Quote: Original post by Lazy FooQuote: Original post by Oluseyi
Actually, the problem is that for every game which attempts to take on lofty issues/ideals in its narrative (Bioshock and objectivism), it ends up disconnected from its gameplay (shooting people in the face).
That's not a disconnect. When Ryan sacrificed his ideals for power, you got angry splicers, and the gameplay lets you feel the splicers firsthand.
You make a good point that it works as a thematic background, but let's use the SF trope test on this one: Could you remove all references to objectivism, say substituting some other philosophical conflict, and have pretty much the same game? Could everything that happened have been a result of a communist, fundamentalist or evil megacorp takeover of an undersea city? If so, then just like the SF trope test where lazy authors set the present or some other time period far into the future, the inclusion of the idea fails because it isn't crucial.
For the philosophy to be more than fluff it would need to be felt by the player. Except for saving or harvesting the little sisters (a nice touch if a bit ham handed) there aren't any choices in Bioshock where the philosophy makes itself felt. Kill or be killed isn't objectivism, even if "the jungle" might be argued to be one possible result of the ideology.
Ironically I don't think good FPS gameplay would be compatible with what's needed. If, for example, you decided that one dimension of objectivism would be lack of regulations you might show this through poorly maintained vending stations which periodically harmed the user. But in an FPS this would introduce punitive instability in the attack/expend resources/defeat/acquire resources loop that sustains most such games.
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In most narratives, the nitty gritty of war is at best touched on. Games have the advantage to make the many battles that make a war something we have time to step through.
There's no minutely detailed combat gameplay that I know of that can shed light on what war really is. War is not fun (at least for anyone who isn't a sociopath). Yet to sustain gameplay combat HAS to be kept fun, and that completely erases anything meaningful about war.
Contrast this to something like Saving Private Ryan. Everything changes when you are voyeur versus active participant. Material impossible (at least at present) and possibly even undesirable to subject a player to can be easily inflicted on a movie goer. In a movie blood and guts can be made horrifying. In a game with player as actor they're just part of the graphics.
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If you want to talk disconnect from story to gameplay in Bioshock, try the fact that death is at best an inconvenience or the fact that the much hyped final boss falls prey to an AI exploit used in freaking GoldenEye.
I agree. To your war point, though, I think it's the same thing. The game would practically need permadeath to give you more of the appropriate level of terror and dread. Yet that's incompatible with modern aesthetics, especially the idea that anyone can win.
Heck, you really want to make objectivism shine through? Make it so that only the most talented can win, and use the narrative to explain the inadequacies of the rest of us not so perfect beings. :P