Generic Gamer said:
retyopy said:
Ok, but some movies are hailed as classics, while 50% of the time is spent on a battlefield, with death and guns, but its still culture because its a movie. So why can't games be the same?
Because the violence is related in some way to the story and is normally pivotal to it, it shows people changing under the pressures of war and how courageous people are under such stress.
Bioshock could have worked just as well with maybe a dozen Splicers in the game, maybe three dozen if you want to spice things up a bit. Nothing about the combat helped shape the story or show the background at all, but they put it in because at heart it's an FPS and it needs over nine thousand corpses. I forget who said it, someone on Cracked, but they pointed out that if a film had five minutes of philosophy and 85 minutes of shooting and explosions it would be classed as a dumb action film. Bioshock is reasonably fun but don't go thinking it's massively sophisticated.
Only, you know, through the combat and gameplay of the game we learn more and more about the underwater dystopia of Rapture and as we continue on we become a part of the system of Rapture and it's objectivist philosophy. Though the choice of the Little Sisters could have been handled better, the basic principle it was trying to put out is the same.
And then, through the culmination of your gameplay, blindly following orders from Fontaine/Atlas/Ryan/Whoever, the whole question of willpower and choice comes in conflict with the simple phrase "Would you kindly...?", something that challenges the player to rethink everything they've been doing. It's a brilliant aspect of gameplay, I think. Players almost always just blindly do the quest, they pick up the quest item without thinking twice, just so they can get that extra XP. The "would you kindly" twist at the end basically makes the player question their actions, because through all of this most players probably didn't think twice about going here and doing that, effectively making Rapture even worse.
Okay, that may have all sounded pretentious, and I will admit that I could very well be reading too deeply into it (though I would argue I don't seeing as how everything I've said is more or less in the game itself, you just have to look at it a certain way) but I do not get your point at all. From what I'm getting from you, it seems that the game only "explores" the philosophy through specific scripted moments and not through the gameplay itself. But Bioshock explores this kind of stuff everywhere in its gameplay, environment, what have you. You've got the audiobooks giving out backstory, the environments show a time before all of this, the splicers, even after all hell has broken loose, are still greedy in their pursuit of ADAM, all sorts of stuff. I won't say that Bioshock addresses its themes in a completely thoughtful way, of course there are some aspects it could have expanded on, but I don't think you're giving it enough credit and just seeing it as "a game".
A movie with 5 minutes philosophy and 85 minutes of shooting and explosions could easily be considered a classic. You know how? By still exploring the philosophy
during those action scenes. Saving Private Ryan gave us the whole "war is hell" thing through it's action scenes as well as it's slower moments. A Clockwork Orange was batshit nuts, and it gave us these themes of "who is
really batshit nuts in this world?" Whether or not you liked those movies is irrelevant, they had some sort of influence on the world with those themes. Bioshock, I think, easily does this, with the player gradually becoming more a part of the Rapture system and resorting to desperate measures to gain ADAM.