Saturday 9 April 2016

Invisible Walls Bioshock - A critical world design view of the beginning to Bioshock

The game starts off after the plane has gone down somewhere in the ocean, the beginning intrigues the player to play on as the it says in the opening sequence "My parents said I would do great thing, They were right". Instantly the player is given a reason to play the game, what are these great things that the story speaks of? It sets the tone by establishing that there are going to be great moments in this game if you're willing to follow it through to the end. As the player you hear the carnage of the plane going down and everything going to black, however the character awakens in the water being lucky enough to survive the crash but is stranded between walls of fire all around him except for in front of the player is a clear indication of where to go to progress the story. This was done well in a way that the player isn't told directly to go forward but is more lead by the level design of the game to move forward. Naturally as humans we avoid fire as we know of its properties and how it can burn you so naturally you would look for a way forward by finding where there is no fire to go through. As a test I went into the fire to see what would happen and to see if this would kill the player. The visual effects when you are in the fire are quite jarring with bright flashy lights and sound effects of someone burning. Your first instinct is to quickly back away from the fire as this is an indicator that the player is getting hurt and that if you stay you will die. However upon testing this in the demo I've found as far as it goes the player seems to constantly look like he is taking damage however is not taking any at all, you could just sit there in the fire with no consequence. 

I found this to be used to great effect to lead the player away from the fire by doing this as in most games when the screen flashes and you hear hurt sound effects in general you back away from the object that is causing damage. When you go through to the portion where there is no fire blocking your path you immediately notice there is a strange building in front of you, the flames to the left seem to be spreading further along the sea as an visual queue not to go that way and to head towards the building. To build onto of this, at the bottom of the building are lights that seem to invite the player to take the stairs, if you walk right around the stairs you can see on the other side that there are no lights as an indicator to the player that this is not the right way to go. When you look left there is a door that is open, like an invitation for the player to go inside. When inside the player is locked in and greeted by a strange statue. From here music plays, the music sounds old in the way that it could be from anything prior to 1960. This in itself sets the setting of how the world you are about to see is affected by the time period the music is from. The building's architecture also lends itself to the idea that it is from an older time period. 

Yet again the lighting plays a powerful role in being the guide to the player and guides him down into the room where the submarine is. The light turning on the closer you get is again a great way to lead the player. In the submarine room the walls have 4 plaques, one reading 'science', another 'industry', another 'art' and the last one behind the submarine reads 'R'. This feels like symbolism to advise that player where they are going is built on science, art and industry where they are combined to create 'R'. Walking into the submarine and pulling the lever the player is given a quick in-game cut scene where he is turned around to look out the door he came in. It forces the player into looking at the setting that they are about to partake in. The video goes on to explain the three plaques, and goes on to state that with all three of these combined this is what Rapture is built upon. The architecture of what the player sees resembles 1960's America underwater. The music, the visuals and the narrative all combine perfectly in this sequence to set the tone of what's to come. You as the player can hear people talking over the speaker and upon listening can tell that this place isn't as great as the video has advised as there sounds as though these is danger all around "Watch out for the splicers". 

Upon getting to the end of the submarine ride the player is greeted by more imagery of something called plasmids. The player is then introduced to a splicer for the first time and now can put into context what was said earlier over the communication unit. Again the lights are leading the player, it never really feels like the game is telling you to do anything however is leading you right to where it wants you to go. Just from going this far in the game, it has already established the atmosphere the time period and the urgency for the player to move quickly. Bioshock leads the player without actually having to tell them where to go and majority of it is done through level design which leans heavily on the use of Art Deco. Only when the player picks up the communication unit is it then that they have someone that tells them what to do and yet even this is done in a way where the player isn't necessarily told you have to do this but simply asks them a question of what he should do.

References for images
Image 1
https://upload.wikimedia.org/wikipedia/en/8/86/Bioshock_series.jpg

Image 2
http://d1vnh8mbrp67em.cloudfront.net/image/file/2/47/74652/bioshock.jpeg

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