The end of the epic: why the success of Bioshock Infinite is bad for gaming

Phil Hartup hated the critically acclaimed blockbuster. And he thinks you should too.

 

There was a time when games tried harder than this. They’ve never spent more money in production, they’ve never had better hardware, but they tried harder. New game types, new control systems, new themes, new mechanics. They had to wow the audience, impress them and offer them something new. Those days are gone. Now games merely presume to have our attention and because of the hype, because of the money and because sometimes they just look so amazing, that attention is often given freely.

Bioshock: Infinite is just such a game. It deserves a place in history as being the world’s most successfully polished turd.

The acclaim piled on it is easy to understand. Groupthink amongst the gaming press has a habit of running riot and almost from day one of its announcement it was clear to see that Bioshock: Infinite was the anointed one. It contained very serious issues like racism and inequality, it had religious baddies in it, who weren’t Muslim for a change, it had a prominent female character who wasn’t simply there to be drooled over and of course it all looked so pretty in the videos. People were ready for a game that wasn’t as ideologically bankrupt as the Call of Duty series, but was still, for all intents and purposes, that sort of game. Bingo.

Complaints with Bioshock: Infinite are limited to two key areas.

First, and most obviously, it’s a first person shooter and it’s a conspicuously bad one. Everything takes place in a series of arena battles, with the plot occurring in the times between them. This is a really bad sign. It tells us that the story is written and the game, that bit that you’re paying for, the bit that really anything calling itself a game ought to be focused on, that’s just filler. That’s the stuff you do to pad the running time out. That the actual game part of the game has been relegated to the fringes of the experience is evidenced by just how below-par the combat actually is. The mechanics, the arbitrary limitations, the repetition of it all . . . on a mechanical level this is the sort of thing that was done better in Half Life back in 1998.

Secondly in terms of story and themes, what are we really learning here? That racism is bad? That religious fanaticism is bad? A huge amount has been talked about the Bioshock: Infinite story but the elephant in the room is that if the story is written before you even install the game then it is a bad story. This brings us back to the idea of the game as a game.

What makes games special is that you are not supposed to know the outcome. Take a football match for example. If you’re playing football and you don’t know how the match will turn out, but you know you can affect it, that’s fun. That’s really the joy of playing a game. But suppose you put your boots on, you step out onto the pitch, and the referee hands you a script. You play your part in the game, you have to kick the ball when it comes to you, you have to tackle players as they come to you, just like it says in the script, and if you do that right, you win. If you do it wrong the ref blows his whistle and you do it again until it is right and then you win.

This is what a game as scripted as Bioshock: Infinite comes down to; an interactive movie where the totality of the player capacity for interaction is our old friend, violence. Now I am actually rather partial to videogame violence. It can be good clean fun. But when it is forced upon me for reasons that essentially amount to time sinking I find it a little objectionable. There’s no engaging with the people in the game world, and there is little interaction with objects other than to instantly munch them down to heal gunshot wounds.

Now it could be argued that Bioshock: Infinite is being playful and ironic, that it is a self-aware look at games and violence and other things, playing against expectations and messing with ideas of parenthood and conscience and so on, and I’m sure that’s ever so clever. But here’s the thing with that. If you want to be a clever game, first you have to be a good game. You can tell that Bioshock: Infinite isn’t that because people are talking about themes and story, they are not asking about how to play it better. Besides, is a "good guy who is a killer with a mysterious past" such a revolutionary idea? Is rescuing some mysterious yet important girl from a prison really a new idea? Is a one-dimensional dickhead as a principle antagonist really as sophisticated as all that? For a game lauded for its story it is hard to pick anything in this game that wasn’t already clichéd years ago.

But here’s the thing. All this said, Bioshock: Infinite has been wildly applauded by critics. This blood-spattered series of fetch quests, arena fights and pseudo intellectualism is being talked about as one of the best games in recent years. Mathematics departments around the world have been struggling for weeks to find a new whole number above ten but less than eleven just to use for reviewing this game. The team at the Oxford English Dictionary are in the process of removing the existing definition of the word airship from the dictionary to be replaced by the term ‘wonderful floating thing found in Bioshock: Infinite’. This game is, as far as most of the gaming press and public are concerned, the greatest thing ever.

That should worry fans of video games because when something as completely wrongheaded and primitive as Bioshock: Infinite is lauded as a masterpiece, the fallout can only be toxic.

