Weierstraß
Learned
As long as games have stories I see no reason they shouldn't be analyzed.
Bioshock Infinite is a game that recently came out and I played it.
Nothing I say here is all that original - most of what I had to say about the game was structural and design stuff, not lit crit stuff. I may or may not do a video on that part of the game in the distant future, but for now I'm sort of Bioshock Infinite-d out.
It's certainly an odd duck - a game that (when it's hitting the right buttons) is impossible not to love, and there are moments and characters here that are simply inspired. After I finished the game I couldn't stop thinking about it for days, and not just because of the ending - it was a game that had left some sort of emotional imprint on me.
And yet I had to force myself to keep playing in parts; to remind myself that there was a reason I wanted to finish a given combat section to see what good stuff waited on the other side. And as I began a second playthrough that curiosity had diminished and I was left with an seething loathing for the bits that prevented me from getting to the parts I cared about. At that point I realized that Bioshock Infinite is a charming two to three hour exploration adventure game padded out to seven to ten hours with some absolutely insufferable shooting mechanics that betray everything the *Shock series has ever been known for or good at. To be clear: It's not a "You changed it from what it used to be!" thing. It's more of a "You took a series of interesting systems and turned them into a stock shooter - worse, a *terrible* stock shooter. Feel bad about yourselves."
Hey, Metro, video description:
Bioshock Infinite is a game that recently came out and I played it.
Nothing I say here is all that original - most of what I had to say about the game was structural and design stuff, not lit crit stuff. I may or may not do a video on that part of the game in the distant future, but for now I'm sort of Bioshock Infinite-d out.
It's certainly an odd duck - a game that (when it's hitting the right buttons) is impossible not to love, and there are moments and characters here that are simply inspired. After I finished the game I couldn't stop thinking about it for days, and not just because of the ending - it was a game that had left some sort of emotional imprint on me.
Unfortunately that snippet doesn't save him from being an art-house faggot as proved by my emphasis.
Unfortunately that snippet doesn't save him from being an art-house faggot as proved by my emphasis.
He's describing how he felt about the game, but not the contents of the video, which is what matters.
His criticism of Bioshock Infinite's mechanics places too much emphasis on the fact that they took out a lot of systems that were shit in Bioshock 1/2 as well. Oh no, the research photography is gone! Only half the audio logs??! Perhaps a comparative analysis of the games from SS1 to Infinite like he did in the Tony Hawk series would've been a more productive approach.
Better than the current method where gameplay is divorced from narrative.Essentially he's giving priority to the narrative and thus the gameplay should exist in service of the story that's being told, which is a poor design philosophy unsuited to the medium.
I agree, but remember that SS2 had research too (and audio logs of course)
Better than the current method where gameplay is divorced from narrative.
Essentially he's giving priority to the narrative and thus the gameplay should exist in service of the story that's being told, which is a poor design philosophy unsuited to the medium.
Reconciling mechanics and setting/story is game design 101 and BioShock Infinite fucks it up.It starts off badly with Campster aspying over how the narrative is dissonant with the gameplay
A setting and story must obey the internal logic and consistency of theme set by the author in order to successfully forge and maintain a contract of suspension of disbelief with the audience.how plausible Columbia is
You may note this is because he thinks the gameplay sucks.and how he just wanted to skip the gameplay (fair enough)
No he's not.Essentially he's giving priority to the narrative
The importance of story depends upon the game. Some games are all mechanics and no story. Some have mechanics that tie in well with story. Some have mechanics that constitute story when realized in succession through gameplay. Some are mostly story and use mechanics to guide that story and increase the player's engagement with it. All are valid approaches depending on the game and the goals of the developer.and thus the gameplay should exist in service of the story that's being told, which is a poor design philosophy unsuited to the medium.
The point isn't that those mechanics and systems were shit. It's that they were removed and simplified heavily rather than improved on. Pointing out the lack of audio logs is important because it means there is less world-building and less compelling reward for exploration, which is the Shock series' primary gameplay conceit. BioShock did not really work mechanically, systemically or narrative overall, but at least it made an attempt to be more than just a generic shooter in mechanics as well as aesthetics. Infinite did not.His criticism of Bioshock Infinite's mechanics places too much emphasis on the fact that they took out a lot of systems that were shit in Bioshock 1/2 as well. Oh no, the research photography is gone! Only half the audio logs??! Perhaps a comparative analysis of the games from SS1 to Infinite like he did in the Tony Hawk series would've been a more productive approach
Do you have any proof of that?
Reconciling mechanics and setting/story is game design 101 and BioShock Infinite fucks it up.
The importance of story depends upon the game. Some games are all mechanics and no story. Some have mechanics that tie in well with story. Some have mechanics that constitute story when realized in succession through gameplay. Some are mostly story and use mechanics to guide that story and increase the player's engagement with it. All are valid approaches depending on the game and the goals of the developer.
The point isn't that those mechanics and systems were shit. It's that they were removed and simplified heavily rather than improved on. Pointing out the lack of audio logs is important because it means there is less world-building and less compelling reward for exploration, which is the Shock series' primary gameplay conceit. BioShock did not really work mechanically, systemically or narrative overall, but at least it made an attempt to be more than just a generic shooter in mechanics as well as aesthetics. Infinite did not.
Do you have any proof of that?
Proof? You mean like giving a list of examples? Modern AAA titles abound with games that exist to deliver narrative reward. For instance Call of Duty, Uncharted and so on. Though I'd rather base my argument on the premise that since the medium-specific feature of games is interactivity, designers should give that primacy. I don't watch films simply because I want to listen to the soundtrack or check out the mise-en-scene or even for the plot. It's a sequence of images unfolding in time, and how well this is executed is what separates the amateur from the master.
In part it's just logical: if the game is developed from a systems-first approach it's easier to integrate the setting and story into it. The games that get fucked over by ludonarrative dissonance tend to be those that start with a story and then are forced to try to find mechanics appropriate to it, which is more likely to fail than the other way around, since the vocabulary of storytelling is much greater than the relatively small set of actions that comprise game design. Moreover, there is a pressure when designing a game that emphasises the story to make it easier and less complex for the sake of narrative flow.
A different way of looking at it would be to say everything in a game is mechanics, from cutscenes to talking head NPCs to quests/missions etc. In which case narrative is embedded in the mechanics and the only criterion for judging the worth of a game is how well its mechanics have been implemented.
No.Better than the current method where gameplay is divorced from narrative.Essentially he's giving priority to the narrative and thus the gameplay should exist in service of the story that's being told, which is a poor design philosophy unsuited to the medium.
I really agree with him about how pointless is to continue making Star Wars games in the actual AAA conditions but I had to fix those two things he said.Whether you think we should be done making new Star Wars games or not, it’s clear that the games industry is done making new games.
And because developers are creatively bankrupt, and because it costs to much to experiment with new mechanics – it will not sell to dudebros to tap just about every uniquely Star Wars experience possible.