As is my unhealthy obsession, I waited impatiently for BioShock Infinite to unlock on Steam—then I played the game through in a single sitting. It took about 11 hours (on normal difficulty), though I didn’t “complete” the game in the sense of finding all the secrets it contains. I left some doors locked, and I didn’t find all the codes, but I did fully experience the game’s main draw: its story.
While many first-person shooters have a story that’s incidental at best, either because it’s barely developed and irrelevant (see early titles such as Doom and Quake) or because it’s badly written and still irrelevant (see the Call of Duty series), that’s not the case with BioShock Infinite.
You play Call of Duty to see the next spectacular special-effects-laden set piece lifted from one Hollywood blockbuster or another. BioShock Infinite doesn’t really have these set pieces. What it has is an interesting universe (a probabilistic multiverse in which you can leap between timelines), at least one compelling character (the mysterious Elizabeth who you’re sent to rescue/kidnap/protect), and a bunch of unanswered questions. The whole point of the game is to find out the answers to those questions, and that means playing it for the story.
Because of this, we don’t want to just dip into the game, get a few hours of generic play time, and then do something else. Instead, we want to press forward and find out what happens next. We’re drawn into a binge play session just as we might be drawn into binging on a DVD box set. And it worked. I binged.
But as with so many binges, I felt dissatisfied afterward. Had I truly played a “game” in the fullest sense of the word, or had I watched a movie-like meditation on violence and America sprinkled with some less-than-innovative interactive ultraviolence thrown in to break up the narrative? As I’ve reflected on the game for the past few weeks, I increasingly lean toward the latter—and I’ve concluded that it’s a weakness in the game’s design. Here’s why.
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