
I’m about two years too late for sharing my thoughts on Bioshock, but the fact that people are still writing about it, and since Hydroponic wrote an impressive blog on it all ready, my words can hardly add anything new to the long conversation on Bioshock. But that perhaps points to Bioshock’s long-enduring importance; the fact that anyone continues to talk or write about it means the game is a hallmark in the history of video games. If your work still make tongues wag–even when they have nothing positive to say–you have found a place in the canon like Shakespeare or Milton. Bioshock is part of a long list of works that reveal the frailty of humanity, that if we are left to our own devices, our minds inhibited to do as it pleased, we would all be dead. Great energy is spent to build civilizations, and they have considerable success until the wrong ideas populate the minds of a few leaders, and the civilization falls–replaced by another one. The cycle continues.
Besides the dystopian theme of Bioshock, there is the issue of freewill. Jack works his way through the dangerous corridors of Rapture, led by Atlas who, it seems, is the only ally and sane person in the entire city. Like Virgil in Dante’s Inferno, Atlas guides Jack from one level of Hell to another. He practically holds Jack’s hands. To the gamer, you think this is fine–it’s expected to have some kind of instruction so you can reach the end of the game. It’s only natural. But I do not find it so simple: in most games, you can detach yourself from the characters and story. You are separated from each other, or, I should say that the definition of player and fictional character is well-defined. You maybe Vaan in Final Fantast 12, but you are not Vaan. It’s still his story and not yours. The gamer is an interactive observer. The gamer follows the character from one plot point to the next. In Bioshock, I can’t separate myself from Jack. At first, I thought I was separate from him–I’m just playing another video game. And then I finally meet Andrew Ryan, the founder of Rapture. He’s brutal, paranoid, insane–although I did enjoy the voice acting.Neverthless, I froze when I heard that all of Jack’s actions was not done freely but by mind control.
Would you kindly . . .
“Men choose; slaves obey.”
The line between gamer and fictional video game character was swept away. It made me wonder, “What is the difference from doing what you are told and doing what you’re told to do? All of these games put us on a linear path in some way or another. Do whatever you please in Oblivion . . . supposedly. Only within the confines of the world itself, withing the boundaries the developers have created. Grand Theft Auto prides itself in sandbox worlds, but you are still stuck on a linear story. You’re only freedom is to choose when you want to complete a mission. For a moment I felt like a slave to Bioshock. I’m kinda like a slave to all of these games. “Kill this guy . . .” “Okay”. “Now, run to that bunker.” “Very well.” I felt like someone really did have keys, codes, and locks implemented in my head.
And then I meet Dr. Tenenbaum. The mind control is over, but I still have to rid myself of it completely. I’m following her orders, now: is that mind control or choice? Maybe she’s using me to take Rapture. And then I returned to my normal definition of gamer and fictional character. The game isn’t about me; I’m not under mind control, Jack. I’m just interactively observing. The story unfolds for him and me, but, if the character were real, the story means more to him. What I need to take from Bioshock is the weakness of humanity, our flaws and the nearly impossible odds of creating “a future where our children can live on a clean Earth” (stupid, hackneyed idea. Everyone says that and look what they do instead. I digress). The game did what few games can do. It removed the television and 360 and controller, and, for a moment, made me feel like I was actually Jack. It made me question my actions throughout the entire game. Most of the time, being outside of the story, I would say, “Sucks to be that character.” I said “Sucks to be me.”
“Men choose; slaves obey.” That’s a weird saying for my cognitive tastes. Where there is choice, there is adhereance. If you decided to have a cherry coke, you are obeying some inclination in yourself that you are set for a cherry coke.
Men choose and obey . . . and disobey to obey a better option.
But the saying should be taken within its context and realize what Ryan really meant was that people under mind control are slaves. They don’t have a choice.
Still . . . I like my rewriting of the saying.


