@MooseyMcMan said:
@I_smell: How is the end of BioShock commentary on game design? Is it that adding a boss fight at the end is generic? Or are you talking about all the "Would you kindly" stuff?
OK I'll write about what I read into in Bioshock, but heads up: If you think "Raiden represents the perspective of NEW players, and Snake represents the-..." sounds like the start of a dumb sentence: You are gonna fuckin hate this and shouldn't bother. It only works if you ignore the part at the end where Fontaine becomes a big muscley boss.
Up-front it's a game about choice. All the E3 demos and trailers and stuff are about how there's so many ways to deal with enemies, you choose which plasmids to equip, you have freedom to hack and use everything; and at the centre of that idea is the choice with the Little Sisters.
The TRICK part is that everyone does what the tutorial voice says, and everyone does what the game's designed for, even though it FEELS LIKE you're making your own way. In the fiction it's because Fontaine says "would you kindly", but in the real world it's because he's the designated friendly helpful tutorial voice and you're guided to listen. At the end of Bioshock, you find out the game's about the ILLUSION OF CHOICE, and making someone THINK they're in the driving seat. The tutorial voice is one of many manipulators in games, and the illusion of choice all Fontaine ever talks about.
The real point of the game that illustrates this is at the end, after you've made all the choices you like and chose to rescue or harvest whichever Little Sisters, no matter how many different ways you play it, you'll always beat Andrew Ryan to death. That's Fontaine's plan, and that's the designer's plan: To keep you happy enough that you're in control to never notice that you aren't. The Little Sisters had nothing to do with Andrew Ryan, Rapture, or Fontaine. After you kill Andrew Ryan (a scene where you DON'T have control), Fontaine says "Now would you kindly take his genetic key, and put it in that machine" after it's revealed that that's all a bad idea, and it gives you free control to run around again. That illustrates that you technically have freedom to run around and do what you want, but the designer's only permitted one exit from this room, and wants you're going to do it. This doesn't help you, or your character, or Rapture, it's not a good idea, but you're going to do it anyway because you want to progress. That's how the whole game was, and that's how all games are.
Bioshock came out in 2007 when player choice was a massive trend: If you look at this shack in Half Life 2, you have a freely open choice to go in there or not, but EVERYONE DOES because it has a lot of "would you kindly" gamer-friendly ATLAS effects of guiding you towards it. In Mass Effect you choose for the whole game to be paragon or renegade, but EVERYONE did the renegade interrupts without thinking too much because they're timed. Similarly, most people chose the middle path at the end of ME3 even though that's not a good idea at all, because the game does a lot to guide you towards it. The whole point of this is that the illusion of choice is a powerful tool for manipulating people. All you have to do is make certain menu options the right colour and put certain reward in specific places, and you can get people really excited about ripping little girls open and fucking themselves over.
Of course Bioshock is NOT about that, and I don't believe Mass Effect is about indoctrination either. I've just read too much into it cos that's what I enjoy doing. But if FEZ is actually a game designed to be read into, then boy howdy am I interested in that.
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