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You misunderstand, but as I said I'm not trying to illustrate my point yet. I didn't think there was a problem with a lack of choice, I thought there was a problem with a lack of agency. A story can have a fixed ending but when a protagonist does not have agency in that ending, there's a problem.
Even if that protagonist doesn't have a choice, they still have agency in enacting their own demise. They may have no choice but to sacrifice themselves to save the world but they still "choose" to do it.
This game's ending doesn't give the protagonist nor the player that agency. We either accidentally choose to do the right thing or are manipulated into doing the right thing. Either way, the actual "choice" to do the right thing is out or our hands and into the hands of others (fate or elizabeth).
That detracts from the impact of the ending.
But like I said, I'm not going to go into crazy detail yet why I think this happened and what I think is really wrong. I've already gone into more detail than I intended.
I'm editing my blog post on the subject and I'll simply link to that when I'm done.
That is a matter of opinion. Personally I am totally fine with the lack of player input in the end, because the story they told could not have the impact it did while trying to offer the illusion of agency.
This was a story about a man and his daughter. Not about the player. It was more of an interactive and detailed movie then it was a game ala Mass Effect.
My problem isn't one of video games; if this happened in a book or a movie, it would be just as much of a problem.
We may not have had an actual choice to sacrifice Booker but Booker himself should have. He didn't, and that's the problem. The protagonist had no agency in his own demise and by extension we had no agency.
This discussion is muddied by the whole Interactivity thing. It's best for your understanding if you look at the ending as if there was no interactivity and view my position as the same.
I'm a big fan of video games and don't have a problem with linear games that have no choices to be made. I loved Halo and Half Life and similar games. I don't care if a game doesn't try to integrate choice into their structure.
This is different. The protagonist's agency was removed and in order for you to understand what I mean by that you need to stop thinking about the interactive nature of video games.
I find it troubling that you think that every story has to follow the heroic archetype. Now your point is even more opinion now that you have divorced it from the gameplay. A protagonist does not always need agency in their own death to tell a story, nor does every story of redemption need to end *with* the redemption. (Booker had already redeemed himself at this point.)
Also, the drowning was not a "demise" but a rebirth, as the time was erased and he was sent back to a world where nothing had happened. He was not just drowned, he was baptized, and was reborn, in a much more literal sense then the baptism by the priest would have been.
Well said. The argument that B:I is more an interactive story is ridiculous. It's not Max Payne, or Walking Dead, not even close.
See, this is why I didn't want to get into it. My point isn't clear to you because I haven't conveyed it well because I've been trying not to as I know my blog post would be quite a bit more clear.
I think nothing of the sort regarding heroic archetypes, you've just assumed that I do for whatever reason.
If an event happens in a story it needs to have a catalyst, can we agree on that? If a protagonist does something it also needs to have a catalyst, can we agree?
Can we also agree that an action taken by a protagonist should be an action that protagonist would do? How about an action taken by a protagonist should be of that protagonist's own volition?
This is what I mean when I say protagonist agency. It's the idea that the protagonist drives the story and any actions taken by the protagonist are of the protagonist's own choosing.
The player is the protagonist so PLAYER agency is also a valid term in most cases. However there are times when player agency is removed. In such times, protagonist agency should always be maintained.
When I divorced gameplay from story I was attempting to make you think about the situation from a purely narrative perspective so that you could see this underlying point. It obviously failed, but whatever.
At the end of the story of Bioshock Infinite, protagonist agency was removed.
Booker, as a response to Liz's dialog, chose to kill Comstock before he had the opportunity to do the things he did.
However, he did not know that Comstock was him and would therefore be killing himself.
He made the right choice but he didn't everything he needed to know about that choice.
He accidentally, or at the subtle prompting of Elizabeth, chose to sacrifice himself to save the world.
It WAS a Heroic Sacrifice, but it was accidental. He didn't get transported to an alternate realm having no recollection of his adventures, he was wiped from the face of history in all alternate timelines.
That was his decision; to kill Comstock in his crib, to erase the man from existence. He made the right choice, but it also happened to be a Heroic Sacrifice.
This pivotal decision was made accidentally. Protagonist agency was removed when making this choice. Booker chose to kill Comstock, not himself. The fact that he was Comstock was only revealed later.
That's poor storytelling. You don't have a protagonist make a choice like that without knowing the consequences. It'd be like a soldier jumping on a grenade because he thought it'd be friendly. It'd be like a protagonist pressing buttons at random and successfully averting a nuclear apocalypse.
What you are referring to would destroy the entire point of dramatic irony. The actors in a story do not need to know or understand the significance of their decisions in order to make them, they only have to know what they know already. Booker made a logical choice based on the information he had, and it happened to be the correct one even though he did not fully understand the implications as of yet.
That is not lazy storytelling, it has been a staple of stories for millennia.
A common example of this is Oedipus, where he chooses to run so that he would not kill his father, never knowing that the very choice to run was what would cause him to kill his father.
The point is that Booker is not the one pulling the strings, he never was. It is Elizabeth, and the Lucetes who are the ones who know what is happening. And all of Bookers actions are just what I said: Dramatic irony.
The interesting thing about this portrayal of the events is that Booker is you. And you you are partial to his own state, and learn things only when he learns them. Unlike in Oedipus, you are not the audience, you are the participant who does not understand the irony of his choices.
So in short, not lazy, it is actually quite well done.
