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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Hands across the pages: the stories of the world's most beautiful books

Meetings With Remarkable Manuscripts by Christopher de Hamel allows us to see inside the books most of us will never get the chance to open.

Some books are so old and valuable that most readers will never get to see them ­except when opened at a single spread in a glass display case. As Christopher de Hamel (the custodian of the treasure-house Parker Library at Corpus Christi, Cambridge) observes, even now that many rare books have been digitised, there is no satisfactory substitute for sitting at a desk and turning these ancient pages yourself, “touching hands” with their creators and the long-vanished world in which they lived.

Given that you generally need to be a ­palaeographer of de Hamel’s standing in order to do this, his handsome new book provides the next best thing. He has selected for our joint inspection 12 manuscripts, ranging in date from the late-6th-century Gospels of St Augustine to the early 16th-century Spinola Hours. These books have made very long journeys to their current locations in (mostly) high-security, temperature-controlled and restricted-access libraries and museums, crossing seas and continents, passing through many hands, and sometimes disappearing entirely from view for centuries.

The experience of reading this book is of sitting beside de Hamel as he describes the commissioning, making and subsequent history of these manuscripts and draws our attention to quirky or crucial details we might otherwise have missed. The book is lavishly illustrated but many of the images have had to be reduced from their real dimensions, and readers will find it useful to have a magnifying glass to hand, as de Hamel does when studying the originals.

As part of the immersive experience the author provides, we meet not only the books, but also the libraries and museums in which they are kept and the staff who oversee them. At the Kongelige Bibliotek in Copenhagen, he tells us, ordinary visitors are treated “with a care and patience I could hardly imagine in any other national library”, whereas the employees of the Morgan Library & Museum in New York are grim, bossy and humourless, while those at the Bibliothèque nationale de France are “inclined to fob you off with microfilm, ­especially if they suspect that your French is not up to arguing”. Once seated at a desk, de Hamel takes possession of the books, describing their bindings, dimensions and (in footnotes) their collation, in which the pages that make up a manuscript are itemised according to “a formula that looks at first sight as impenetrable as a knitting pattern or a sequence of DNA, but which is in fact quite precise and simple”.

Some of these books were created for personal and portable use, but others are extremely large and heavy. In a delightfully unsupervised room at the Biblioteca Medicea Laurenziana in Florence, de Hamel tries to pick up the Codex Amiatinus (circa 700), the weight of which the archaeologist Rupert Bruce-Mitford likened to that of “a fully grown female Great Dane”. Not to be outdone, de Hamel notes that “a 12-to-13-year-old boy is about the same”, and adds that it would have taken the skins of 515 young cattle to produce the 1,030 pages of parchment needed for this huge Vulgate Bible. It began its life in what is now Tyne and Wear, copied from a Bible brought back to England from Rome in 680 by two monks called Benedict and Ceolfrith. It was in fact one of three copies, two of them commissioned for the twinned abbeys of Wearmouth and Jarrow, and a third to be lugged back to the papal court in Rome, “the first documented export of a work of art from England”.

Unfortunately, Ceolfrith died en route in central France and the book vanished from history for over a millennium, not least because someone altered its dedication page. It appeared, unrecognised, in the inventory of a Tuscan monastery in 1036, but was not identified as Ceolfrith’s lost copy until 1887. Quite how it ended up in the monastery is not known, though de Hamel wonders whether the monks accompanying Ceolfrith paused at Monte Amiata on the onward journey to Rome and then decided to settle there.

The detective work in tracing the history and provenance of these manuscripts is an essential and enthralling element of de Hamel’s book. Another extraordinary survival is that of The Hours of Jeanne de Navarre, found literally underfoot by a French soldier in a railway siding at Berchtesgaden Railway Station in 1945, after Hitler’s Alpine retreat had been overrun by Allied forces. Created for the eponymous French queen in the second quarter of the 14th century, the book passed through several royal hands, including those of Joan of Navarre, the second wife of Henry IV of England. It then spent three centuries at a Franciscan nunnery in Paris, before coming on to the collectors’ market. Bought by Edmond de Rothschild in 1919, it was subsequently stolen by the Nazis and possibly entered Hermann Göring’s personal collection.

The significance of these books is not merely palaeographical, and de Hamel proves equally well versed in medieval genealogy, and religious and social history. He provides enlightening accounts both of the production of the books and of the ways in which they were used: sometimes to teach royal children to read, sometimes as a way for the aristocratic laity to commune with God without the intermediary of church and priest. He describes the physical demands of being a scrivener or illuminator, and a fascinating chapter on the “Hengwrt Chaucer” carefully weighs the evidence identifying the individual who created this c.1400 copy of The Canterbury Tales.

The author challenges the received wisdom, declaring himself unimpressed by the much-vaunted artistry of The Book of Kells: it may contain the earliest painting of the Virgin and Child in European art but “the baby is grotesque and unadorable, with wild red hair like seaweed [and] protruding upturned nose and chin”. He evidently prefers the mid-10th-century Morgan Beatus, which warns of an apocalypse that seemed at the time all too imminent and includes an enchanting Adam and Eve, “brightly pink like newly arrived English ­holidaymakers on Spanish beaches”. As these quotations demonstrate, de Hamel’s book may be a work of formidable scholarship but it is also, thanks to the author’s relaxed and informal style of writing, eminently readable and very entertaining.

Peter Parker is the author of “Housman Country: Into the Heart of England” (Little, Brown)

Meetings With Remarkable Manuscripts by Christopher de Hamel is published by Allen Lane (640pp, £30)

This article first appeared in the 22 September 2016 issue of the New Statesman, The New Times