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Topic: Ammo vending machines, Bioshock and stuff
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6745f58464be4voodoo47

6745f58464c55
at this point I don't really care that much, as long as we get whatever SS2 source code they have along the way. that's where the meat's at.
Acknowledged by: Chandlermaki

6745f584650ffXkilljoy98

  • Company: N/A
6745f5846516d
Nah. Very first requirement for that is increasing cyborg conversion chamber quantities to every few rooms and enabled by default, as well as putting a yellow navigation arrow top-middle of the screen. Then you have your clown game where the entire thing is an act; pretending to be a game.

You do know that the arrow and vita chambers can be turned off right?, and even then the cyborg conversion chamber worked on the entire level (like in Bioshock, only there were more), having more wouldn't change that. Not gonna comment on that last bit as idk what you mean
6745f5846553c
You do know that the arrow and vita chambers can be turned off right?

-Not on all gaming platforms.
-Not at first on those that you can; was added via patch.
-They're enabled by default; will be what the majority experience.
-Making it optional is a band aid on top of a gaping flaw of fundamental design.

I'm not going to bother addressing how you think the chambers function identically to SS1/that more chambers in SS1 would not make a difference, nor explain what I meant earlier. I'd be wasting my time (again).
« Last Edit: 20. February 2023, 00:43:48 by Join2 »

6745f584657edXkilljoy98

  • Company: N/A
6745f58465845
-Not on all gaming platforms.
-Not at first on those that you can; was added via patch.
-They're enabled by default; will be what the majority experience.
-Making it optional is a band aid on top of a gaping flaw of fundamental design.

I'm not going to bother addressing how you think they function identically to SS1, nor explain what I meant earlier. I'd be wasting my time (again).

-Pretty sure they are but if not ok
-Ok even if not at first, they can be turned off now
-Ok but it is still option
--It isn't bad design when in SS1 once you turn them on then you can respawn as much as you want in most areas

6745f5846598ckrumpet

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i never use the respawn chambers in either SS game. i just save/load. maybe it was more useful back in the days when re-loading took half a minute.

did bioshock allow you to save wherever? can't remember, been years since i played it.
6745f58465b32
I'm heading out, but I want you to sit down tonight and really think about these concepts, and not blindly defend something that breaks the very fundamentals of game design. It's OK to find value in the audio-visual experience, and have positive feelings for what was likely novel and cool to you at 13 years of age, but to grow as a person you need to be able to practice objectivity, to be able to parse facts and feelings: Bioshock's gameplay is bottom of the barrel.

6745f58465d00Xkilljoy98

  • Company: N/A

6745f58465fefXkilljoy98

  • Company: N/A
6745f58466047
I'm heading out, but I want you to sit down tonight and really think about these concepts, and not blindly defend something that breaks the very fundamentals of game design. It's OK to find value in the audio-visual experience, and have positive feelings for what was likely novel and cool to you at 13 years of age, but to grow as a person you need to be able to practice objectivity, to be able to parse facts and feelings: Bioshock's gameplay is bottom of the barrel.
It doesn't break anything and I'm not blindly defending it

I love something just as much now as I did then, just because I get older doesn't mean I have to stop liking it or agree with you

Bioshock has great gameplay and that isn't a feeling

6745f584667b5RocketMan

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@RocketMan saying you liked it then going on to blaming a particular modder's implementation of it...well that's an unfair argument don't you think? It's all well implemented in Doom. Game's a stone cold classic.

In 1993, Doom was Doom and was a fixed point in space we could all discuss on equal ground.  Nowadays there are so many wads, that Doom merely refers to the engine and its suite of assets.  I don't think you can argue that there are some pretty shitty maps out there and there are some that are pure gold.  I was only saying that Doom 1 and Doom 2 were, for the most part, gold.  After that, TNT and Plutonia bordered on being annoying because of how unfair they were if you didn't already know the map you were about to play.  It was about memorization and repetition with those wads and didn't really give new players a fair chance UNLESS they were quite adept to begin with.  Doom 1 (the original 3 episodes) and Doom 2 were games that anyone could pick up and play cold and have a great time.

