BioShock Infinite / Tomb Raider: To Loot or To not Loot‏

Posted on February 4, 2013 at 4:15 pm

I, just like the overwhelming majority of folks who’ve played it, absolutely loved BioShock Infinite. The tale, the area of Columbia, the sense of place, the mechanics, Elizabeth; I loved all of it. The loot though Hmmm, I still can’t choose that one

The gamer in me certainly loved it. That OCD compartment of my gaming personality couldn’t help but gobble up every last shiny coin, search every bin, every nook and cranny – Columbia needed to swept with a great tooth comb. As partial to storytelling though, somebody who loves to be swept up in an adventure, well, that side of me isn’t so sure.

If I see a mysterious dead body within the centre of a room; surely that needs to be my main focal point. Nope, I’m scouring the bins and tables for a couple of measly coins like a lowly crack head. Oh look, the majesty of a floating city bathed in sunlight and ordained with magnificent architecture. Sorry, I’m busy stealing food off the ground. Both concepts simply don’t match up, but the entire same, I can’t stop myself from collecting everything I see. Is it BioShock’s problem No – it’s the industries. Very like the tale vs murder-rate issue that lies on the heart of nearly all of contemporary action games (honestly, how can Nathan Drake be a hero if he kills, nay, massacres, that many folks), with storytelling becoming more prominent and a growing number of realistically portrayed, the industry looks struggling against the concepts and traditions which have largely defined it since its earliest days.

Are we at an odd cross-roads Will the industry feel confident and cozy enough in the course of the next-generation of console development to push forward with more commitment towards gaming worlds which can be primarily built upon storytelling techniques and core-mechanics instead of age old videogame tropes Do we cast collection and upgrades aside looking for a more streamlined, focused approach Can we even want to

Personally, I’m unsure. Up to the split between storytelling and constant collection did grate, with regards to BioShock: Infinite, and the recently released Tomb Raider reboot (a game that suffers with a totally similar identity crisis), i really found the gathering of trinkets a highly enjoyable portion of the experience. Why Well, beyond the normal gamer in me being hardwired to enjoy such frivolities, looting in both games gave me an excuse to experience more of the area.

Yes, neither game implemented their upgrade or collection options all that well, but I for one can be sad to determine them go completely. Removing them isn’t the best way forward; revision in place of revolution is the manner forward in the event you question me. In terms of BioShock Infinite; collection is ok, upgrades all but essential – just rethink the way upgrades and items are obtained. Having money and health items in every bin suggests that, yes, I’ll must search every bin. Put a glittery coin next to a dead body and, guess what, I’m picking up the money before I have a look at the dead body. It’s about placement and pacing.

Have loot associated with additional challenges, keep the core story experience freed from clutter, especially when that story is pretty much as good as Infinite’s. Yes, upgrades and loot are optional, but for gamers along with myself, dangling that virtual carrot in front of our faces essentially makes said option a moot point – i can need to collect. Keep them off to the side though via additional quests and challenges and that i possibly more inclined to benefit from the story and maybe return later.

In fairness, Tomb Raider got it half right. Yes, I wish the full upgrade collectible thing hadn’t been so, y’know, in my face in the course of the main story, but once that tale was done, my God did I enjoy searching Yamatai at my very own pace under after the major story was done. The opportunity to explore the island and pick up all those little bits I had missed or ignored; honestly, that was almost as fun because the main game and gave the title numerous longevity. Throw in a number of additional skill based challenges and it almost might have been a game unto itself.

So, to come again to my original question; to loot or to not loot Me I say loot. It’s a classic gaming mechanic and one I certainly don’t would like to see disappear. I just think we have to imagine advancing and rethinking implementation as often, as with regards to both BioShock Infinite and Tomb Raider, story and loot don’t go hand in hand.

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