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Off-Topic Discussion => Gaming Discussion => Topic started by: The E on March 30, 2013, 06:03:19 pm

Title: Bioshock Infinite: The Princess is in this Castle
Post by: The E on March 30, 2013, 06:03:19 pm
So, I got this game as part of the current AMD promotion. Finished it today. Without going into Spoilers, I am gonna go ahead and say that, while BSI may not be the best game I have ever played, it certainly is one of the best stories in games today. It's a rather astoundingly meta narrative that unfolds here, and while I would have hoped and even expected the political undertones of the first few hours to carry through to the end (like the extended critique of Objectivism in the first Bioshock), I am rather pleased with the way the story actually played out.

Standout features of the game are certainly Elizabeth, who could have been the center of an escort mission from hell, but never goes that far (that the game goes to extraordinary lengths to tell you that yes, Liz can take care of herself is an interesting commentary on the state of companion AI in other games). Her interactions with Booker and the World are well written, and her combat role as scavenger and turret-summoning machine make her a welcome addition to the gameplay.

Speaking of the world, Columbia is one of the great gaming venues, a place that is so masterfully crafted and brimming with details that it's this generations' City 17. A great deal of worldbuilding is communicated through it, especially in the game's first few hours.

There are few things I can find to criticize here, one thing that stood out though was an unfortunate consequence of the semi-scripted behaviour of Elizabeth. See, when you're just exploring the area, she will occasionally throw you a coin she's found, or point out Lockpicks etc lying around. So far, so good. However, bad things can happen if one of those triggers hit right after certain emotionally charged moments, all of a sudden Elizabeth drops down deep into the uncanny valley, and I feel that this is something that could have been caught during development.


Still, BSI is certainly one of the best games I have played so far, and I highly recommend getting it. Just do yourself a favour and avoid spoilers, because seriously. This game should be allowed to play out its beats without a nosy player reading ahead and being not surprised at the whole thing. Trust me on this.

EDIT: Oh, feel free to discuss the story etc here. Just remember that spoiler tags are your friend.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: QuantumDelta on March 30, 2013, 06:16:53 pm
I loved the crap out of System Shock 2, the bioshock series was for the most part a complete let down for me until infinite, BS1 was stomachable, but no where near the game it was meant to succeed, BS2 was horrendous.

Infinite has truly surprised me, I really wasn't going to buy it due to my disgust after 2, but I'm SO glad I did.

I'm not sure how much I could go into detail on my feelings over the game without spoiling the ever loving **** out of it, but just the fact that I am actually praising something almost universally - the entire game, beautiful.
One or two spots that would probably have been better tuned (I played it on hard, depending on how you use the infusions certain parts of it can be almost impossible.. or, a certain part, I should say, depending on what you've done with your cash and upgrades since you started and what guns you're carrying at the time, it's an anomaly though)..

I didn't have too much trouble with the scripted behaviour of Elizabeth like E did but I do tend to have blinders for stuff like that when the overall story is good..
Freaking awesome game.
Fully echoing E's last paragraph ;x
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Lorric on March 30, 2013, 06:19:31 pm
Do you need to have played previous games to play this one properly? I've paid no attention to these before, but this one looks genuinely intriguing to me, and the critics have been having orgasms over it.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: deathfun on March 30, 2013, 06:38:39 pm
Do you need to have played previous games to play this one properly? I've paid no attention to these before, but this one looks genuinely intriguing to me, and the critics have been having orgasms over it.

No. It's not really required, but I'd say you ought to. They're solid games and worth playing, but have nothing to do with the story of BSI

The unfortunate part for myself The E, is I apparently ruined part of the story for myself without even realizing it years ago.
Spoiler:
With Booker being the father and all

It was also ruined further by someone blurting ALL the details about the ending during a stream
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Lorric on March 30, 2013, 06:43:46 pm
Thanks, I'll keep it in mind.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Suongadon on March 30, 2013, 07:02:27 pm
... and while I would have hoped and even expected the political undertones of the first few hours to carry through to the end (like the extended critique of Objectivism in the first Bioshock), I am rather pleased with the way the story actually played out.


