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Names Matt Razak and I'm just a gamer with a Wii and a 360. I'm also really, really, really, ridiculously good looking and a ninja...and humble. If you haven't noticed from my selfless self promoting or my Monday reviews I'm a film critic for a living at a local newspaper in Northern Virginia. I write at That VideoGame Blog but my heart will always belong to D-toid.

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Why Bioshock Should Be Torn Apart
Cowzilla3 | 1:45 PM on 01.18.2008 36 comments


Author’s Note: The title of this blog might seem like I am just saying that Bioshock sucks in a different way but I’d like to make clear that I believe that Bios hock is an amazing game which challenges you in plenty of ways that others games do not. What I am trying to say, as you will see, is that Bios hock is good enough to be held to a higher standard of storytelling and when you hold it there it doesn’t shine as bright. Really I just titled it that because it’ll get more clicks than “A Discussion on Stories in Games.”



Anyone who has ever written a story, book, novel, sonnet, etc., knows that it is incredibly hard to do. Great stories must peak and plummet, twist and turn, create suspense and surprise and truly engulf the reader/viewer/participant no matter what medium they are in. For most of gaming’s history the way to engulf the player has been simply to allow them to interact with a simple story. The point was the “physical” challenge of the game not an emotional one. Mario quested for the princess and not much else really needed to be known. Aliens attack earth, you defend it. While some games tried to develop further stories they were still strongly based around gameplay.

What I mean is this: A games story was based around bosses, levels and upgrades not character and plot development. Of course this made games more interesting and structured, especially in a time when graphics and storage space really didn’t allow for greater development of storylines or characters. Game’s stories then revolved around an end goal (Could a game with a story not have an end goal?) that was through these challenges and if you weren’t fighting or solving a puzzle then you weren’t really involved in developing the storyline in any way. For the most part gameplay defined story instead of working hand in hand with it. An easily generic example of this are the plethora of beat em’ up games like Double Dragon or Battle Toads. Play a level, beat a boss and then move on.

Clearly, as games have advanced so has their ability to tell stories. The advancements allowing this have been mostly technological but it should also be noted that the gaming industry and gamers themselves are demanding more well rounded stories from their games. For the most part the gaming industry is delivering. Games have deeper plots, better developed characters and stories that bring up actual issues. More and more games have branching paths that involve the player in the story. Game developers speak constantly about trying to tell a story and express an opinion with their games and game scripts and stories are increasingly dynamic. In fact despite Super Mario Galaxies amazing gameplay many critics questioned why a deeper story isn’t available, but that is another debate for another time.

The problem now with story development in games is that many modern games trying to have a full and in depth story still fall back on the structured gameplay design that older games followed instead of working their structure around the story. We are entering a point in gaming where levels are detrimental to a games story many times and final bosses don’t always make sense anymore within the context of a story. A simple case in point, and the one that really spurred me to write this post, is Bioshock whose ending, replete with final boss, goes a little like this:



Now many people had a problem with the short ending clips of the game, but where the real problem comes from is that the final boss battle is a complete disconnect from the rest of the game’s story, placed in the game to work more with the gameplay than the plot and feeling of the game. In a game full of questions about morality, the self and the power of family a big bad final boss does not fit in at all, especially when mind games have been the main focus of the development of your character and the two other lead roles. The developers betrayed their story in order to show off their gameplay. While Bioshock’s gameplay is amazing, because of the focus on story and choice this decision to turn the game’s end into a final boss truly ruins the story, debasing the moral decisions you made before by shoving a complex story into a cliché battle. Bios hock did a lot of things right, but if we hold it to a higher standard of storytelling then this ending would equate to putting a massive gun fight at the end of an anti-war war movie. Sure, you could see how it gets there but it doesn’t fit in with the style, theme or message of the film.

