For the record, Ken Levine the creative director (and writer, he wrote 93% of Bioshock) admitted that they took the somewhat "easy way out" with the audiologs in Bioshock. He said there was a reason everyone in Rapture was dead and the only people who weren't were splicers or scripted sequences (Ryan). Its like that because doing it the other way was hard to do. In Bioshock: Infinite its the opposite, the world will be populated and sequences in storytelling will play out in front of you, but supposedly there will still be audiologs.Treblaine said:Yes, we are complaining about how it's done wrong when it could be done RIGHT.CityofTreez said:Is this real? Are we really complaining about an optional game mechanic here? Come on guys.
It's still terrible and the problem is with games that are so clearly dependant on audio-logs to give any sense of character to the world.
You know what else is optional, the ENTIRE GAME. The problem is the same, we like what they are trying to do but they've done it wrong. I'm not saying audio-recordings-you-find-in-games are all inherently an unavoidably terrible, simply that as of now, they ARE. It's terrible how what could be such a compelling element is nothing but lazy and tedious monologuing.
(And how optional are they? It only takes a single pass-code restricted entrance or safe and you have to listen through all of the audio recordings you've found till you find one mention the code... then it isn't really optional. But that doesn't always happen, it's true you can skip them.)
Each person has their own view of what makes or breaks the audiolog diaries. I thought the ones in Doom 3 were pretty good. Haven't played Dishonored.
To be be honest though, they are amazing and I'll still take them wherever I can get them, know why? They are one of the last ways developers let YOU figure out the story for yourself. ITs been said earlier in the thread, but yes, they are optional, especially if they aren't put out right in front of you all the time. I'm tired of being lead through a story where I creators use quick time events and take control away from me to basically say "this is when you are sad" this is when your companion dies" blah blah. IMO that is more lazy than doing audiologs. Do a audiolog and do it right... and that lets the player decide what to feel in that moment... its all about me in a single player game, nobody fucking else.
They don't even need to be voiced, they can just be pieces of lore found scattered throughout the world like in Metroid: Prime. Reading the space pirate logs there were really great ways to see what they were doing, why they were doing it, seeing how they were reacting to your actions on the planet, etc. Some were humorous and others were ominous.
"Zebes has fallen. All ground personnel are presumed dead, either killed by the Hunter clad in metal or in the subsequent destruction of the underground facilities. Our research frigates Orpheon, Siriacus and Vol Paragon were in orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate: Metroids are healthy but on restricted feeding schedules due to uncertain supply status. We are ready to begin research on the Metroids and other promising life-forms. Security status remains at Code Blue: no signs of pursuit from the Hunter."
Foreshadowing the final boss to the player
"Metroid Prime continues to feed and grow ever larger in the impact crater caves. Its hunger knows no bounds, and it has begun to manifest unusual mutations since its breach. These include armor plating on its epidermis and mechanical outgrowths that generate defense screens. These screens render it invulnerable to most weapon systems, but a flaw in the mutation leads to increased vulnerability to certain weapons. It compensates for this by shifting the screens quickly. This latest development concerns Security units greatly: they feel it's a matter of time before Metroid Prime corrects this defect and renders itself invulnerable to all weaponry. Containment would be nigh impossible if this were to occur."
Humorous attempts of space pirates to reverse engineer your weapons.
Science Team is attempting to reverse-engineer Samus Aran's arsenal, based off data acquired from her assaults on our forces. Progress is slow, but steady. Command would dearly enjoy turning Aran's weapons against her. We believe we can implement Beam weapon prototypes in three cycles. Aran's Power Suit technology remains a mystery, especially the curious Morph Ball function. All attempts at duplicating it have ended in disaster; four test subjects were horribly broken and twisted when they engaged our Morph Ball prototypes. Science Team wisely decided to move on afterward."