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Design Suggestion Box - BioShock and Water

75724_10100140677637689_837643_55234568_7953868_n
Thursday, January 20, 2011

As the title suggests, this is the first in what will be a recurring series of posts. Every now and then I’ll play a game and be preoccupied by “what if” thoughts that present themselves when an interesting, but limited aspect of a game is encountered. 

The idea of these serialized posts is to select a game and push a mechanic, a conceit, or some other aspect of it farther, and hopefully, the community will contribute and help create this aggregated wish list of design ideas.

It’s not what should have been, it’s what could have been, technical, monetary, and time constraints be damned, along with publisher interest. Hypothetical retrospection about how the particular idea could have been realistically implemented into the game is not the point. The point is to create a design-conscious think tank centered on a particular title.

So, with that out of the way, I’ll move on to what will hopefully be the first, and not the only, suggestion for BioShock.

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BioShock is one of my favorite games, despite the fact that I believe many of the lofty promises and goals set by Ken Levine in his pre-release orations were not fully realized (moral relativism, non-linearity, integrated narrative, etc.). I have many wishes for elements that did not appear in the game, but I’ll limit it to one: water.

In the first public video demo of BioShock, creative director, Ken Levine said, “ We really wanted to give the player the feeling that the ocean is coming back in to claim the city of Rapture. Our goal was to make the player feel like the ocean is trying to drown him, and I think we really achieve that emotionally.”

I would agree that there is an emotional strength in these aquatic environmental effects, but it is purely cosmetic and wears off, washes away throughout the entirety of the game. After seeing countless puddles, trickles, drips, and waterfalls, what emotion or anxiety I felt toward them was diminished. You know that you can’t drown. Ultimately, it’s just some great window dressing and atmospheric mise-en-scène, fostering a strong visual presence, but not a gameplay presence.

If games could mate then BioShock and Hydrophobia would deliver one handsome baby into a water-filled tub. Though Rapture is undoubtedly an idiosyncratic and remarkable setting, submerging the player and keeping water infiltration at a distance is a giant tease.

What if the pressure sealed windows of Rapture could be shattered by either a stray or deliberately placed bullet? A small hole is created and then allows seawater to spew inside. With enough of these pockmarks, larger fragmentations could be created, resulting in a significant flood.

The player and other agents (NPCs and procedural environmental degradation) could influence flooding. As water invades after messy skirmishes or strategic fragmentation, the flooding would escalate if unattended. The player could potentially drown, NPCs could drown, and materials exposed to this water -- ammo, Eve, currency, audio logs, etc. -- may incur enough water damage to be rendered useless.

Vita-chambers may even be submerged in neglected areas, respawning players into a vulnerable state in which they must frantically swim to find pockets of air to avoid a death loop. Small, enclosed glass corridors and vestibules could burst, and the player would either have to use telekinesis to lift objects and cork large holes, or blast away obstacles and barricades standing in your way of making a quick escape.

To protect against this significant environmental threat, players have multiple recourses to cauterize any of these emergent wounds:

  • There could be a unique gun that fires adhesive projectiles to caulk smaller cracks and holes, but the mortar material it requires would be relatively scarce.
  • If a fragmentation becomes too large and unmanageable, or the player cannot find mortar, they possess the means to redirect the flow of water to other areas, such as blasting a hole in the floor to drain water down to the floor below (this could only be done on second and above floors, and certain floor materials could not be penetrated).
  • Defunct, complicated water pumping systems could be hacked to purge large-scale flooding.
  • Some environments and floods might call for the flooding room to be sealed off by shutting large pressure doors, condemning the room and all of its interactive resources to a watery burial. You stop the infectious spread of water to other rooms, but you do so knowing that the sealed room is sacrificed and there’s no reclaiming what’s inside of it.

The lazy river. Come on in, the water's fine!

Water wouldn’t simply be a threatening scourge designed to cultivate anxiety and better create the image of a tangible, crumbling utopia, it would also have some benefits. You could strategically create pools of water to use on aggressive NPCs with a well-placed Electro Bolt. Water could be used to destroy certain machinery or NPC resources. Some organic environmental obstacles, both emergent and scripted, could only be overcome by utilizing water: extinguishing fires, short-circuiting lock mechanisms and other machinery, collecting out of reach objects with controlled floods, etc.

One strategy toward defeating a boss like Steinman could be to strategically flood in an attempt to drown him in a sort of breathing contest and quest for air, or, to create enough potential hazards that it drives him into another room to avoid them, leading you into a new battleground with more resources available.

It might not only be water that’s invading, but if enough of it enters, some of those colorful ADAM-carrying sea slugs could flood in as well, providing supplemental ADAM for the player who collects these slugs and refines them. This is a precarious kind of mining, a dangerous risk to take to collect this lucrative resource.

* * *

Of course there are foreseeable problems with such a robust system. For one, the environments featured in BioShock are fairly large and continuous, not often small and separate, thus, it would take an impossibly long time to flood these gigantic areas, to the point where there is no significant threat. Either the flooding and fragmentation values would have to be tuned just right to make a proper threat, or level design would have to be altered to accommodate significant flooding in smaller rooms, able to be partitioned and cauterized by the player.