To be fair, that's not poor storytelling, that is just a story that does not appeal to your taste, in all fairness, the story is quite well told, the twists are entertaining and the pacing is decent, all the right elements are put in place so that when you play it again you get more of the big picture, to me, that works as "good" storytelling, as for taste, IMO, for -me-, I don't like the whole multiverse, time travell, jibber jabber, a part of me hates this game for going from the social logic of Bioshock 1 to a more sci-fi logic in Infinite, it just doesn't appeal to me, I don't like it, but I do love the game, the story doesn't appeal to me, I could point a lot of tings why I don't like it, but it does a good job of engaging me, even if I don't like it's elements, for what it's worth, it did turn out into one of my favourite games thus far.
One of the reasons why I bought Infinite was because the ending was advertised as something that hadn't been done in many games before, I think they acomplished that, at least by following your logic they managed to acomplish what was right for their vision, even if their story didn't please you.
Dramatic Irony only works when the Audience knows things the Characters don't.
That's actually the definition of dramatic irony. If the audience doesn't know things that the characters don't know, then it's not dramatic irony, so that's no defense at all.
The issue with the way this was handled is that a major plot point amounts to an accident. Sure you CAN do that in a story if you want to, but its not recommended in dramatic stories because its comical.
He Accidentally chose correctly or Elizabeth manipulated him into choosing correctly. Booker is the protagonist; he drives the story. He may not be in control of the overarching flow of the story but he has agency in the events of that story.
They push and prod him maybe but he always chose his own actions, even if they were actions the others wanted him to take.
If you want to get down to it, manipulation at the very end of this story changes suicide to murder. He didn't choose to kill himself, they murdered him.
He could have chosen to kill himself and they may have led him to do so but the way it is handled is murder, not suicide.
Think about it; what difference would it ultimately have made to have Booker, knowing he was Comstock, choose to kill himself? The same result is achieved, the same machinations by Elizabeth and the Lucettes is satisfied, the futility and irrelevancy of Booker's agency is still conveyed, so what really changes?
I'll tell you what: Protagonist agency would be maintained. It may have been what they wanted him to do all along but he chose to do it for his own reasons.
He didn't choose to kill himself, he chose to kill Comstock. It was either an accident or manipulation, and neither option is good.
1. Why do you think Booker is the protagonist? He is the viewpoint character but that does not mean he is the protagonist storyline wise. In this case I think there are actually 2 characters driving the plot, Booker/Comstock and Elizabeth, with the Lectetes playing the Fool (the role in fiction obviously).
2. I did mention that this is the reverse of dramatic irony due to the medium. You are playing the role of one of the characters in the play, whereas the scientists are the audience/4th wall straddlers. (The Fool)
3. Yes, they did murder him.
4. Comedies and Tragedies have almost the same structure in regards to protagonist agency. Primarily because they come from the same movement in plays. (Tragedy being played in honor of Dionysus.) So it is not comical that his choice "amounts to an accident" it is tragic.
5. What I am getting from this is that you like hero quest style literature. Probably don't enjoy existential anything. What annoys me is that you are claiming that their artistic vision is somehow worse then yours. The fact is: I LOVE that he was murdered. I thought he would commit suicide. I was expecting it for half the game. The fact that Elizabeth kills him caught me totally off guard, and it fit so well with the mood and the tone and the reality of Booker's own weaker nature. (One version is a drunk and a lout, the other an evil racist.)
I thought bioshock one was overrated and hated it for not living up to my madeup standards.
I finally understood my folly in thinking bioshock was overrated when I played bioshock infinite.
Bioshock infinite is not overrated, you just have played bioshock and you are falling into the same trappings of not really understanding what you want (I am assuming you are younger than thirty years old and have only played bioshock one).
trust me, once you play the next bioshock you will not think bioshock infinite is so bad.
It is you, not the game. Bioshock infinite is freaking amazing and thats coming a self-described hardcore gamer.
Infinite is not a 10/10 but i think it is better than halflife 2 which is the best shooter ever. Halflife 2 still has the best shooting and environmental puzzles but bioshock infinite has better everything else.
(Hell, the game is an instant classic in my book purely based on how great it was to have an npc companion that was not a burden that needed to be babysitted nor was easy to forget about).
TRUE THIS. Gold standard of NPC behavior. I *missed* her when she was gone. I legitimately wanted to save her to get her back. Never been that attached to an NPC before.
That's where you're wrong. By the time Elizabeth kills Booker, Booker's character development had established he would have chosen suicide. Even his dialog when it's revealed to him that he is Comstock shows this.
Did you notice the change in coordinates the second time they boarded the Airship? Did you notice how it wasn't the same as those that would have taken Booker and Elizabeth to New York?
Did you notice the way Booker stepped up after they entered the War Torn Columbia? How he chose to fight for the people after seeing how they idolized him? Did you see how hard he fought to get to Elizabeth and how hard her reality hit him?
By the time Booker reaches the end of the game, he's a different person than when he entered. For a different reason than the baptism thing. He found something to fight for. SomeONE to fight for.
All the foreshadowing in the game led to this moment.
He WOULD have made the right choice if he knew the consequences. I know that because I watched him grow into the type of person that would. They stole that opportunity from him arbitrarily, and I take issue with that.
Everything indicated he would make the right choice anyway so his murder was unnecessary. THAT'S my problem. Their artistic vision can't even be called that because they abandoned the dramatic developments of the character they created to force a further twist into a twist of an ending.