The point of making this example is to stress the point that in this generation of gaming storytelling must start to have a much stronger influence on how a game is designed. If a final boss battle doesn’t fit with your story then figure out what does, just because games from before this were developed around the idea of conquering the biggest bad guy of all at the end doesn’t mean that games of the future need to stress this. Super Metroid has one of the most well known, impressive and heart wrenching stories in gaming history and its “final boss” is more of an interactive cut scene than anything else.



This ending works so well, despite it’s actual lack of gameplay because it fits the story and the feeling of the game. Samus has been alone and isolated for the entire game, desperately trying to rescue the baby metroid which she had saved previously. Then when all seems lost it appears and saves her and basically makes her invincible, destroying that sense of isolation wonderfully. Sure a big boss show down could have worked in the game, as it has in other Metroid games, but instead the story took precedent over the gameplay and both features are better off for it. Here we can see a blending of storytelling and gameplay, where neither gains the upper hand.

This isn’t to say that final bosses are the only way in which gameplay often overrides story, far from it. The adherence to having levels in games, though quickly disappearing, is another great example of how an interesting story can get destroyed by the structure of a game. It’s also not to say that the plot and themes of a game are the be all and end all. One need look no further than Assassin’s Creed’s epically long death speeches to realize that forcing story and moral life lessons into something doesn’t make it a better game. It happens when the two strike a balance and it is even more important that modern games find this balance as they are looked upon by a wider and wider audience.



This wider audience, be it (for lack of a better word) casual gamers just getting into games or gamers begging for more depth to their games out of a games plot. The tired clichés of killing until you’ve won aren’t really going to satisfy people who want a bit more out of their stories and know that videogames can deliver them. Games (and many movies for the most part, if you really want to get into it) need to stop treating gamers like we’re no smarter than the five-year-old selves that first started playing games. They need to stop trying to sound smart in order to gain footing and actually be smart (yes, I’m aware of the irony, since I’m pretty much trying to sound smart here). We’ve grown up, and while the violence and storylines of games have grown up with us, often the intelligence and depth of the games have not and while I am all for just sitting back and having fun (Galaxy was my game of the year) when a game is meant to be thought provoking and challenging it has to deliver. If a film advertises itself as truly impactful and turns out to be trite and lame we would rip it apart but gaming seems to be getting a free pass at the moment since any deeper thought is seen as a sign of completely amazing plot. I’m sorry but Bioshock, COD4 and any RPG you can think of are still not written at a level where they’re doing anything more than desperately trying to look smart. Shouldn’t games have to step up to the same quality that great screenplays or novels have? How can we scream that games are art to the high heavens and then not demand the same type of quality from our games’ stories that we demand in other areas?

At the base of all of this is the how we think of what a game is. As I’ve said, in order to truly tackle the most powerful stories and ideas games need to break out of the gameplay modes and designs that their predecessors were defined by. Game designers need to stop fitting their stories into their gameplay and start considering what works within the context of their ideas until then games stories and plots won’t truly be as powerful as they can be. Some games are already at this point, look at Half-Life 2 whose episodic content demands a game that is both gameplay and plot driven, but at the moment this idea is clearly not at the forefront of game developer’s minds.



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36 comments | showing # 1 to 36
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Hitogoroshi's Avatar - Comment posted on 01/18/2008 13:54
Hitogoroshi
Mario 64 and Twilight Princess are overrated. See on the internet I can defend what I like by attacking what you like.

Seriously. Great write up and I agree with you that Bioshock has some flaws, including the boss, I still feel like it is a great game and a step in the right direction.
Corncobtacular's Avatar - Comment posted on 01/18/2008 14:02
Corncobtacular
Great thinking on the title
JACK of No Trades's Avatar - Comment posted on 01/18/2008 14:02
JACK of No Trades
Wow Cow, come on man.

