meaning of something, states something like, "Well, what did you make of it?"  Yes, I know what I made of it, but I want to know what  YOU did while you were writing it...that's why I'm asking the damn question in the first place.

I'm reminded of this one elective course I took in college, which involved studying three classic tragedies: Oedipus Rex, Antigone, and Hamlet.  Particularly in the case of the latter, which the professor had actually written a book about, I remember going over all of the notes he had compiled on the subtext behind various scenes and just thinking to myself, "...you know, Shakespeare was a genius, but there's no way he incorporated even a TENTH of this intentionally."  At that point it felt like I was reading my professor's work more than Shakespeare's, and I honestly didn't see any real purpose in doing so.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 01, 2014, 08:40:02 pm
Why does it matter what Shakespeare did intentionally? What if he made something brilliant by accident? What if he were pleased and delighted to see such careful attention being paid to his work? Put differently: what do the intentions of Zero Dark Thirty's director have to do with whether the film ends up as pro or anti-American? Nothing, except what is actually written into the film's text.

As an author I will answer that question (what were you thinking?), but only with great care to position myself as just another reader, because often the interpretations readers provide are brilliant, and if mine were given primacy, their ability to generate and present those interpretations might be confined or endangered. It's like when people ask questions about Blue Planet - 'what does this mean?' Well, the team always answers, let's see what the text says! Oh, there's nothing? What do you think?

You are doing this CONSTANTLY. You always generate a reading of a work while you experience it. Criticism is just about being conscious of that reading, and learning how to maneuver it into different places.

And awareness of subtext and criticism will make your writing better.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 01, 2014, 08:44:34 pm
Calling the author's dicta about the meaning of a word scientific also misses the vital point that the author does not completely understand what the work means. Like a sailor trying to chart an ocean's shore while drowning in a maelstrom, the author is too close to the work and to their social context to get a good survey.

e: SUBTEXT YO there's a genuinely pretty good scene in Star Wars Episode III Revenge of the Seth wherein Palpatine talks to Anakin about a legendary Seth who could create life. In the background, space dancers at a future zero-G space opera swim in and out of a gigantic egg-like sphere, trailing their robes like tiny sperm. Does it matter whether this was done on purpose? Not from a Jedi.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: NGTM-1R on April 01, 2014, 11:39:56 pm
I find it far more interesting to examine what the author's original intents were for their work,

There's an assumption here that the author had specific things they were trying to say, which they might, but  this rejects several approaches to storytelling. We're not all Upton Sinclair writing The Jungle and trying to say something. Sometimes you want to work a plot. Sometimes you have characters you want to play out. Sometimes you have a world you want to explore. Sometimes you just sit down and the stuff appears and you're not entirely sure where it came from or why.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: CommanderDJ on April 01, 2014, 11:54:13 pm
Calling the author's dicta about the meaning of a word scientific also misses the vital point that the author does not completely understand what the work means. Like a sailor trying to chart an ocean's shore while drowning in a maelstrom, the author is too close to the work and to their social context to get a good survey.

e: SUBTEXT YO there's a genuinely pretty good scene in Star Wars Episode III Revenge of the Seth wherein Palpatine talks to Anakin about a legendary Seth who could create life. In the background, space dancers at a future zero-G space opera swim in and out of a gigantic egg-like sphere, trailing their robes like tiny sperm. Does it matter whether this was done on purpose? Not from a Jedi.

Oh wow, that's actually pretty cool. I never noticed that but as soon as I read it I remembered the scene in my head. It makes so much sense!
On the more general topic, I've always held that it's great to get various interpretations of a work discussed, even when they may not have been intended. For example, I once wrote about 4000 words on the meaning of a song that interpreted little details like the fact that there was a cough at the beginning of the track, and everyone I told about my opinion was all like "I get where you're coming from, but I don't think that's what the song intends." I totally agree that the band who wrote the song probably didn't intend it to come off how I interpreted it, but the song's meaning . But then songs are a different medium again from what we're talking about.

Also, it's "Sith".
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 02, 2014, 12:33:47 am
No they're Seth Lords
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: swashmebuckle on April 02, 2014, 01:20:47 am
No they're Seth Lords
AHA my keenly refined subtextual sonar has identified the author's delusions of grandeur

the day is mine
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: An4ximandros on April 02, 2014, 01:32:36 am
So basically. From that point of view (From what I understand), an author's writings are nothing more than the keys to your own imagination. What you see on the road trip you decided to take across Seth-Dickinson side is yours to interpret as you wish?
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: swashmebuckle on April 02, 2014, 02:49:10 am
So basically. From that point of view (From what I understand), an author's writings are nothing more than the keys to your own imagination. What you see on the road trip you decided to take across Seth-Dickinson side is yours to interpret as you wish?
Seth Lord -> Procreation Ballet -> Seduced by "the dark side"

Dick-in-son -> NOOOOOOOOOOOOO

Conclusion -> Vader is a homophobe

Subtext 8=====> Intention
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Luis Dias on April 02, 2014, 04:51:06 am
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.