What video games need now are new ideas, not the same old thing with a different set of backgrounds and a new story. This is what video games promised when they first appeared, when people were not just inventing games but inventing genres of game. Somewhere along the way this seems to have stopped happening, to the extent that the best game so far of 2013 is a game that, graphical fidelity notwithstanding, could have been made ten years ago.

Board games are in many ways showing the direction that video games ought to be taking. Games such as Risk: Legacy offer changes to old formulae and new formats and game tropes appear all the time. Meanwhile, what mainstream video games are delivering is akin to the dizzying array of different Monopoly sets you can get. Maybe it’s set in space, or in Legoland, or Russia, or wherever, but it’s still ultimately the same game.

While the 10/10 scores and the plaudits are piling up around titles that offer nothing more than a new story played out in the same old style, the games industry will see no reason to change.

For people who thought that Bioshock: Infinite was new and exciting, congratulations. That’s what’s on the menu, at least from the big developers, for the foreseeable future. For those of us who had our fill of this slop back when it still tasted sort of new and the crunchy bits still had some crunch to them, it’s going to be a long few years.

Oops, too late.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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Doing a Radiohead: how to disappear online

The band has performed an online Houdini in advance of its ninth album – but it’s harder than it looks. 

At the beginning of May, the band Radiohead’s web presence – well, its Twitter, Facebook, and website, at least – went offline.

Lead singer Thom Yorke has repeatedly criticised streaming, and the future of online music in general, and it's clear that his opinion fed into this month's decision to reject social media in favour of sending individual cards to the band's fans in the post. 

However, it’s also a clever publicity stunt in the run up to the rumoured release of the band's ninth album, since it plays into a growing paranoia around the lives we live online, and quite how permanent they are. In reality, though, Radiohead has done a pretty terrible job of disappearing from the internet. Its Facebook and Twitter accounts still exist, and widely available caching services actually mean you can still see Radiohead.com if you so wish. 

These are the steps you’d need to take to really disappear from the internet (and never be found).

Delete your acccounts

Radiohead may have deleted its posts on Facebook and Twitter, but its accounts – and, therefore user data – still exist on the sites. If this was a serious move away from an online presence, as opposed to a stunt, you’d want to delete your account entirely.

The site justdelete.me rates sites according to how easy they make it to delete your data. If you only hold accounts with “easy” rated sites, like Airbnb, Goodreads and Google, you’ll be able to delete your account through what justdelete.me calls a “simple process”. JustDelete.me also links you directly to the (sometimes difficult-to-find) account deletion pages.

Failing that, delete what you can

If, however, you’re a member of sites that don’t allow you to delete your account like Blogger, Couchsurfing or Wordpress, you may be stuck with your account for good. However, you should at least be able to delete posts and any biographical information on your profile.

If this bothers you, but you want to create an account with these sites, Justdelete.me also offers a “fake identity generator” which spits out fake names and other details to use in the signup process.

Go to Google

Search results are the hardest thing to erase, especially if they’re on sites which published your details without your permission. However, thanks to the European Commission “Right to be forgotten” ruling in 2014, you can now ask that certain search results be deleted using this online form.  

Ditch your smartphone

Smartphones tend to track your location and communicate with app and web servers constantly. For true privacy, you’d want to either disconnect your phone from all accounts (including iCloud or Google) or else get a basic phone which does not connect to the internet.

Give out your passwords

The artist Mark Farid decided in October 2015 to live without a digital footprint until April 2016, but was aghast when he realised quite how often our data is collected by our devices. As a result, he decided to live without bank accounts, use a phone without internet connectivity, and use an unregistered Oyster.

When I saw him speak at an event just before his off-grid experiment was due to begin, he announced that he would also be handing out the passwords to all his online accounts to the public. The kind of “bad data” which randomly hacked accounts would show would actually make him less traceable than a radio silence – a bit like how words written over other words mask them more than simply erasing them or scribbling on them would.

Accept that it probably won’t work

Even if you managed all this, the likelihood is that some of your daily activities would still leave a trace online. Most jobs require internet activity, if not an internet presence. Bank accounts are, let's face it, fairly necessary. And even Radiohead will, I’m willing to bet, reappear on the internet soon after their album arrives.

Barbara Speed is a technology and digital culture writer at the New Statesman and a staff writer at CityMetric.