So, you mean it isn't going to be 10 more hours of 'Rapture in the sky with Dominionists'? Because, while I appreciate the sentiment - and was giddy and suchlike while the game allowed me to indulge a lifelong fantasy - and all, I felt like they've been beating a dead horse made of **** for the 3 or 4 hours I've played so far.


and on the super-secret ruin all possible enjoyment of the game spoiler:
Spoiler:
I was playing the beach scene and my sister was watching and went 'Is she supposed to be like your daughter or something?' Not really understanding how knowing that ruins anything tbh.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Rhymes on March 30, 2013, 07:33:09 pm

So, you mean it isn't going to be 10 more hours of 'Rapture in the sky with Dominionists'? Because, while I appreciate the sentiment - and was giddy and suchlike while the game allowed me to indulge a lifelong fantasy - and all, I felt like they've been beating a dead horse made of **** for the 3 or 4 hours I've played so far.


After the first third or so of the game,  the political conflict fades quickly into the background.  The conflict between the Founders and the Vox Populi is definitely still there, but the narrative shifts focus from the larger political themes to a much more personal story.

Think of it this way: the game spends the first few hours building the world you've been dropped into, and then uses what it's built as the backdrop for the real story, which is about Booker and Elizabeth.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Mr. Vega on April 01, 2013, 12:14:52 am

So, you mean it isn't going to be 10 more hours of 'Rapture in the sky with Dominionists'? Because, while I appreciate the sentiment - and was giddy and suchlike while the game allowed me to indulge a lifelong fantasy - and all, I felt like they've been beating a dead horse made of **** for the 3 or 4 hours I've played so far.


After the first third or so of the game,  the political conflict fades quickly into the background.  The conflict between the Founders and the Vox Populi is definitely still there, but the narrative shifts focus from the larger political themes to a much more personal story.

Think of it this way: the game spends the first few hours building the world you've been dropped into, and then uses what it's built as the backdrop for the real story, which is about Booker and Elizabeth.
Translation: they were too chicken to actually take it to American Exceptionalism. Objecitivism was an easier target.
Title: Re: Princess The Infinite: this Bioshock Castle in is
Post by: Oddgrim on April 01, 2013, 05:33:53 am
So is it anything good so far?
Title: Re: is this Bioshock in Infinite: Princess The Castle
Post by: Killer Whale on April 01, 2013, 09:54:40 am
Yeah it's a good game. I would recommend it.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: QuantumDelta on April 03, 2013, 05:01:08 am
"American Exceptionalism" is complete bollocks anyway.
If they had chosen the worlds story rather than the characters story the game probably would have been average at best.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: TrashMan on April 03, 2013, 01:10:53 pm
I don't care about political goals and "messages".

Got bored of it in Bioshock... and well, B2 picks a REALLY easy target and thus gets no points for me.

Also, am I the only one who finds it very ironic that demonization of people who's stances we do not like is accepted so lighty as a great thing? Especially considering that the people you're demonizing were using the exact same methods?
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: The E on April 03, 2013, 01:16:40 pm
"American Exceptionalism" is complete bollocks anyway.
If they had chosen the worlds story rather than the characters story the game probably would have been average at best.

I consider the whole american exceptionalism thing they were hyping up prior to release to be a giant decoy for the actual plot of the game.

