Who the hell thinks this is actually a puzzle. It's the same as entering a code on a door and those aren't considered puzzles.
I've seen it being mentioned many times here as an example of bad puzzle in games.Who the hell thinks this is actually a puzzle. It's the same as entering a code on a door and those aren't considered puzzles.
Yeah, it very vapid scene. "Here's this morally reprehensible act, player! Are you going to do it?" I think it's supposed to be about how the choices in games are pointless most of the time because nothing changes no matter which one you pick, but it's so cartoonishly over-the-top that no one pays attention to that.I don't get how it's either of those. What is it critiquing or trying to say about these situations?
This is my major problem with the game: it doesn't seem to have much to say about anything, really. It presents all these concepts but never has something of substance to say about them. Slavery and racism are bad, right guys? Violence is bad too! Amirite? A-and ... Boy America sure is up it's own ass sometimes!
Yes Bioshock Infinite. But what about it?
W-well... TIME TRAVEL AND ALTERNATE DIMENSIONS.
Fuck off. And as a black man this game can double fuck off for pulling the shit it did with the Vox Populi. Not only does it BOTH SIDES slaves revolting against their masters, it fucking throws all that aside so it can wax philosophical about the fate of it's protagonist who is either a violent alcoholic who sells their child, or a racist (and still violent) evangelist.
God I hate this game.
I could not possibly care less about whatever contrived reason someone can come up with to justify a bad puzzle; it still sucked.
Yeah, it very vapid scene. "Here's this morally reprehensible act, player! Are you going to do it?" I think it's supposed to be about how the choices in games are pointless most of the time because nothing changes no matter which one you pick, but it's so cartoonishly over-the-top that no one pays attention to that.
There's a way to make this work, and that's to directly call the player out for doing it. "Oh, so you just wanted to see what happens if you make the bad choice? Must be easy when you're sitting in front of a TV and none of this is real. Don't have to worry about actual consequences when you can start over if you don't get what you want."
But then it would just be a worse Undertale.
if i learned anything from bioshock infinite it's that both sides are wrong and evil
•people who think it's a puzzle
•people who think it's not
if i learned anything from bioshock infinite it's that both sides are wrong and evil
•people who think it's a puzzle
•people who think it's not
Because it has symbols instead of digits just like other games do to enter door combination. That's the simpliest answer.
Because it has symbols instead of digits just like other games do to enter door combination. That's the simpliest answer.
Bioshock was always a conversation about player agency and Infinite takes that to a literal extreme right down to the title.Just that it's highly overrated, the ending was a massive misunderstanding of the certain core concepts.
It was commentary on the devs state of mind while they were going "Oh fuck we need to actually ship this product fuck fuck fuck."Was doing the same awful boss fight several times a puzzling design choice or a motif or a meta-commentary on the trials of the common man or perhaps the inescapable repetitious nature of video games that can never strive to replicate the uniqueness of the world around us? Hmmm.
The end had me in tears. The game grabbed my heart and the end shattered it to pieces. I was speechless, lost in thoughts, couldn't take the narrative out of my head for a few days.
It is a masterpiece example of narrative design and game direction.
Game direction changed since reveal, Levine defending crunch, he doesn't understanding some concepts or a DLC. I think none of those are arguments against the game narrative, are they?You can love it, that doesn't make it a masterpiece of narrative design, that was the point.
Nor even game direction when the game changed massively since its reveal, when Levine defended crunch culture until after this game released and when he didn't really understand some concepts of his game.
edit: the ending is not only inconsequential (infinite timelines), but the DLC certainly doesn't help it either.
It seems like the type of game that people are dying to tell you was awful. A bioshock infinite thread? "Everyone in to say that game sucks ass!"
Wait, you mean you wanted to be able to aim and throw the ball?Because claiming the bell-ringing bit is just a way to make a cutscene interactive, but a much more (seemingly at first) impactful moment that could have easily been interactive using the game's central mechanics just screams poor direction and weird priorities. We gotta make sure those players ring those bells, but throwing a baseball in a first-person shooter game? Eh, button prompt.
It's a weird justification for a weird inclusion.
Imagine making a secret extreme nationalist utopia that's only accessible via a skyway in a lighthouse in the middle of the Pacific Ocean, but then locking that skyway behind a password that could be accidentally triggered by literally slapping across all three bells left to right.
Wait, you mean you wanted to be able to aim and throw the ball?
The raffle scene has problems, but this isn't one of them. What would happen if the players throws it to nothing? Would the NPC ask them to try again? What if they miss on purpose again and again? Would the game move on, rewarding them for missing? And what about the huge problem of purposely hitting a black person? In Wolfenstein The New Colossus, you also have a scene where you can hit or miss, but missing your target there actually makes sense.
The card scene has no urgency. It's not really a choice because it's the only way to move forward, but you're still doing it. The raffle scene offering more freedom would open it for logic breaks. Would that really be worth the effort?
Even if the card is a wink towards how many permutations Booker has gone through at this moment it doesn't make any sense. Why would the passcode reflect this # of attempts? And does someone rejigger the mechanics every time in each different timeline or is it just a coincidence that the passcode coincides?