There’s also the potential for this emergent outbreak to destroy progression-essential rooms, items, events, and characters. The programming nightmare this poses aside, the design remedy could be to set progression-sensitive materials and events in rooms that are impervious to flooding. But casting a magic circle around specific rooms and making them into dry safe havens would create a break in the illusion and strip some of the potent danger from water’s offensive. These progression events should incorporate this water mechanic in different ways, such as a time-sensitive task relative to flooding.

These are harebrained imaginings, but they find their root in a desire to see environment greater leveraged in games, as well as emergent, inhuman forces become larger threats than rabid NPCs. For a game where a central dialectical theme is man and industry against nature, a physical and interactive manifestation of this contention in-game could be a gripping, native way to deliver it, rather than countless audio diaries.

 
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Comments (6)
Dscn0568_-_copy
January 20, 2011

Interesting idea for a series. I'm not terribly knowledgable about BioShock, but I'd imagine that while Rapture's citizens are crazy, they wouldn't have gone there if even a deliberately placed bullet could pierce the only thing between them and the ocean.  

75724_10100140677637689_837643_55234568_7953868_n
January 20, 2011

Valid point. Like much of BioShock, these are conceits that might clash with the ideas and expectations of a realistic world. One example of this is how Ken rationalized why Little Sisters don't take any damage, as if bullets bounce off of them by some invisible teflon. This was a deliberate design choice to avoid the messy problem of portraying graphic infanticide. He provided a narrative explanation for this in one of Tenenbaum's discarded audio diaries, which doesn't actually explain anything. She simply acknowledges this disparity and chalks it up to being some anomalous phenomenon of medicine and science she can't explain, thereby making the disparity more pronounced. She's the apologist of the designers.

From there its an easy leap to explaining fragile windows within the game's setting through a narrative excuse: Rapture is crumbling and deteriorating, the whole structure is stressed and damaged as a result of maintenance neglect, constant small arms fire and explosives damage during its civil war, etc. etc.

Dscn0568_-_copy
January 21, 2011

To be fair, every story has a few narrative excuses. Realistically if you did break a window and let water into Rapture the entire area would be completely filled before you can do anything to stop it. A bubble city is nothing compared to an entire ocean and the law of osmosis. You would need a narrative excuse or use action-movie physics for water to work as a mechanic.  

75724_10100140677637689_837643_55234568_7953868_n
January 21, 2011

I tend to agree with Ken Levine, "gameplay first, story second." The world of Rapture is so insane, farfetched, and improbable as it is. Possessed kids that live in vents and suck blood out of waterlogged corpses? Brainwashed brutes that defend them and act as Rapture’s custodians? Biological augmentation on the fly through means of affordable vending machine tonics that grow beehives on your arms?

The architects of Rapture have built an underwater city, convinced people to live in such a precarious place, engineered audacious advancements in robotics, technology, and genetic manipulation in the 1950's using sea slugs, but their means of recording voice memos is to use bulky single-serving tape decks that are in pristine condition and scattered throughout ruins? Not to mention that the entire reveal of Fontaine's scheme to bring you back to Rapture makes no sense.

If BioShock works for you, you entered into a contract with it that you would suspend your disbelief and accept Rapture as being apart from reality, and overlook its many lapses in real world logic. If they hypothetically implemented some of these water mechanics, focus tested the game and found that the majority of players could accept the aforementioned but not the logistics of the game’s water physics, then they would still have options.

A redesign might remove the previous glass mechanics and make them explode with any significant penetration, causing a serious flash flood and ruining a large area. Or do away with penetrable windows altogether. Then, other surfaces (such as pipes, metal hulls, pumps, etc.) would allow for precise floods and streams resulting from player and NPC projectiles. Or you could just go with action movie, or more aptly, cooky video game physics, like the kind that drive my comp sci friend crazy, who ignored Rapture and focused on beating corpses with his wrench to study and scrutinize the jerky ragdoll physics.

Come to think of it, though, one of the first corridors you walk through in BioShock is a narrow glass tube with triggered cracks and spouts of seawater that form, depicted in the second screenshot I included. There's a writing and design workaround for everything. BioShock proves that.

Dscn0568_-_copy
January 21, 2011

I probably sounded a little more combative than I intended to. I just wanted to say that regardless of whether Bioshock implemented water into the game or not, it would need a narrative excuse to do so. Like you said previously, the developers did not want to show Little Sisters dying to bullets, and a water mechanic also introduces them drowning in water due to your actions (as well as how water affects fighting Big Daddies). But like I said I don't know much about BioShock.

75724_10100140677637689_837643_55234568_7953868_n
January 21, 2011

I fought my own battles of man vs. machine just to successfully post this reply.

I didn’t mean to sound so combative either. I was more thinking out loud about what you said and what that suggested in a larger sense. Your comments were interesting in how they prompted me to consider video game suspension of disbelief from a development standpoint.

That’s a good point about how Little Sisters and Big Daddies would also be impacted by flooding, I didn’t even think of that. In the continued spirit of playing designer, a potential solution would be that once the water level reaches a certain height, the Big Daddy would throw the Little Sister on his back and rush her to the nearest vent, put her inside, and seal it. Then he would continue his patrol despite how high the water would get, much like the Big Daddies in the game that can be seen walking on the ocean floor outside of windows. The Little Sisters would return once the water lowered, then fit for saving or harvesting.

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