As others have stated, some enjoy the challenge of large maps with maze-like characteristics.  I didn't particularly like it beyond a point.  If it becomes a game of memory for me I stop having fun.  I end up just running around a mostly empty level trying to figure out what I'm supposed to do and I lose the momentum I built up.  For me Doom was a game I liked to play after a couple of drinks and just get into a fun run-n-gun groove.  Anything that significantly disrupted that or killed me 10 times before I could end the level offered diminishing returns.

Scythe on the other hand is an example of a 3rd party wad that offers a big jump in enemy quantity and level difficulty while maintaining good level pacing and an intuitive map layout, so it's difficult but fun because it's doable if you're careful. 

Maps where you step into an inconspicuous elevator and the walls drop and you're surround by barons and revenants really pissed me off.  Most of the time you can tell it's going to happen too but there's fuck all you can do about it until you see exactly how you're going to get screwed over.  You have like 2 seconds to figure out the trick to that room or you're fucking dead and you have to start all over again.  Not cool.
« Last Edit: 20. February 2023, 05:15:28 by RocketMan »

6745f58466a0bNameless Voice

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When I first played Bioshock (long after it came out), I wrote this article about some of the deep flaws in its UI and gameplay design, with reference to their design documents and why I think they missed the mark.

Might as well re-post it here since the Bioshock discussion doesn't seem to be going away.
Acknowledged by 2 members: RoSoDude, sarge945

6745f58466e2csarge945

6745f58466e87
It might be worth creating a Bioshock thread.

I sort of wish "game analysis" was more prevalent in this forum (and maybe had a dedicated space) since a lot of people here have very interesting, non-mainstream takes on gaming which I find interesting.

Also, I am reading your article now. One quick thing

(anti-patterns are the study of a “wrong” solution to a problem, to understand why it’s wrong and how the problem could be solved in a better way.)

I would go further and say that anti-patterns (at least when used in the programming sense) are generally considered good design and are thrown around as general-purpose or working solutions, but are in fact detrimental to any project they are implemented in. Singletons come to mind - used by everyone, praised as a solution to a problem, and fundamentally destructive by their core design.

I would say this even applies to Bioshock too, and makes the comparison even stronger. In the same way bad developers will riddle their code with singletons in an attempt to gain "structure", bad game designers will streamline and undermine gameplay systems for reasons such as "realism", "streamlining" or "game flow", all of which end up making the game worse as a result.

Bioshock specifically seems to be a game where the developers likely had far bigger aspirations than what was delivered, but it was streamlined and streamlined and simplified all to get rid of the "awkwardness" and "bloat" of SS2, only to end up with a hollow shell of a game devoid of substance.

I have not read the developers design docs and I can't read their minds, but that's the impression I get when playing Bioshock - it wanted to be System Shock 3 but then everything got removed and it became just another shooter.

6745f58466f32voodoo47

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yeah, I think I'll split the topic. //done.
« Last Edit: 20. February 2023, 12:24:04 by voodoo47 »

6745f584671faXkilljoy98

  • Company: N/A
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Xkilljoy98Seems it has been moved, tho that makes me wonder why this is here

Also might be worth adding doom to the topic name since it has been mentioned a lot.
« Last Edit: 20. February 2023, 13:17:50 by Xkilljoy98 »

6745f5846791fXkilljoy98

  • Company: N/A
6745f5846797c
When I first played Bioshock (long after it came out), I wrote this article about some of the deep flaws in its UI and gameplay design, with reference to their design documents and why I think they missed the mark.

Might as well re-post it here since the Bioshock discussion doesn't seem to be going away.

UI and gameplay was/is fine, it's fine to have a preference for something else but for those that like it, it isn't bad

It might be worth creating a Bioshock thread.

I sort of wish "game analysis" was more prevalent in this forum (and maybe had a dedicated space) since a lot of people here have very interesting, non-mainstream takes on gaming which I find interesting.

Also, I am reading your article now. One quick thing

I would go further and say that anti-patterns (at least when used in the programming sense) are generally considered good design and are thrown around as general-purpose or working solutions, but are in fact detrimental to any project they are implemented in. Singletons come to mind - used by everyone, praised as a solution to a problem, and fundamentally destructive by their core design.

