BioShock 4 should get more personal with its philosophies

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Great care has been taken with the original BioShock put philosophy in the foreground. The expected BioShock 4 will likely have a similar philosophical purpose, like the series’ spiritual predecessor, Shock System 2, was a deeply thought-out science fiction work examining the consequences of artificial intelligence while delivering a healthy dose of futuristic horror. Same Bioshock InfiniteCity-wide ziplines and slightly muddled storytelling explored the consequences of philosophical theories, and this shone through its time travel and dimension jumps.

Schools of thought Infinite explored were different from the first game, but still had the same fascination with philosophy. Biochoc 4 faces a unique problem in terms of what it should focus on thematically. The first one BioShock presented a masterful critique of certain political philosophies (both narratively and mechanically), while Infinite mixed with metaphysics to tell its story.

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To distinguish itself from these beloved titles, the fourth game must center more personal and less theoretical philosophies within the framework of its subject matter. BioShock 4RPG mechanics might even play a role in how this is explored in the game. Themes of personal choice and player agency would be very interesting to see play out in Game 4.

The philosophical journey of BioShock

bioshock-infinite loading screen

After Shock System 2 refined what a deep dive into the thorny philosophical implications of artificial intelligence might look like, its developer Looking Glass Games has shut down. Several of its members, including designer Ken Levine, went on to launch Irrational Games, which designed games with similar themes. Under the name 2K Boston, the company created Biochoc, who explored the importance of meaning, agency and intention. He did this not only in terms of theory, but also what those concepts mean for the game itself.

BioShock contains a grim description of what could happen in a system of unfettered objectivism. This philosophy defends an archaic ideal of robust individualism and meritocracy to create a “perfect” society, flawless for people considered “weak”. The cartoons that haunt a Shattered Rapture serve as vivid indictments of this philosophy and what it might become in practice. The smart part of BioShock This is how the lack of choice these systems could create is reflected in the player’s agency as played by antagonist Frank Fontaine.

After BioShock 2 explored themes similar to its predecessor, Infinite turned away from critiques of naïve individualistic political philosophies and instead played with time travel. His tale is too tangled up to be succinctly summarized, but the temporal mechanics imply that protagonist Booker Dewitt has far less personal agency than he suggests. So, there is a series of larger structural and structural philosophies that undermine the agency of the individual player throughout this series.

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A smaller-scale BioShock philosophy

BioShock Happy New Year

There are several different philosophical schools of thought which BioShock 4 could (and should) draw from. Although there are many reasons why BioShock 4 could leave Rapture behind, there’s still more to do with the scenery. Yes BioShock 4 was to revisit Rapture, it should let players play as characters just after (or during) its decline with a touch of absurd philosophy.

A game like this could be reminiscent of Samuel Beckett’s Waiting for Godot, but instead house its existentially doomed characters inside BioShock ‘iconic sunken city. Yes BioShock 4 has a whole new location, he might also want to tackle a new set of ideas.

Philosophical framework of BioShock 4

Bioshock 4 Frank Fontaine Antagonist

Rumor BioShock 4 The RPG mechanics would imply that this will be a bigger game than an absurd journey through a broken Rapture. Utilitarianism is one of the best-known philosophies. It’s quite simple: Maximizing the good or reducing the harm for as many people as possible is a clear positive. As with most philosophical theories, this can have difficult consequences when taken to logical extremes – making it a perfect potential framework for Biochoc 4.

Games like The forgotten city experiment with a similar idea, using a company run according to a “golden rule” that aims to reduce damage. If the company of BioShock 4 is run in a strict utilitarian framework, it could offer some really interesting insight into the idea of ​​good and bad endings in games – as well as continuing the series’ commentary on free will.

BioShock 4 is currently in development.

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