Actually, considering the sheer amount of prerelease info we had, I was pleasantly surprised by how often I was suprised during actual gameplay. They managed to build a lot of expectations and then subvert them in a beautiful way.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: QuantumDelta on April 03, 2013, 01:44:46 pm
I suppose when you put it that way it makes sense ya know ;o
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 08:41:58 am
You bastards are making me want to drop $60 right now and play this immediately, you know :P
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Luis Dias on April 05, 2013, 12:00:32 pm
You bastards are making me want to drop $60 right now and play this immediately, you know :P

I have heard amazingly good praise towards this game, not only in here, but elsewhere as well. Apparently it's a consensus that this game really stands out from the usual crowd.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 12:09:14 pm
I'm a fair chunk in and I think it's a really interesting world and story but the game itself is merely okay.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: The E on April 05, 2013, 12:34:44 pm
On reflection, I am gonna echo the sentiments expressed by Ben Kuchera at PAR: BSI is a great game that would have been even better if it wasn't a shooter. There is no real reason why this story had to be told in an FPS, in fact the over the top brutality of the action is detrimental to the tone.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 01:39:17 pm
Reading the PAR piece made me stumble onto a review on Glenn Beck's website which is surprisingly coherent.

I mean, I find the constant author's questions about the political leanings of the game, the game creators, and his references concerning certain political affiliations to be downright hilarious (quotes:  "he game does arguably skew slightly liberal early on in the story" "if the Founders are meant at a slap at anyone, it’s not Tea Partiers so much as hardline neoconfederates, who only a dedicated viewer of MSNBC could confuse with conservatives" etc), but the author does seem surprisingly thoughtful for someone who his undertones suggest is highly partisan.

Worth reading.  Comments are a vortex of misery, don't go there:  http://www.theblaze.com/stories/2013/03/29/bioshock-infinite-the-video-game-that-lets-you-shoot-robo-george-washington-should-you-be-worried/
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 01:41:07 pm
On reflection, I am gonna echo the sentiments expressed by Ben Kuchera at PAR: BSI is a great game that would have been even better if it wasn't a shooter. There is no real reason why this story had to be told in an FPS, in fact the over the top brutality of the action is detrimental to the tone.

Yep, totally agree. By the end of the game the combat sections felt like chores that I desperately wanted to get through to get more sweet sweet story and dialogue. The mechanics were also stripped back from BioShock and far less interesting, and there was a ton of ludonarrative dissonance - most of the abilities and enemies felt like they had no reason to exist in the setting.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Lorric on April 05, 2013, 01:54:43 pm
On reflection, I am gonna echo the sentiments expressed by Ben Kuchera at PAR: BSI is a great game that would have been even better if it wasn't a shooter. There is no real reason why this story had to be told in an FPS, in fact the over the top brutality of the action is detrimental to the tone.

Yep, totally agree. By the end of the game the combat sections felt like chores that I desperately wanted to get through to get more sweet sweet story and dialogue. The mechanics were also stripped back from BioShock and far less interesting, and there was a ton of ludonarrative dissonance - most of the abilities and enemies felt like they had no reason to exist in the setting.

That is an interesting opinion. Does anyone else feel that way? If it's all about the story and the gameplay is just a chore, I'd be better off just watching someone let's play it. I buy games to enjoy the gameplay first and foremost.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Suongadon on April 05, 2013, 02:04:09 pm
If all you want is the shooty-gameplay, Bioshock 1 does it better. Along with a long, long list of current-generation fps games.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 02:10:06 pm
What adult plays games for shooty gameplay, anyway?

I won't deny game mechanics are what add to replay and are a requirement to make any game fun, but - for the most part -I don't buy singleplayer games that don't have a good to exceptional story.  Starcraft 2 being an exception :P
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 02:11:57 pm
What adult plays games for shooty gameplay, anyway?

Lots of them? There's some really fun shooters out there. I will absolutely zone out with some Tribes or even Battlefield. Besides, Bioshock 1 and System Shock(s) both had really interesting gameplay on more than the mechanical shooting level, and their gameplay systems tied into their worlds. The moment to moment gameplay felt like part of the story. BSI doesn't do that.

I've had time to collect some thoughts about this game's story and I think it might actually be nonsense. The moment to moment execution is fantastic but I'm pretty sure this is just a Lost-level ****up, a narrative pyramid scheme.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: NGTM-1R on April 05, 2013, 02:15:00 pm
What adult plays games for shooty gameplay, anyway?