I would say this even applies to Bioshock too, and makes the comparison even stronger. In the same way bad developers will riddle their code with singletons in an attempt to gain "structure", bad game designers will streamline and undermine gameplay systems for reasons such as "realism", "streamlining" or "game flow", all of which end up making the game worse as a result.

Bioshock specifically seems to be a game where the developers likely had far bigger aspirations than what was delivered, but it was streamlined and streamlined and simplified all to get rid of the "awkwardness" and "bloat" of SS2, only to end up with a hollow shell of a game devoid of substance.

I have not read the developers design docs and I can't read their minds, but that's the impression I get when playing Bioshock - it wanted to be System Shock 3 but then everything got removed and it became just another shooter.

Bioshock was not a hollow shell and had plenty of substance and wasn't just another shooter

It was and is a great game, and there is no way to have a topic about it that doesn't devolve into arguing

IDK what singletons are, but doesn't seem to have affected anything if I didn't notice

Also Bioshock =/= System Shock, and there is more than just the 1st game

Again it is fine to have a preference but don't act like anyone who likes it is wrong or blind, cause that shit is not true, whether something is good or not isn't up to just you all, it depends on the person and a number of factors.
« Last Edit: 20. February 2023, 13:20:40 by Xkilljoy98 »

6745f58467cddNameless Voice

6745f58467d47
I have not read the developers design docs and I can't read their minds, but that's the impression I get when playing Bioshock - it wanted to be System Shock 3 but then everything got removed and it became just another shooter.

The original vision for Bioshock, from the old design docs, was really interesting.  It had a lot more complicated systems in it, like changing the pressure in an area to affect its enemy ecology.

6745f58467ffeXkilljoy98

  • Company: N/A
6745f58468054
The original vision for Bioshock, from the old design docs, was really interesting.  It had a lot more complicated systems in it, like changing the pressure in an area to affect its enemy ecology.

From what I understand, originally, like a lot of games, it had more planned and also there was a lot more to it in terms of rpg mechanics and stuff, some stuff was cut due to time, other stuff was changed cause they didn't think it fit the game they were trying to make

Tho again, too many people treat BS like SS3, when it isn't

6745f584692c8sarge945

6745f58469324
Bioshock was not a hollow shell and had plenty of substance and wasn't just another shooter
...
Also Bioshock =/= System Shock, and there is more than just the 1st game

The issue is that Bioshock seems to have literally been designed as a successor to System Shock 2, was supposed to use largely the same mechanics, and was sort of supposed to be "System shock 2, but less clunky".

Comparing Bioshock to System Shock (2) is completely fair since that's what Bioshock was inspired by and what it sought to be a modern reinterpretation of. That's why the mechanics are so similar (albeit much more simplified).

Most of it's mechanics were essentially stripped-down versions of SS2 mechanics. Lootable items but no inventory. Plasmids but no PSI skills. Stats and player upgrades replaced with Tonics. Hacking pauses time and is minigame based with no skills or resources required. Vita chambers, etc. Virtually every mechanic in Bioshock is directly comparable to a mechanic in System Shock 2, and in almost every case, the System Shock 2 version is deeper, more involved, and offers more decision making.

I guess you can technically say it's not JUST a shooter in a technical sense. It does have a few mechanics other shooters don't have (although even shooters like DOOM are now adding RPG mechanics. I would argue the character development options in Doom 2016 are far more advanced than Bioshock, for instance). But it's certainly also very substanceless, in that it's mechanics are very shallow, barebones versions of standard imsim mechanics, and it leaves the game feeling underwhelming and undercooked for a lot of people. You could say calling Bioshock a shooter is sort of a meme, a comment made to troll, but there's an element of truth to it - it is first and foremost a shooter, and the rest of the mechanics are very peripheral to the core shooting gameplay.

It was and is a great game, and there is no way to have a topic about it that doesn't devolve into arguing

Discussion of the game would be the entire point of a Bioshock thread.

IDK what singletons are, but doesn't seem to have affected anything if I didn't notice

A singleton is essentially a class with a private constructor, and a public static Instance() method. Because it can't be instantiated, other code references it through the static Class.Instance() method, rather than instantiating it. When called, a private static instance variable is checked - if it's null, the instance instantiates itself and associates the instance variable with the newly created instance. If it's not null, it returns the instance that was previously created.

