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SkyTurnsRed

Registered: 10/24/08
Posts: 1
Reply with quote #1 
Is anyone else disappointed in the hype that went around the multiplayer being integrated as a prequel to the original BioShock? I thought that 2k Games has a pretty interesting idea on their hands, to integrate the Civil War between Ryan and Atlas as a multiplayer backdrop; I guess my issue lies in that they had such an idea and did not take it much further. Obviously, a few limitations come to mind (truly how far can you take an online story, would there be inconsistency in gameplay as you progressed, etc.) but with some experimentation, I think this could have been a unique twist on the online experience.

I'm not criticizing the actual gameplay itself, either. I find it to actually be a pretty fun and fluid diversion. I just wish there could have been more involvement with the prequel storyline.

PS - I do believe this is my first post. Forgive me if I broke any rules.
LouisF

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Registered: 07/07/09
Posts: 117
Reply with quote #2 

Apart from the fact that there was already a topic dedicated to multiplayer, I believe your conduct was proper

I understand your disappointment, and I expressed similar feelings in the other thread (I described the game as "cynical"). Personally I wasn't expecting so much out of this portion, so I am mostly satisfied with the honesty and fairly creative effort on display ; the game is forthright about the treachery of its reward system, and one truly gets a sense of the surrounding decay. It just stops there, like you said.

Thinking about how narrative could have been integrated better, one idea comes to mind. Perhaps they could have made access to new game modes a part of the levelling process, on top of the (expected) perks and (slightly less-expected) audio logs? Suggested social unrest through the implicit, shifting dynamics of the gameplay? (for example, matches with heavy emphasis on teamplay giving way to increasingly selfish odds) Surely this would have frustrated power players who don't have much care for such nonsense (and beginning players still unfamiliar with the rules of basic deathmatch)... but still, why not propose a more structured, non-mandatory "story mode" anyway? Waste of resources? Pointless complication of a simple foundation? Or just too idealistic? I'm just asking...

All of this just makes me wonder how MAG, without properly constructing a fiction, manages the internal structure of its crowded matches in a way that makes the slightest bit of sense (if it does), and avoids overwhelming the player with what is clearly beyond his immediate reach. There may be lessons to learn there.


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