Dozens, judging from the existence of this forum.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 02:16:23 pm
What adult plays games for shooty gameplay, anyway?

Lots of them? There's some really fun shooters out there. I will absolutely zone out with some Tribes or even Battlefield.

I've had time to collect some thoughts about this game's story and I think it might actually be nonsense. The moment to moment execution is fantastic but I'm pretty sure this is just a Lost-level ****up.

Perhaps I should have said singleplayer games.  I, too, played a lot of Tribes 2, BF1942, TF/TF2 and a number of other tactical shooters in the multiplayer environment which was due to a combination of gameplay and camaraderie.  I can say unequivocally that I would not have played any of them had that gameplay not been in a multiplayer setting with people I knew and interacted with.  I would venture a guess that most adults don't play these sorts of games exclusively with randoms.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 02:19:46 pm
It's really hard to even discuss the topic when 'adult' sounds like a dogwhistle, though. I don't mean that personally, it's just kind of a loaded term in this context.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: StarSlayer on April 05, 2013, 02:21:51 pm
I play PUGs pretty much all the time.  :blah:

I never much considered that something was wrong with it.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 02:26:21 pm
Yeah, me too - if I'm going to do something with friends I'd rather play a board game or (if it's gonna be on the computer!) a strategy or co-op game. If I'm gonna play something antagonistic online I'd rather play with and against faceless randoms so I can just go into flow state.

e: and not worry about whether they're having fun/intimidated by my elite skills
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 02:31:13 pm
Adult was not meant to be a loaded term, there.  Nevertheless, it surprises me that you both prefer randoms.  There's no doubt I've picked up MP games that friends and acquaintances aren't established in, but I've never played one long-term without finding a core group of regulars to play with.  I would have given up on ME3 MP long ago were that not the case =)

I guess the real question is have either of you ever purchased a [singleplayer] game where you knew going into it that you were buying it for the shooty bits and there wasn't a compelling storyline to keep you going?  E.g. would you buy Battlefield if it wasn't multiplayer?

EDIT:  Sorry guys, someone want to split this tangent?
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: StarSlayer on April 05, 2013, 02:41:27 pm
Yeah I wouldn't mind continuing but we've left the path a few hills and brooks ago :D

Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Mongoose on April 05, 2013, 03:11:10 pm
I think we're okay without splitting...it's only the bull**** tangents that are annoying. :p

Anyway, I'm glad this apparently turned out to be good.  I still have the original Bioshock sitting around unplayed, but the material I saw from this was always really visually stunning.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 05, 2013, 03:14:32 pm
I won't deny game mechanics are what add to replay and are a requirement to make any game fun, but - for the most part -I don't buy singleplayer games that don't have a good to exceptional story.
This is pretty much the exact opposite of how I feel about singleplayer games.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Suongadon on April 05, 2013, 03:20:53 pm
What adult plays games for shooty gameplay, anyway?


If the story is the only good thing* about it, why not save $60 and watch a LP on youtube?

*Though I find myself in sudden and overwhelming agreement with the General. May be due to the onset of Swoon//[Redacted] following mention of The Best Game Series Ever Made.  :D
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: jg18 on April 05, 2013, 03:30:34 pm
I won't deny game mechanics are what add to replay and are a requirement to make any game fun, but - for the most part -I don't buy singleplayer games that don't have a good to exceptional story.
This is pretty much the exact opposite of how I feel about singleplayer games.
You mean you prefer games with bad stories? :confused:


My WIP review: I think I'm between 1/2 - 2/3 through the game, or to be more precise
Spoiler:
Just started Finkton (admittedly not much of a spoiler).

This game makes me want to throw up -- literally. :ick: As at least one review hinted, BSI is a bit unkind to people prone to motion sickness.

