Choices

I’ve been playing Bioshock Infinite lately, and while I’m not a big fan of FPS games and haven’t played any of the previous Bioshock games, I have found it immensely enjoyable so far.  My wife has even requested I only play it while she’s watching, so she can enjoy the unfolding story, and that’s got to be a mark of something special, right?

The last game I enjoyed this much in terms of story was probably the Mass Effect series.  Still haven’t played the third game and have no plans to.  But the previous two remain among my favorite game experiences ever.  Not for the gameplay, which is fairly standard cover-based shooting, but for the feeling of entering a larger universe and taking part in an epic story.  Mass Effect is notable for its choice-based gameplay, where you design your character from scratch, choose a few particulars of their background, and get to actually shape the outcome of the story by how your character reacts throughout. 

Bioshock Infinite, on the other hand, doesn’t have many choices to make.  Your character is preset.  Your path is mostly predetermined, and there’s little you can do to change the course of the story.  Yet this doesn’t bother me at all, and for the life of me, I can’t figure out why it would bother anyone.  Ninety-nine percent of all fiction is without choice.  It is an experience.  No matter how many time you read or reread Moby Dick, Ahab and the whale do not ever reconcile.

I get that video games are an “interactive” medium, but that just means that progressing through a video game requires more personal effort than other mediums.  I can’t progress through Bioshock Infinite without occasionally getting into a gunfight.  But at the end, it’s like a movie with a mostly preset course and I’m along for the ride.

And this is often how it should be.  I loved Choose Your Own Adventure books (and their lesser known competitors Twist-A-Plot).  The only epic fantasy series I’ve actually read was the Lone Wolf series of Choose Your Own Adventure style stories.  I wouldn’t want that with every story I was told.  Or even most.

The fact is that choice doesn’t really work for fiction.  The big reason I didn’t play the final Mass Effect game was that I had no interest in any of the endings they wanted to give me.  The dilemma is that, in the end, Mass Effect becomes like any other fiction.  The ending was never really decided by me.  I was only there to nudge it in a few directions.

In a game like Bioshock Infinite, there’s no such illusion.  You can’t make any major decisions.  Every so often, a minor choice will come along, and it will probably affect the end of the game, but it seems like a small concession to those players who want to feel as if they are in control.  I couldn’t care less about such moments in this game because I’m cool with the story the game wants to give me.

The question I ask myself is just how important is choice in an interactive medium like video games and how much does choice conflict with telling a good story?  Not being a game designer, but a professional novelologist, I can tell you that most people are pretty bad storytellers.  I tell stories well because I DON’T ASK what the audience wants.  But if I asked, I’d be obliged to give it to them, wouldn’t I?

This is why I’ve avoided Mass Effect 3 for fear of being reminded that I am not creating a story with the game.  I’m just along for the ride, and while there might have been a few detours along the way, it was all destined to go one way and my choices were largely meaningless.  It’s why, if Mass Effect is the magnum opus of Choose Your Own Adventure genre, then it ultimately displays the strengths and weaknesses of the genre.

Bioshock Infinite is more traditional interactive storytelling.  I push buttons to progress through the story, but it’s agreed from the start that the path is preset.  The ending might be awesome.  It might stink.  But my opinion won’t be shaped by the illusion that I shaped it beyond walking the hero through it.  In a way, that seems more satisfying.  I don’t want false choices.  I want a good story.  If it should have choices along the way, I guess I won’t complain, but if I agonize over a course of action and it ultimately means nothing, then why did I bother?

I still love the Mass Effect games, but Bioshock Infinite demonstrates a truth to me that fiction usually works best when the audience observes without participating.  Often even with interactive media.

Keelah Se’lai

Fighting the good fight, Writing the good write,

Lee

This entry was posted in Blog, Writing and tagged , , , , , , , , , , , , , , , , , , , . Bookmark the permalink. Post a comment or leave a trackback: Trackback URL.

3 Comments

  1. Doug Johnson
    Posted April 17, 2013 at 4:10 pm | Permalink

    Your thoughts have actually illustrated to me why I don’t play games more. I am perfectly fine with having no control of the output or ending. I read voraciously. I love a good story in the novel form.
    I think that my problem with the game world is that I’m unwilling to work that hard to enjoy the story. With books, I already understand the interface and I can get totally immersed in the story. With games, I end up frustrated with figuring out how it works and what is expected of me and never get to the story. I know I could spend the time to get over that learning curve, but I’d rather lie on the couch and read a good book.
    The only gaming I do is short stretch simple games for a 10 minute or less diversion usually physics based (World of Goo, for instance). Maybe I should spend more time on one of the more extended games, learn the way and open my life to a different storytelling method. Or I can just go read a book. Sigh. Laziness trumps every time.

  2. Posted April 18, 2013 at 11:52 pm | Permalink

    I loved the first Bioshock and you’re right that even it wasn’t so much about choices–you really only had one big choice to make that would decide one of two possible outcomes. However, it had a rich story world and a lot of the fun was just finding WTF was going on. As the revelation of what was going on took hold, you just wanted to keep diving deeper and deeper into the game. It’s one of the few games where I really felt compelled to play all the way through and I don’t think choice had anything to do with it–it was just great storytelling.

  3. Posted April 19, 2013 at 7:43 pm | Permalink

    I’m also buying this game for my husband just so I can watch him play it and see the story haha.

Post a Comment

Your email is never published nor shared. Required fields are marked *

*
*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

  • шкафы-купе киев
  • шкафы-купе киев
  • копирайтинг
  • SEO копирайтинг
  • копирайтер
  • копирайтеры
  • рерайт
  • рекламная кампания
  • обслуживание сайта
  • биржи статей
  • пресс-релизы
  • статьи для сайта
  • новости для сайта
  • коммерческое предложение
  • продающий текст
  • слоган
  • нейминг
  • Website Design & Wordpress Template by A.J. Roberts