There are many realities where the code is 122 and you happen to play Booker in one of those during your playtrough. There are also infinite other realities with other codes. The #122 indicates that "your" run is the successful one in this reality constellation and also that there had to be 121 fails before that. It's basically a broad hint to the core concept of the game and I'm surprised how many people seem to not have noticed that even tho this concept gets repeated a lot in the game.Even if the card is a wink towards how many permutations Booker has gone through at this moment it doesn't make any sense. Why would the passcode reflect this # of attempts? And does someone rejigger the mechanics every time in each different timeline or is it just a coincidence that the passcode coincides?
the card being an instruction or a motif (fwiw i find the "it means it's the 122nd time!" thing dubious, iirc there are much better bits of foreshadowing in the game even in the lighthouse scene) doesn't change the fact that it is a scene where your main character, a grown adult man, is given a card with very simple instructions on it that he repeats out loud to nobody. it's inherently very funny and it doesn't really matter what the intent is.
it's funny because it's trying to be clever and instead comes off as absurd
Like I said, the scene has its problems. Except that, as it stands, you can never hit the couple. Missing and not hitting anyone would never have the same effect as potentially hitting the announcer. And when I say "reward," it's moving forward. Missing would just be anticlimatic. To me, the main problem of that scene is that it tries to deal with racism, but you forget it right after as you go into combat. It feels cheap because it's forgotten five seconds after, not because you don't use the combat mechanics. In fact, that's not the only time you use that "system." Bird or cage, head or tails.I mean, the problem of potentially hitting an interracial couple with a baseball is still present in the original, that choice is there regardless. Either way, your interactions with every other person in the game is shooting or buzzsawing people in the face (including the Vox Populi), so I think a baseball wouldn't quite register as high on the bad-o-meter. And in this hypothetical game jam, I would imagine that the scene would transition into shootin'-time after your throw regardless who you hit or miss. You shouldn't be rewarded regardless.
But the OP says the code is a reflection of the number of attempts Booker has gone through. With the Booker we control it's attempt #122.There are many realities where the code is 122 and you happen to play Booker in one of those during your playtrough. There are also infinite other realities with other codes. It's basically a broad hint to the core concept of the game and I'm surprised how many people seem to not have noticed that.
There are many realities where the code is 122 and you happen to play Booker in one of those during your playtrough. There are also infinite other realities with other codes. The #122 indicates that "your" run is the successful one and also that there had to be 121 fails before that. It's basically a broad hint to the core concept of the game and I'm surprised how many people seem to not have noticed that even tho this concept gets repeated a lot in the game.
i have to say i love the two conversations going completely past each other here. is this western AAA gaming's "actually the tidus laugh is supposed to be awkward?"
the card being an instruction or a motif (fwiw i find the "it means it's the 122nd time!" thing dubious, iirc there are much better bits of foreshadowing in the game even in the lighthouse scene) doesn't change the fact that it is a scene where your main character, a grown adult man, is given a card with very simple instructions on it that he repeats out loud to nobody. it's inherently very funny and it doesn't really matter what the intent is. the people who find it funny aren't going to be well-actually'd into thinking it's clever; it's funny because it's trying to be clever and instead comes off as absurd
i did REALLY like bioshock infinite at the time, and there are a lot of bits i still remember fondly, but the further away we've gotten from it the more apparent its flaws are. i don't even want to say it aged poorly, because there were people at the time who recognized its worst parts for what they were. it's an okay shooter with some good ideas and a lot of really bad ones
The code does change because each reality has its own random one while there is no connection between the different codes in each reality. It just turns out that you play in a reality where you already failed 121 times which created the possibilty of having the 122th run. I think the Luteces do often refer to your earlier attempts and how they used everything they've learned to help you in your final playtrough as Booker. It's basically ... luck that you happen to play in this specific reality where you can finish the game / your mission on your 122nd try.But the OP says the code is a reflection of the number of attempts Booker has gone through. With the Booker we control it's attempt #122.
So how and why does the passcode change with each attempt?
I don't see how it's a hint towards anything. There's absolutely nothing that points this out or hints that this is true. It would be cool if the passcode was random or if each new play through the number went up by 1 to actually reflect this.
So, people didn't post the meme of this with the matrix song? And thank you OP, never noticed that foreshadowing.
Also, as many mentioned, this is a puzzle as much as inserting a key in a door is.
"Inherently very funny"? Characters talking to themselves for the benefit of the player happens in pretty much every game in which the player character has a voice.
you're in a thread full of people, the OP included, trying to explain why it's actually very good foreshadowing and/or an important motif. cmon
I never said it was a "good" foreshadowing. It's a foreshadowing and not a puzzle.yes and it's often very funny in those other games too
you're in a thread full of people, the OP included, trying to explain why it's actually very good foreshadowing and/or an important motif. cmon
Yeah, that's really all it is. If you look at it as a puzzle, yeah it would be a garbage puzzle, but I really don't think it was meant to be one.