In short, it's pretty, it's fun, but I'm not blown away. The FPS aspect does feel like a bit of an add-on and as noted by Battuta is not as sophisticated or well-integrated as BS1.

Also, when did games stop shipping with manuals? BS1 had one, although that was quite a while ago.

Not sure yet what to make of the story, although it's holding my interest.

Certainly can't compare to SS2. Irrational set the bar very high with their first game.

Reminds me that this game came at a substantial cost (http://gamasutra.com/view/news/188266/Ken_Levines_justification_for_BioShock_Infinites_crunch.php) (although the SS2 manual also mentions 80-hour crunch weeks).
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: MP-Ryan on April 05, 2013, 04:43:31 pm
Can't compare to SS2?

Blargh.  It is the standard by which I judge all FPS-RPG hybrids.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 05, 2013, 07:35:54 pm
I won't deny game mechanics are what add to replay and are a requirement to make any game fun, but - for the most part -I don't buy singleplayer games that don't have a good to exceptional story.
This is pretty much the exact opposite of how I feel about singleplayer games.
You mean you prefer games with bad stories? :confused:
Sorry, I should have made that less ambiguous. I meant that I don't usually buy games that rely on extrinsic story stuff to keep me engaged. I want the actual interaction with the game to be the point, not just a vehicle to get me to the next plot twist. I don't object to games having narrative elements or anything, it's just not what I showed up to the party for, and it makes sense and is not a problem for me when it is the most underdeveloped part of a game.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: Lorric on April 05, 2013, 07:40:38 pm
Same for me. Gameplay > all else.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: deathfun on April 05, 2013, 08:06:56 pm
Same for me. Gameplay > all else.

I like a balance between the two
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: BloodEagle on April 05, 2013, 09:42:02 pm
I like gameplay, narrative, audio, and visuals.  Why can't I have all four?  Why must I choose between them?
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: CommanderDJ on April 05, 2013, 10:57:48 pm
I like gameplay, narrative, audio, and visuals.  Why can't I have all four?  Why must I choose between them?

Because reality and budgets?

Personally, I will (usually) not play a game purely for the gameplay if it has little to no; I stop caring very quickly and move on. Story is the main thing that keeps me playing, but there've been games where the gameplay was unpleasant enough that even though I wanted to see the story through, I didn't because I wasn't having fun. I need some element of both to keep me playing, with maybe a 40:60 split between gameplay and story.

EDIT: Actually, not sure how important the distinction is here, but good characters are usually the first things that grab me - even if the "overall" story is mediocre, if there's a character I really like I'll keep playing to see what happens to them. Not sure how relevant that is, but there you go.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 05, 2013, 11:03:53 pm
I care about ludonarrative harmony more than the ludo or the narrative bits alone.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: BloodEagle on April 06, 2013, 12:44:03 am
I like gameplay, narrative, audio, and visuals.  Why can't I have all four?  Why must I choose between them?

Because reality and budgets?

There are games out there that managed to hit most (and in a few cases all) of those with good measure on a relatively low budget.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: CommanderDJ on April 06, 2013, 12:56:04 am
I like gameplay, narrative, audio, and visuals.  Why can't I have all four?  Why must I choose between them?

Because reality and budgets?

There are games out there that managed to hit most (and in a few cases all) of those with good measure on a relatively low budget.

This is true, but sadly, many fall short in one category or another.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 06, 2013, 01:01:12 am
This is a pretty solid (http://www.youtube.com/watch?v=Yc15KgfNJsw) and not too nitpicky video review.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 06, 2013, 01:20:51 am
I care about ludonarrative harmony more than the ludo or the narrative bits alone.
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience. Yeah, you can have a game with both an engaging story and engaging gameplay (and good on you if you do), but do they actually interact meaningfully? I mean, one can provide a reprieve from the other (to help control the ebb and flow of the experience or change the tone or something like that), but so could a different kind of play or some comic relief or whatever.