Bioshock has a deeper story than 90% games on the market. Why does it need a boss? They wanted to make Biosock appear as a real living society that went to hell. Having a boss at the end would be fucking stupid and undermind the whole premise of the story.
Fuzzy's Avatar - Comment posted on 01/18/2008 14:04
Fuzzy
Nice work. I also found the final boss fight in BioShock to be a bit of a let down after the greatness that was the entire game leading up to it. It reminds me of a movie that I love, except for the ending, "The Ninth Gate". It is a great movie with mystery, good pacing, and a main character (played by Johnny Depp) who you actually give a crap about. But it just falls apart at the end. Now when I watch it, I just turn it off during the last five minutes.
Cowzilla3's Avatar - Comment posted on 01/18/2008 14:06
Cowzilla3
Jack thats exactly what i was saying. The boss ruined a deep plot and becasue bioshock has a deeper stroy it needs to be held up to greater criticism.

@Fuzzy
Great call, that movies ending was really disapointing.
blehman's Avatar - Comment posted on 01/18/2008 14:09
blehman
Great post cow. Really deep. I agree with Fuzzy. That last boss fight kinda does throw Bios hock into the same realm as "The Ninth Gate". God, I hated the end of that movie.
Brian Szabelski's Avatar - Comment posted on 01/18/2008 14:10
Brian Szabelski
BioShock was, for me a bit of a let-down. And to be honest, many games are.

Twilight Princess is a better example than BioShock, though, Cowzilla. It is a recycled story from almost 10 years ago, so much so that I knew how the story would unfold with 15 minutes of staring up the game. I wish I hadn't been able to do that.

One of these days, I'm doing a blog entry tearing into the entire Zelda franchise for being too repetitive and stale. One of these days...
Cowzilla3's Avatar - Comment posted on 01/18/2008 14:15
Cowzilla3
Yea, but that was to easy. The reason Bioshock is such a great example is becasue its story hasn't been done and tehy're actaully trying something new.

Zelda on the other hand has teh same plot over and over (for the most part, Wind Waker, Minish Cap not as much) but I excuse this in my mind by telling myself its because its the hero of time and the battle for the tri-force is raging for all eternity throughout Hyrule.
Rockvillian's Avatar - Comment posted on 01/18/2008 14:18
Rockvillian
1000 points for Calvin & Hobbes.

Also, thanks a ton! Now I can safely say I felt the story in Bioshock was written by a couple snobby college students trying to sound smart. Total mood killer for me, even though I have nothing callous to say about the game itself :/

Now, Portal - there's some game play that hugs the writing, not the other way around.
BigPopaGamer's Avatar - Comment posted on 01/18/2008 14:24
BigPopaGamer
Instead of the giant boss fight in Bioshock what about an insane amount of guards in the corridors leading up to him and once you get there then do something similar to Metroid.
Fuzzy's Avatar - Comment posted on 01/18/2008 14:33
Fuzzy
@BigPopa
I actually would have enjoyed that much more. Or maybe when you get to him, he is a frail guy with some sort of control complex, but no physical power. One of the coolest parts in the game to me was when you get to Andrew Ryan and you don't get to fight him, but it forwards the story (and in a very effective way). I would have preferred something along those lines than the Mark McGuire meets Mr. Clean guy who I ended up facing.
Cowzilla3's Avatar - Comment posted on 01/18/2008 14:40
Cowzilla3
Me to. This entire time your moral decsiions are supposed to be a big decider and then you get there and its not the decisions you made but the amount of pullets you can pump into a fucker.
bhive01's Avatar - Comment posted on 01/18/2008 14:41
bhive01
I've not played Bioshock so I can't say how the ending fit or didn't, but I agree that overall games don't carry the plot and story to compete with masterful pieces of cinematic art. I assume that this will simply come with time and with increased user bases. Right now, people are buying up these games with little story cause they can play them and switch off after a day at work or that require little explaining to young ones. That stuff sells so that's what they make. It sounds to me that Bioshock fell prey to this thinking in a board room some where and ended up with a poor ending because of it.

