BioShock Backlash
Via Rock, Paper, Shotgun, a Kieron Gillen piece at Eurogamer about the heavy backlash from PC gamers against BioShock . Gillen tackles all of the most common complaints, including favorites like 'it's too easy,' and 'the ending stinks.' "BioShock is both a more accessible and easier game than System Shock 2. But 'easier' doesn't have anything to with it being 'dumber,' and hating 'more accessible' is just petty elitism from people who'd actually like videogames to be a ghetto consisting of them — especially when some of the things to make the game more accessible can be turned off. As long as point two's not true, then the former really doesn't matter."
"I have long felt that any reviewer who expresses rage and loathing for a novel is preposterous. He or she is like a person who has put on full armor and attacked a hot fudge sundae or a banana split."
Kurt Vonnegut quoted in "The War Between Writers and Reviewers," New York Times Book Review (6 January 1985).
Source: http://en.wikiquote.org/wiki/Kurt_Vonnegut
Dammit, nobody told me we were supposed to be having a backlash against this game! I actually liked it and felt it was a fine bit of storytelling in a fun FPS, myself... next time, -tell me- when I'm not supposed to like a game! Next you'll tell me I was supposed to hate Kane & Lynch!
petty elitism from people who'd actually like videogames to be a ghetto consisting of them
:)
I like RPGs of all types. American, Japanese, European, action, methodical, turn based, real time, whatever. Hell, I even enjoyed Two Worlds on the X360. I thought *I* was nuts.
But try going to the message boards for some of these games, and I mean the boards run by the developer/publisher where players make suggestions for the next game. Bethesda's Oblivion forum, for example.
So much of it can be boiled down to "please make the game 100 times more nitpicky and tedious". I swear, some of these guys would cream their pants if an RPG came along where you have to spend 20 minutes tending to your charatcer's bathroom activities every morning, another 30 minutes sharpening their sword and polishing their armor and then two hours deciphering an elven scroll in order to make a level 1 fireball.
There's a thin line between "hard core RPGer" and "inanimate object", I think.
- The choice of harvesting or freeing the little sisters has very little weight, because you end up with the same abilities either way. This would have been an obvious place to add some kind of character variation.
Bioshock was also "dumbed down" in many other ways, such as having an infinite inventory capacity for weapons (and nothing but weapons). This adds to the paradox of choice, thus making combat less fun, while also eliminating other kinds of customization. Bioshock is still one of the best games of the year for me, and it raised the bar for story and atmosphere in games, but the gameplay mechanics show several clear design errors.I'm seeing a divergence in computer games into two camps. One is the classic 'Game as Challenge' camp, where players seek to improve their ability to play and to overcome challenges that at first seem overwhelming.
But we're trending toward a 'Game as Novel' paradigm, where the purpose of playing the game is to see the story unfold and to make our own impact upon it. The challenge is reduced to the point that many games (like Bioshock and Prey) have zero costs for failure -- you just keep playing, keep the story progressing, as if nothing happened.
These two camps aren't completely in opposition to one another, but they can ruin each other's experience. The central nature of the Challenge game is that you may reach a point in the game past which you cannot proceed. That's anathema to the Novel game, which wants its reader to experience the entire story.
Not sure how to fix this divergence. Artificial limits (such as playing with X, where X is some helpful game mechanic) are one way but they feel contrived and hollow to the challenge player.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
I'll disagree with Kurt Vonnegut, there.
I can see how he comes to such ideas, seeing that he's the writer. It's his work that those nasty reviewers are pissing all over. Yes, I'd _expect_ him to feel pretty strongly about it.
I, however, come from the angle of the consumer. I like to have the _whole_ picture before I decide whether I blow 50$ or more on a game.
There are entirely too many people who tell me only half the story. They tell me what they liked about a game. Or in the case of some reviewers, what the publisher's PR department told them to write. And I'm grateful for that info, too.
But that's just the problem: the "if you can't say something nice, don't say anything at all" school of reviewing, only tells me half the picture. It's presenting a skewed picture, that serves no purpose except to try to help some vendor swindle me out of some money that they didn't deserve.
The purpose of a review isn't to be nice and friendly to the publisher. And that's a perversion of the whole idea. A review was never supposed to be just an extension of the publisher' marketing. A review is for the _consumer_. As a paying customer, I want enough information to decide if I'd genuinely like that game or not. If, according to _my_ tastes, it's worth _my_ money.
I'm actually grateful to the reviewers which give me the other half of the picture. Even if it's in the form of rage and loathing. We need more review sites like Something Awful, just for balance sake. Because God knows we already have too many who focus only on pleasing the publisher and being nice to the devs.
I don't hate games, I just like to know the _whole_ story. The good _and_ the bad. Only then I can make an informed choice.
And since there are already too many competing to tell me only the former, I'm genuinely grateful to the disgruntled folks who'll tell me the latter. I want to know every single bad detail. Everything that the reviewer didn't like. Every debatable aspect or design choice. Every glitch, every quest that feels unfinished, every moment when the reviewer's suspension of disbelief broke.
Don't worry, it doesn't mean I'll swallow the reviewer's opinion whole, as some Holy Truth, though. Trust me, I'll still use my own judgment there. If a reviewer goes "omg, it sucks because it's turn based" about a game, I'll probably just go, "hmm, that sounds good, actually." But now I'll have one more piece of information to base the decision on.
And if some some publisher, dev or fanboy ends up thinking along the lines of Mr Vonnegut's quote... well, they can consume excrement and expire, for all I care. I'm sure there would be a lot who'd like people's purchase decisions to be based only on corporate-approved PR and hype, but, see, that's exactly the thing I hope to avoid when I go to a review site.
A polar bear is a cartesian bear after a coordinate transform.