Not trying to sound like some tetris-only gaming ascetic here, I just think that this is a place where game designers are forced to compromise on a more basic level than the usual time-and-budget stuff, and not all compromises are created equal.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: BloodEagle on April 06, 2013, 01:26:26 am
I care about ludonarrative harmony more than the ludo or the narrative bits alone.
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience.

Spec Ops: The Line
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: NGTM-1R on April 06, 2013, 02:10:36 am
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience.

There are stories that can only be told well in the first person, which rather hurts that theory.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 06, 2013, 03:57:11 am
I care about ludonarrative harmony more than the ludo or the narrative bits alone.
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience.

Spec Ops: The Line
I thought someone might bring that one up; I wish I had played it. I would if I owned any platform that could, so sorry if my ignorance is causing me to miss the point here. Anyway, forcing the player to slaughter a bunch of people and then feel bad about it is definitely a step up in my book from forcing the player to slaughter a bunch of people and then feel great about it (Achievement!), but the tension I'm talking about is expressed in the forcing itself on the part of the game designers that has to happen in order for that narrative to work.

From what I gather, the game progression in Spec Ops is just as linear as in the Call of Duty type games it critiques, with the differences being in the emotional/tonal/thematic content. Correct me if I'm wrong about this stuff, but I believe the underlying idea that the game finally makes explicit in the end is that you can either play and do these very bad things or not play at all. I think that that is subversive and clever and no doubt really resonates with people who grew up with military shooter games, but it's really the only thing you can say after railroading your players from beginning to end. Do what the story dictates or turn it off.

So yeah, that's cool, I'm just saying that I generally prefer for the story to play second fiddle because when it does make itself heard it tends to take me out of the game.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: BloodEagle on April 06, 2013, 07:51:52 am
I care about ludonarrative harmony more than the ludo or the narrative bits alone.
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience.

Spec Ops: The Line
I thought someone might bring that one up; I wish I had played it. I would if I owned any platform that could, so sorry if my ignorance is causing me to miss the point here. Anyway, forcing the player to slaughter a bunch of people and then feel bad about it is definitely a step up in my book from forcing the player to slaughter a bunch of people and then feel great about it (Achievement!), but the tension I'm talking about is expressed in the forcing itself on the part of the game designers that has to happen in order for that narrative to work.

From what I gather, the game progression in Spec Ops is just as linear as in the Call of Duty type games it critiques, with the differences being in the emotional/tonal/thematic content. Correct me if I'm wrong about this stuff, but I believe the underlying idea that the game finally makes explicit in the end is that you can either play and do these very bad things or not play at all. I think that that is subversive and clever and no doubt really resonates with people who grew up with military shooter games, but it's really the only thing you can say after railroading your players from beginning to end. Do what the story dictates or turn it off.

So yeah, that's cool, I'm just saying that I generally prefer for the story to play second fiddle because when it does make itself heard it tends to take me out of the game.

Do not read this if you haven't and plan to play the game.  I am serious.  You have been warned.

Spoiler:
There is a segment of the game near the end where you and your team are facing down an angry mob that becomes increasingly violent over time.  If you defend yourself, well, you killed a HELL of a lot of people.  But if you fire your gun into the air, your allies follow suit and the mob will disperse.  This is a clear example of how ludonarrative harmony can be achieved, proving that the two forces are not necessarily at odds with one another at any given time.

It's damned near the perfect example of how to tell a story in a game.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 06, 2013, 05:14:40 pm
That's a cool mechanic, and assuming it actually changes the story from that point on then yeah, branching paths one way to deal with this tension. There are the normal choose-your-own-adventure problems with branching (the branches are either extremely expensive or they will produce a lot of dead ends or have to be quickly folded back into the main trunk), but beyond that, opening the door to the player being able to interact with the narrative really draws attention to the other 99% of the time when that door is firmly shut.

