An early Big Daddy sketch for BioShock by 2K Boston's Nate Wells
Does reading Level Up sometimes feel like
drinking water from a fire hose? Or surfing a tsunami? Does it ever
give you the sensation that you've been buried under an avalanche of
words, words, words? Yes, we know that the dizzying length of certain
Level Up posts can read more like a manifesto or a jeremiad than a blog
entry. For you, we offer the occasional feature "Things You May Have Missed," which will cull compelling excerpts from our more voluminous posts.
Since yesterday's entry on "What Makes A Great Boss?"
got such a strong response, we've decided to double dip on that topic.
As before, today's extract comes from the September 17th-20th edition
of our Vs. Mode exchange with MTV News reporter Stephen Totilo, wherein we discussed the games BioShock and Metroid Prime 3: Corruption.
During our email conversation, we raised the question of how both games
handled boss battles, as well as the limits and possibilities of
BioShock's morality system. This prompted us to suggest a new type
of Big Daddy, the Redeemer, as a boss that would challenge the player
not only tactically, but also morally. How? Read on.
N'Gai Croal: Imagine that there was a third type of Big Daddy--let's call it the Predator the Punisher
the Redeemer--that was activated every time I harvested a Little
Sister. And rather than confront me directly, the Redeemer would emerge
to steadily ratchet up the pressure on me within BioShock's already
defined language. First, it would lay snares (trap bolts and proximity
mines) for me, impeding my progress. Next, it would reprogram security
cameras, bots and health stations that I'd hacked, undoing all of my
hard work and turning them against me. Then it would start destroying
the vending machines. And all the while, the Redeemer is broadcasting
alternating recorded messages to my shortwave radio (the plaintive
cries of the last Little Sister I'd harvested; snippets of Tenenbaum
intake interview with that particular girl, in which the girl is
addressed by her pre-conversion name) and over Rapture's public address
system (an impassioned fire and brimstone sermons--in a voice as eerily
rattling as the Circus of Values--that urges me to confess your sins
and repent for what I have done.) And this would go on until I tracked
it down and defeated it.
I haven't forgotten about you, by the way. You and your fellow
bleeding-heart Rescuers would get The Siren. After every Little Sister
you rescued, a Siren would softly, raspily sing ominous reminders
(think Nina Simone's version of "Pirate Jenny")
about your weakness for not harvesting the monstrous, corpse-defiling
Little Sisters. Then, upon seeing you, the Siren would issue a
high-pitched scream (think the pod people from "Invasion of the Body Snatchers")
that attracted a pack of Hybrid Splicers--each one a blend of two
existing traits from among Thuggish, Leadhead, Spider, Nitro and
Houdini--to your current location.
If BioShock is about the player making his or her way through an
ecosystem, the ecosystem should respond to the player's intrusions in
increasingly interesting ways, of which difficulty is merely be a
single element. The game could respond extrinsically, by reminding us
periodically of our decisions--that's why I gave my proposed Redeemer
his accusatory recordings and the Siren her taunts, and why I think the
angel-on-one-shoulder, devil-on-the-other urgings of Tenenbaum and
Atlas/Fontaine could have been employed more regularly. And it could
also respond intrinsically, by making the gameplay more challenging
after each Little Sister decision--hence the Redeemer and the Siren. As
a Harvester, I'm dehumanizing the Little Sisters, so BioShock's systems
should humanize them, making it harder for me to keep harvesting them.
You, on the other hand, have been humanizing the Little Sisters, so
BioShock should respond by dehumanizing them, making it more of a
challenge for you to keep rescuing them. It's fine for the game's
extrinsic narrative to make a moral judgement, to value one choice over
the other, as BioShock does now with its "good" and "bad" endings. But
when it comes to the intrinsic gameplay, that's where I think that
BioShock should be amoral, to see whether we players will stick to our
guns when under pressure, or rely on situational ethics to see us
through.
Of course, it's easy for me to sit back and play armchair designer
when I don't have to do the hard work of testing, balancing and
iterating to make sure that the end result is actually fun to play.
When we visited 2K's offices to play BioShock, associate producer Jason
Bergman told us that this was the most extensively tested title in 2K's
history, and that they made a number of judicious changes in response
to the feedback they received and their observations of people playing
the game. Perhaps the equivalent of fun in games is like laughter in
movie comedies, which are also tested and re-tested before they're
released. No matter how much a filmmaker may like a particular joke or
gag, if it doesn't get a laugh, he or she is likely to cut it, because
eliciting laughter is the point. So just as comedies have to be funny,
games have to be fun. And by fun, I mean in that catchall way it's used
when discussing that medium, not as a mental narcotic to pass the time.
I mean that the systems have to cohere in a way that ultimately feels
both challenging and rewarding, not simplistic or sadistic.
Here endeth our summary. To read the entire four-part exchange, click here.