Excellent Write up. I read every word.
vexed alex's Avatar - Comment posted on 01/18/2008 14:53
vexed alex
Cereal post is cereal. But yeah, the boss fight was incredibly cheesy and bad.
tazarthayoot's Avatar - Comment posted on 01/18/2008 14:55
tazarthayoot
Well done Cowzilla. Excellent read, and agree with you about Bioshock's ending. That ending made a game I was already in the middle about from the beginning made me just not enjoy it anymore.
moonkid's Avatar - Comment posted on 01/18/2008 14:56
moonkid
Great blog Cowzilla3, superbly written(slightly ironically!) I couldn't agree more with your criticism of the end fight, it didn't fit in with the rest of the game. The other boss fights were still forced upon you somewhat but they were all strongly linked to the narrative, whereas the last fight was just a case of beat boss, win game, regardless of which moral path you'd gone down.

Unfortunately I'm a games consumer not a writer or designer so I'm unable to suggest what would have made a suitable alternative but I can say that I really enjoyed the writing in that game up until the end, the Ryan cut scene in particular being one of the best cut scenes ever, and I'm really looking forward to a sequel. And also more blogs like this.
moonkid's Avatar - Comment posted on 01/18/2008 15:03
moonkid
Sorry to post hog but I've just remembered another thing I really didn't like about the final fight in Bioshock was how Atlas was actually designed. The super human-semi zombie thing attached to all those pipes, who charged around after you like a million bosses have before, slow slow quick quick slow. The other bosses fitted much better into the world of Rapture, were mainly just previously normal people who had gone a bit mad. Then comes Atlas the monster, cut and pasted from another game.
liam2015's Avatar - Comment posted on 01/18/2008 15:05
liam2015
Fucking great write man.

I hear what you're saying, and I agree 100%, there need to be more games with a deep and involving storyline, whileat the same time having good gameplay. While this will definitely be happening over time (the gaming industry is still young), there will always be games tht are just gameplay with some story. This is comparable to most of te crap Hollywood throws at us. Not all of them are Oscar worthy, some of them are complete shit, and some that are good, but not excellent. Like you said, it's hard to make a great book/movie/game every time. But as we've seen this year, the industry is definitely growing, and for the most part in a good way.
aborto thefetus's Avatar - Comment posted on 01/18/2008 15:21
aborto thefetus
The last boss fight and the resultant endings to Bioshock were awful. Up until the very end the writing was top notch, until they smacked me in the face with a incredibly easy final boss and cliched ending. The Final boss in Bioshock was awful not only because of the whole story thing but because it was so out of place. I fight my way through a gritty underwater city to fight a giant blue guy? I mean the whole character design looks like something out of Resident Evil or Halo

I also wouldn't have minded such a lame boss if it was as epic as the rest of the game. You know, one where you have to utilize all the abilities you gained. An example of the boss I was expecting out of Bioshock's final boss is Okami's final boss, but instead I get this half baked ending.

Great write up Cowzilla, and I have to agree with everything you said. Bioshock is great but isn't this great work of art everybody claims it is. When you compare this to works of art then all the games imperfections stand out.
LordRegulus's Avatar - Comment posted on 01/18/2008 15:24
LordRegulus
This, my friend, just put you on my friends list. Some of your complaints have been made before, but it was great of you to break it all down like this.

I keep saying: it's like Howard Roark and Elsworth Toohey duking it out with lasers at the end of The Fountainhead. Total ideological meltdown.
Knivy's Avatar - Comment posted on 01/18/2008 16:06
Knivy
The ending was so fast that to me it never happened.
Cowzilla3's Avatar - Comment posted on 01/18/2008 16:24
Cowzilla3
Lol, lord regulus that is a perfect comparison. You have no clue how long I sat there trying to think of an anology before settling for the war movie one and you had it all the time!