I guess the thrust of my argument is just that if you make the story the key focus of your game, I will really want to be able to interact with it (because interaction is the defining element of the whole game thing), and you're going to be forced to throw up a bunch of invisible walls if you want to make anything coherent. When I run up against those walls dividing the gameplay from the story (I should be able to do this or that but can't), I'm sucked out of the experience by the wrongness of it all. This game has an existential crisis! Or something like that.

I'm definitely not saying that cool things can't be done with story in games because that would be ludicrous, just that they are sort of natural enemies, and I tend to like my games gamey and my stories...story-y.
I can appreciate how the limitations imposed by the tension between storytelling and interactivity might help focus the creative process, but I think that the two forces are fundamentally at odds with each other in a way that doesn't really help the whole experience.

There are stories that can only be told well in the first person, which rather hurts that theory.
I'm curious about this. I'm guessing that by first person you mean with the consumer actually having game-like input and interaction with the experience, otherwise you could just as easily tell your story in a first person movie, right? As an aside, something like Dear Esther might be a good example of that, where the game mechanics are barely more involved than pressing the "Play" button on a movie. But yeah, if you mean with game elements like in the above Spec Ops example (where it's important that the player actually does the things in order for the author's point to come across), I'd be interested to learn about other types of stories that could only work that way.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: NGTM-1R on April 06, 2013, 05:48:10 pm
I'm curious about this. I'm guessing that by first person you mean with the consumer actually having game-like input and interaction with the experience, otherwise you could just as easily tell your story in a first person movie, right?

No. First, because nobody makes movies actually in first person to the point where freaking Doom doing a sequence in it was a big deal.

Second, because observing in first person is not the same thing as being in first person. There is a very palpable difference between reading the palace raid I, Jedi and spotting a group of stormtroopers, checking your remaining shield levels, plotting a strategy to evade or destroy them, and executing that strategy in Jedi Knight. The FPS conquered the gaming industry on that difference, and the adventure game didn't.

Third, play MGS2 and tell me how immersed you feel.

Buy-in, suspension of disbelief. By making the player an actor, you achieve it far more readily than you can with any other mechanism because simply using the controls they are accepting and acknowledging as valid your world. They have to. Interactivity is very powerful tool in getting that basic buy-in. That's why we have endless Battlefield sequels making more money than most movies or books could ever dream of. They're weak stories not because of the demands of the medium; their medium has made their weakness seem far stronger than it actually is.

Bad videogame storytelling is more compelling to most people than good out-of-game storytelling. The medium isn't an inherently weak one, but an inherently strong one; even if your proposed conflict exists it's easily overridden by the medium's inherent ability to garner basic buy-in.
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: swashmebuckle on April 06, 2013, 07:55:45 pm
I didn't mean an actual first person camera movie-theater movie, but a game without gameplay like Dear Esther where the consumer is in the story but doesn't have to do anything beyond pretty much press X to see what's next. I didn't feel like I was any more or less "in" Dear Esther than I was in Jedi Knight, Half Life, etc. in spite of its lack of obstacles to overcome.

I enjoyed playing the first three MGS games for their creative gameplay, but I dreaded the radio calls and endless cutscenes. So I guess I was fully immersed half the time and feeling kind of detached and vaguely embarrassed the other. I like what you're saying about automatic buy-in, but regarding bad video game storytelling vs good out-of-game storytelling, are you sure that it isn't just that storytelling in games is largely superfluous (at least to a significant portion of the audience) and people just like games more than movies or books? That seems more likely to me than a bad story suddenly becoming great because I was the main character and I pressed X not to die. Just because it's a strong medium doesn't necessarily mean it's a strong medium for storytelling. But I guess I've found myself in the meathead camp this time, so what do I know? :)
Title: Re: Bioshock Infinite: The Princess is in this Castle
Post by: General Battuta on April 06, 2013, 08:28:33 pm
You know what game did a shockingly decent job of responding a little bit reactively to your performance without presenting big glowing CHOOSE A or B options (although it did do that sometimes)?

I'll give you a hint, it starts with a B and ends with lack ops 2