This SOUNDS like a good idea on paper because it gives every class in your codebase very convenient access to a particular class without having to go to the effort of passing around references. It's very tempting to just use PlayerManager.Instance().Health somewhere, for instance, rather than having to pass in a Player object to a class and then reference it's Health variable.

But it's a mistake, because it creates a hard dependency on the singleton class, makes polymorphism impossible, and permanently limits it to one instance, which can undermine your design in spectacular ways. You are always, in 100% of cases, better off passing an interface through constructors for every class that needs to know about it, rather than using a singleton. If you want to get fancy, DI frameworks can do this for you (although I also consider DI a bit of an anti-pattern as it tends to overcomplicate what should be a relatively straightforward task).

Anyway, programming talk aside...

Again it is fine to have a preference but don't act like anyone who likes it is wrong or blind, cause that shit is not true, whether something is good or not isn't up to just you all, it depends on the person and a number of factors.

Nobody is saying that you're not allowed to like Bioshock. You aren't blind for enjoying a game. I enjoy plenty of games that I don't think are particularly good. I love Star Trek Away Team, partly because I grew up with it and it's a somewhat solid top-down tactics game, the first one I ever played. But I won't pretend it's remotely good, just sort of competent, and if someone asked me if it was worth seeking out and investing time into playing, I would say probably not.

It's possible to have a rational discussion about the quality of a game, including how well it accomplishes the goals it sets out to accomplish, without ever mentioning whether or not it's enjoyable or whether or not people are allowed to like it. That's a completely separate discussion.

Go ahead, play and enjoy Bioshock. There's plenty of fun to be had there. Go nuts, nobody is stopping you. A lot of people just don't think it's particularly well designed, me included, and since we have access to the design documents, I think I can pretty objectively say that it fails to do what it set out to do. That has nothing to do with whether or not the game is "fun". I like games with complex mechanics, so Bioshock bore me. But you're free to enjoy whatever you find fun.
« Last Edit: 20. February 2023, 18:18:58 by sarge945 »

6745f58469664Chandlermaki

6745f584696bf
Tho again, too many people treat BS like SS3, when it isn't

Well that probably wouldn’t have happened if it wasn’t sold to us that way. Most of the buzz around Bioshock before launch was specifically about it being a System Shock successor of sorts.

It literally has “shock” in the title. They knew what they were doing.

Out of curiosity, how do you feel about Invisible War? That’s the level of regression that we’re talking here.

6745f5846999eRocketMan

6745f584699f5
The original vision for Bioshock, from the old design docs, was really interesting.  It had a lot more complicated systems in it, like changing the pressure in an area to affect its enemy ecology.

Yeah!  The game we all wanted but never got because they decided to tease us with cool stuff and then scrap it and give us BS instead.



6745f58469cc5sarge945

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EDIT: Looks like you figured it out

6745f5846a730Xkilljoy98

  • Company: N/A
6745f5846a75c
The issue is that Bioshock seems to have literally been designed as a successor to System Shock 2, was supposed to use largely the same mechanics, and was sort of supposed to be "System shock 2, but less clunky".

Comparing Bioshock to System Shock (2) is completely fair since that's what Bioshock was inspired by and what it sought to be a modern reinterpretation of. That's why the mechanics are so similar (albeit much more simplified).

Most of it's mechanics were essentially stripped-down versions of SS2 mechanics. Lootable items but no inventory. Plasmids but no PSI skills. Stats and player upgrades replaced with Tonics. Hacking pauses time and is minigame based with no skills or resources required. Vita chambers, etc. Virtually every mechanic in Bioshock is directly comparable to a mechanic in System Shock 2, and in almost every case, the System Shock 2 version is deeper, more involved, and offers more decision making.

I guess you can technically say it's not JUST a shooter in a technical sense. It does have a few mechanics other shooters don't have (although even shooters like DOOM are now adding RPG mechanics. I would argue the character development options in Doom 2016 are far more advanced than Bioshock, for instance). But it's certainly also very substanceless, in that it's mechanics are very shallow, barebones versions of standard imsim mechanics, and it leaves the game feeling underwhelming and undercooked for a lot of people. You could say calling Bioshock a shooter is sort of a meme, a comment made to troll, but there's an element of truth to it - it is first and foremost a shooter, and the rest of the mechanics are very peripheral to the core shooting gameplay.