Horay for friendship too.
Colette Bennett's Avatar - Comment posted on 01/18/2008 16:31
Colette Bennett
Nice article CowZilla! I really enjoyed this.
PetiePal's Avatar - Comment posted on 01/18/2008 16:47
PetiePal
Front page material CowZilla. You have my vote.
Atlas's Avatar - Comment posted on 01/18/2008 18:02
Atlas
Why are you so cruel to me? I tried to make a good ending, but my plans were foiled by those meddling kids!
moonkid's Avatar - Comment posted on 01/18/2008 18:21
moonkid
@Atlas, would you kindly stop impersonating Irish people, Bono is getting so pissed of he might actually take his shades off.
Jonathan Holmes's Avatar - Comment posted on 01/18/2008 19:21
Jonathan Holmes
@ Nihon, I think the Zelda games are like Bond movies in that they are supposed to all follow the same structure. Neither is really about story, but more about existing in a particular world that runs by a set of rules that have stayed consistent for generations. That goes double for the Mario series.

BioShock on the other hand was much more story driven, and therefore we expected more out of it. Maybe that's not fair, but it's true.
Bob Muir's Avatar - Comment posted on 01/18/2008 23:27
Bob Muir
Jonathon Holmes pretty much sums up my feelings on Mario and Zelda. Also, great article Cowzilla! This needs front-paging.
A New Challenger's Avatar - Comment posted on 01/19/2008 00:05
A New Challenger
Thirding or whatever front-paging.

If a game commits to telling a story, then it has to tell a damn story. One game that kind of did the opposite of BioShock was Killer7, which doesn't have a boss fight for its finale, and doesn't have a happy ending (or even a sad one, really.... just an odd one.) Then again, it's possible Suda51 just wanted to be different by doing that. I don't know, I only played through that game once. Where was I?

Oh, right. I agree with you.
Aaron Mxy Yost's Avatar - Comment posted on 01/19/2008 09:11
Aaron Mxy Yost
I came out of hiding to say this was an awesome read.
Big Z's Avatar - Comment posted on 01/20/2008 11:48
Big Z
I'm with you on this one Cow, it was like waking up to find an elephant in my living room when I got to the end of Bioshock and had to fight a boss. Good read.
Bus's Avatar - Comment posted on 01/20/2008 12:10
Bus
I still say that the ending of Bioshock is a grim and artistic reminder that choice is an illusion in video games.
Wedge's Avatar - Comment posted on 01/20/2008 14:15
Wedge
Sad but true, the last part of the game is also often the last part of the game developed. The end of Bioshock was rushed to be thrown in, as is the case with many games, leading to a weak ending. Ken Levine talked about his regret for the ending to the game, but things need to meet those holiday deadlines. SS2 suffered from this as well.

I think that probably brings up another interesting point about Valve, which is that unlike just about every other company in existence, they are NEVER under any deadlines and allowed to complete things on their own schedule.
FinalFist's Avatar - Comment posted on 01/20/2008 15:45
FinalFist
I agree with most of what you say, but I contend your point that most rpgs and other games are just "trying desperately to sound smart."

It seems that you are endorsing a shift of games into something that is more constructive and not subversive. Video games are a subversive medium catering to subversive-minded people (young males).

Were comic books or rock n roll all that "smart"? I don't think so. They were something the youth had for themselves as a subversive culture to counter the establishment of parents or whatever. They weren't "smart" in that they were not a part of the establishment. In other ways that arouse new and subversive ideas, they could be viewed as very "smart".
Cowzilla3's Avatar - Comment posted on 01/20/2008 16:54
Cowzilla3
I meant that Bioshock and RPGs play towards cliche plotlines and dime store philosophy without promoting many ideas that seem to be generated by the creators themselves. I'm not sure how subversive young males are either as thats the population that basically drives advertising, marketing and other pop culture. It really depends on who you are and wher eyou are.

Early comics and rock and roll was probably not that smart (though much original rock and roll was full of subversive intelligent lyrics) but with games like bioshock or mass effect let's say they are tyring to be smart not just subversive. Is it needed, i'm not sure, but if games want to tackle actual ideals and issues they need to start promoting their ideas better than a college freshmans philosphy paper or ever more often some sort of fifth grade plot line.
CaptainApocalypse's Avatar - Comment posted on 01/20/2008 19:44
CaptainApocalypse
I really enjoyed Bioshock as a whole, save the ending; which was disappointing beyond socks for Christmas.
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