9/21/2023 0 Comments Bioshock infinite system shock![]() Combat Designįirst up, I will go over the combat. I see this as the gold standard for any work of interactive fiction, and it is through this lens that I will inspect Bioshock Infinite. I think this is true for anybody who has interest in a videogame storytelling. The journey we take through the game becomes our narrative. We do not absorb gameplay on a purely abstract basis, we connect it to the game’s virtual world and incorporate it into our subjective narrative. While we of course are able to talk about the narrative in a separate, dual world-like, sense, it is not how we live through the experience. When we take part in interactive storytelling, what we really care about is our activities and the scenarios. While not that many talk about narrative in this way, I think it is really how most of us interpret our experiences. It is not just cut-scenes and audio-logs that make up a narrative, it is also the shooting, jumping, and all other actions that I perform as a player. When I talk about the narrative in a game, I see it as the totality of the experience. Narrativeīefore we get into it all, I need to clear up a concept. By taking a closer look at Bioshock Infinite we can perhaps learn to harness its dormant potential. ![]() This is also why it is so interesting to talk about it. The capability for true greatness can be seen throughout, but is constantly hindered. What really stuck to me, though, is how it abuses its own premise. I played the entire game in a couple of days, a rare thing for me, and had (mostly) fun doing so. This does not mean it is a bad game, far from it. There is a lot that is really good about the game, but the way it all comes together seems like a wasted opportunity. ![]() So I just finished Bioshock Infinite and I feel I need to write something about it. ![]() Some links in this article have expired and have been removed. ![]()
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