Discussion of the game would be the entire point of a Bioshock thread.

A singleton is essentially a class with a private constructor, and a public static Instance() method. Because it can't be instantiated, other code references it through the static Class.Instance() method, rather than instantiating it. When called, a private static instance variable is checked - if it's null, the instance instantiates itself and associates the instance variable with the newly created instance. If it's not null, it returns the instance that was previously created.

This SOUNDS like a good idea on paper because it gives every class in your codebase very convenient access to a particular class without having to go to the effort of passing around references. It's very tempting to just use PlayerManager.Instance().Health somewhere, for instance, rather than having to pass in a Player object to a class and then reference it's Health variable.

But it's a mistake, because it creates a hard dependency on the singleton class, makes polymorphism impossible, and permanently limits it to one instance, which can undermine your design in spectacular ways. You are always, in 100% of cases, better off passing an interface through constructors for every class that needs to know about it, rather than using a singleton. If you want to get fancy, DI frameworks can do this for you (although I also consider DI a bit of an anti-pattern as it tends to overcomplicate what should be a relatively straightforward task).

Anyway, programming talk aside...

Nobody is saying that you're not allowed to like Bioshock. You aren't blind for enjoying a game. I enjoy plenty of games that I don't think are particularly good. I love Star Trek Away Team, partly because I grew up with it and it's a somewhat solid top-down tactics game, the first one I ever played. But I won't pretend it's remotely good, just sort of competent, and if someone asked me if it was worth seeking out and investing time into playing, I would say probably not.

It's possible to have a rational discussion about the quality of a game, including how well it accomplishes the goals it sets out to accomplish, without ever mentioning whether or not it's enjoyable or whether or not people are allowed to like it. That's a completely separate discussion.

Go ahead, play and enjoy Bioshock. There's plenty of fun to be had there. Go nuts, nobody is stopping you. A lot of people just don't think it's particularly well designed, me included, and since we have access to the design documents, I think I can pretty objectively say that it fails to do what it set out to do. That has nothing to do with whether or not the game is "fun". I like games with complex mechanics, so Bioshock bore me. But you're free to enjoy whatever you find fun.

Well Bioshock isn't just SS2, and who are you to say that is what "supposed to be", and even if it was then look at it differently now

Also having more complex mechanics doesn't always make it

Besides SS and BS are similar but they aren't the same series

Well to some like myself it isn't shallow, it has substance and isn't underwhelming or undercooked, again it isn't SS2, stop expecting it to be and it does have complexity and depth in its own right as well as the ability to upgrade characters. Yeah it isn't just like SS2, but tbh SS2 had so much it was kinda frustrating at times

For singletons IDK enough about that kind of programming language to comment on it

IK and I do enjoy it, it just gets to me when someone calls a game I love shit and doesn't treat it like an opinion

Just now that some people do think it is well designed as some find too much complexity a bit much at times

I love SS2, but I would lie if I said I didn't get frustrated at times when stuck, and I find BS more fun and like its story and some of its lore more

I know enough about it to say that it succeeds in what it sets out to do but I understand if one likes more complexity might not enjoy it

But to each their own

Bioshock has fun gameplay, a good story, etc and that is what I like about it

To some people, how bioshock plays is a good thing not a bad thing, and/or they don't mind it, some people don't mind a bit less complexity, it is down to preference

Myself, I like both, but I do have my preferences in that I like a balance and for me BS has that and just works for me
« Last Edit: 20. February 2023, 19:35:43 by Xkilljoy98 »

6745f5846a9b4Xkilljoy98

  • Company: N/A
6745f5846aa06
Well that probably wouldn’t have happened if it wasn’t sold to us that way. Most of the buzz around Bioshock before launch was specifically about it being a System Shock successor of sorts.

It literally has “shock” in the title. They knew what they were doing.

Out of curiosity, how do you feel about Invisible War? That’s the level of regression that we’re talking here.

Fair but there were also many that started with BS

For IW, I hadn't played much of it, it seems ok from what I have it seems ok
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