I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.

The relevant expression here is "true meaning". There is no such thing as "true meaning". It's a relic from absolutism and objectivism. Leave it alone and it all comes together and start make sense!


e: Having read Battuta's take on it, I should just go ahead and endorse everything he says, I agree with it absolutely!! (ar ar ar)
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Lepanto on April 02, 2014, 10:03:30 am
Death of the Author (http://en.wikipedia.org/wiki/Death_of_the_Author) basically then?

Not entirely.  The biographical and contextual information about an author is important; its their intentions that are less so.  Subtext has a lot to do with who an author is, but not what they say it means (because what they say it means and what the combination of the text and the author's context reveal are often two very different things)  Tolkien insisted to his dying day that The Lord of the Rings was not meant to be in any way allegorical to the Great War and Second World War and their toll and losses incurred, yet arguments are routinely and quit successfully made that the books are indeed allegorical in practice, and that has much to do with Tolkien's personal life experiences.

I'm skeptical that literary critics writing after the fact, viewing an author's work through their own attitudes and biases, can determine the true meaning of an author's work more accurately than the author themselves can.

The relevant expression here is "true meaning". There is no such thing as "true meaning". It's a relic from absolutism and objectivism. Leave it alone and it all comes together and start make sense!

Here is the crux of the whole debate, I believe. If one believes that philosophical truth is relative/unknowable/solipsistic, then it's easy to believe that a work of fiction's only message is whatever you, personally, read into it. For someone (like myself) who believes in objective philosophical truth, it's easier to accept that a work has a specific message which it is trying to convey, which can then be grappled with on its own merits. The two worldviews are simply irreconcilable, lacking much in the way of common ground to hold a true discussion over.

Hence, I propose that, as neither side is really likely to convince the other to switch sides on a core philosophical question, that this debate over literalism/subtextualism will probably not be resolved.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: General Battuta on April 02, 2014, 10:08:20 am
Even if you believe in some kind of objective philosophical truth (a position I think you will find hard to sustain even in the face of some of the examples posted right in this thread), who decides what that truth is? Clearly not the author, because it's trivial to pick texts that convey a message the author never intended but which is nonetheless true. So who?

'I believe in objective philosophical truth' still doesn't privilege authorial intent.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: Luis Dias on April 02, 2014, 11:06:32 am
Yes that's also a great point. We could dismiss the whole relativism / absolutism shebang and still manage the conversation the same way. After all, the point is that no one really holds the key to this absolute truth in terms of artistic reading and so on. At least, I am not at all convinced anyone has found a manner to do such a thing in a way comparable to, say, Physics. Thus, a reading of a work made in the seventeenth century will be different in the eighteenth, the nineteenth, the twentieth, the places, the people involved, their culture and the things they can intellectually bring to the text that are not quite there, but are influential on their reading.

Alas, this "meaning" that is not on the text but is "implied" is obviously extremely problematic but nevertheless unavoidable. Most texts are unreadable without this Con-text, and this context is the whole culture, previous books, knowledge, philosophy, etc.,etc. that the reader brings to the moment when he's "reading" (or playing or watching or whatever). It is problematic precisely because it is not on the text, but it is somewhere in "the air". Many books cannot be read in the same manner if you know Darwinism theory or if you don't. They just can't. And the ways we ought to disentangle these differences in an "objective" way (at least in a scientific manner) are so out of proportion in terms of the variables you'd have to control that such attempts at "objectivity" are laughable from the get go.

This thing about the Text bringing "subjective" reading is precisely because people will create their own very particular connections in their own brain while reading a piece of art. Some of those might be trivial and boring. Perhaps the big majority of them. But there are some that might not be so trivial, and those might be intended by the original author or might not. They might, as I had said previously, be the result of an accident. Some might be stronger than the original author intended. Some might be controversial (people won't agree, period), some might be consensual (obvious to everyone, etc.). But they will hardly ever become "objective" in that ultimate, absolute sense.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: redsniper on April 02, 2014, 11:34:39 am
So basically. From that point of view (From what I understand), an author's writings are nothing more than the keys to your own imagination. What you see on the road trip you decided to take across Seth-Dickinson side is yours to interpret as you wish?
Seth Lord -> Procreation Ballet -> Seduced by "the dark side"

Dick-in-son -> NOOOOOOOOOOOOO

Conclusion -> Vader is a homophobe

Subtext 8=====> Intention
Subtext 8=====> Intention
8=====>

I read this text as being an expression of the author's insecurity with his [REDACTED] deformity.
Title: Re: Thief reboot / Bioshock Infinite - game theory =)
Post by: swashmebuckle on April 02, 2014, 03:53:22 pm
8=====>

I read this text as being an expression of the author's insecurity with his [REDACTED] deformity.
Some critics who I won't mention by name see [REDACTED] everywhere but SOMETIMES IT'S JUST A CIGAR GET OUT OF MY HEAD