N'Gai Croal
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Oct 15, 2007 12:09 AM
Martin Sheen in "Apocalypse Now"
I've done questionable things.
--Roy Batty to Eldon Tyrell in "Blade Runner"
You're an errand boy, sent by grocery clerks to collect a bill.
--Col. Kurtz to Capt. Willard in "Apocalypse Now"
Towards the end of our workday, as we scan the contents of our RSS newsreader for the next day's High Score, we make sure that from time to time we read the latest post on Clint Hocking's blog Click Nothing. Hocking, a creative director at Ubisoft, is among a growing number of developers who have taken to this medium in order to express their thoughts about videogames. Between a mainstream media which generally ignores games and an enthusiast press still largely stuck in the preview-feature-review model, the best developer blogs are carving out a space that can enrich our understanding of interactive entertainment and help establish a shared vocabulary for further discussion. It's not easy, because as Hocking rightfully says, "With the 'language of games' being as limited as it is, understanding what I am 'reading' is hard, and trying to articulate it back to people in a useful way is a full order of magnitude harder." So whenever someone steps up to the plate as Hocking is doing on a frequent basis, we are both grateful and thrilled.
Hocking's October 7th post, "Ludonarrative Dissonance in Bioshock: The problem of what the game is about," caught our eye, and not just because of its lengthy Level Up-esque title. In it, Hocking takes a close look at the tension between BioShock's story ("an examination and a criticism of Randian Objectivism") and its gameplay ("seek power and you will progress"), then concludes:
To cut straight to the heart of it, Bioshock seems to suffer from a powerful dissonance between what it is about as a game, and what it is about as a story. By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all. The leveraging of the game's narrative structure against its ludic structure all but destroys the player's ability to feel connected to either, forcing the player to either abandon the game in protest (which I almost did) or simply accept that the game cannot be enjoyed as both a game and a story, and to then finish it for the mere sake of finishing it.
The source of Hocking's ire is his belief that while BioShock's gameplay mechanics are perfectly aligned with the theme of Randian objectivism...
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