BioShock: An Objectivist on the Objectivism

By Shamus Posted Thursday Mar 5, 2009

Filed under: Game Reviews 206 comments

When I learned that BioShock was set in an Objectivist society that had self-destructed, I assumed that the story was an attempt by the writer to refute the ideas of Objectivism. I imagined that the author read one of Rand’s books, was irritated by it, and set up the plot of BioShock to demonstrate it to be a load of crap. I was curious to see how much truth there was in that. (Short answer: None, really.) I’m not an Objectivist myself and I’m not interested in actually playing the game, but I thought I’d see what Objectivists had to say about the thing.

And I came up empty. Google had nothing to offer on the subject. Here is a game with a plot that is built around the philosophy, and not one Objectivist has written an analysis on it? How is that possible? If the game had been talking about specific political parties or religions, then the flame war would have gone on until the internet ran out of hard drive space. But not one Objectivist has played the game and talked about it?

I decided to ask an Objectivist myself. I asked Jennifer Snow, who graces the comment threads around here from time to time. She hadn’t played the game, but she put me in contact with The Inspector, who was kind enough to give me a lengthy and detailed look at Objectivism in the game. It turned out I wasn’t giving the writer nearly enough credit. The game isn’t a direct attack on the philosophy and the city of Rapture isn’t a strawman.

I found The Inspector’s answer so interesting that I thought I’d share. With his permission, here is the email he sent in reply:

While I consider myself an Objectivist, I don’t speak for Objectivism in any official capacity – only for myself. What you hear from me is my own best take on it. For the official source, you’ll want to visit The Ayn Rand Institute.

There are going to be some very heavy spoilers here – I’ll warn you of that right off the bat.

Is Bioshock an attack on Objectivism? Well, granted, it does portray a “perfect” society that most certainly has gone to hell, but there’s really a lot more to it than that.

For starters, there’s a major plot twist 3/4 through the game where you discover, basically, that you’ve been manipulated and lied to all along by the villain. And pretty much everyone else has, too. Once you discover this, with some thinking, you can see how just about every bit of information that’s been fed to you to demonize Andrew Ryan is actually misleading and taken out of context. There’s a lot made in the game of how everything’s looking all scary with arrests and martial law, but when you get right down to it, the people arrested really *were* working for the villain. In the end, you don’t really get the full story, but there is at least the possibility that Ryan really didn’t do anything morally wrong at all.

And, really, what you find in the game is that hardly any of the people in the city actually subscribe to Ryan’s vision. The thing that ultimately does them in is that so many of them are willing to lie, cheat, steal, and see no problem with working with this slimeball villain who’s trying the bring the whole place down. And even then, there’s a lot of conspiracy and manipulation on the villain’s part. It’s not really Ryan’s pseudo-Objectivist philosophy that’s failing, so much as it’s an example of what might happen to a society built on that philosophy if less than 1% of its constituant members actually subscribed to it. I don’t think that this, as a message, is any real threat to Objectivism since none of us has ever claimed that everything will get magically better if the law is structured right but society remains culturally and philosophically where it is. Every legitimate Objectivist organization I know of is saying that trying for political change is hopeless until we can achieve a cultural change – i.e. toward reason and individual rights.

Now of course, in the end the city does fall, and regardless of the fact that it’s all a grand conspiracy, this still does say something about the author’s view of the ideas on which the city was founded. But not, I think, in a direct I’m-against-Objectivism sort of way. Having talked to Ken Levine, I can say that the theme he’s after is wider than that. He’s making a comment on human nature itself. It’s not so much that he thinks Objectivism is specifically wrong – in fact he’s told me that from the limited amount of it he is familiar with, he found a lot of it to be quite admirable. But he’s one of those people that just doesn’t think that men can live up to it.

Getting specific, it’s a matter of certainty. Philosophic certainty, that is. Levine, like a lot of folks who were raised on modern philosophy, has an aversion to anyone or anything that claims to have certainty. When you think about it, the 20th century has been a display of many ideologies which claimed to be able to solve mankind’s problems with a grand restructuring of morality and society. One of the reactions to this is that some people have simply become afraid of anything that has a grand and certain vision.

This is actually quite ironic. It was Skeptical calls to philosophic uncertainty just like this which ended the Enlightment, thus paving the way to the totalitarian ideologies which followed. All such movements denied reason and scientific certainty – they had to, in order to deny rights, which were a product of that Enlightenment thought. A lot of people think that Marxism advocated reason or certainty, but that’s just because they’ve never deeply studied it. It actually rejects logic and reason in favor of a bunch of soothsaying mysticism dressed up in complicated-sounding terms like “dialectical materialism,” which have about as much to do with reason as that crazy guy on the corner who likes to yell things at passers-by. But most people have no idea of the actual cause of Nazism and Communism.

I think this sort of fear is a product of not really knowing the history of philosophy (well, that and the influence of philosophic Skepticism). I’m not exactly a professional scholar of it, myself, but there’s a lot of great Objectivist literature out there that really lays out the basics in an easy-to-understand fashion. Totalitarian states didn’t just happen out of nowhere – or simply because some people had a large vision that they tried to carry out, but human nature failed or something. They happened for very specific, repeatable, reasons. All totalitarian disasters share common philosophic premises and roots, such as collectivism and altruism – the idea that men exist to serve the collective. Once you learn that the philosophers behind Communism said that men don’t have rights, and morality consisted of whatever the collective wanted, then it isn’t surprising that their practitioners felt free to start marching people into gulags and gas chambers. And not only that, but the ideologies which created them can clearly be traced back through the movements and philosophers which gave root to them. They didn’t happen randomly, but rather because specific, related schools of thought became prevalent for decades before the disasters ensued.

So is Bioshock an indictment of Objectivism? I’d say no – and I’d even go so far as to say that it wasn’t even the author’s intent for it to be. He does have some tragic themes about human nature and certainty in there, which are definitely in disagreement with Objectivism, but I think that’s going at least three or four levels deeper than most folks will.

I know already that some of this is going to rub some people the wrong way, and that any discussion is inevitably going to trend towards politics and rancor. It wouldn’t be very fair for me to post this and then deny dissenters a chance to have their say, so I’m going to lift my moratorium on that sort of thing for this thread. On the other hand, the last few paragraphs tap into the very heat source for most hot-button topics. Individual freedom vs. the collective is at the root of every major political argument currently simmering out there, and a free-for-all thread is likely to have us swimming in magma before we know it.

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So please remember that this is a geek blog. We have a nice community here. We get along well enough, and I’d hate to see bitter feuds appear over previously obscured fault lines in the group. Keep it civil and don’t make it personal. Don’t post angry. I’d rather get along and talk about gaming than have a fight which will cause division without changing anyone’s mind, and I hope the above is a stimulating read no matter where you’re coming from.

 


 

GM Advice: A Learning Mechanic

By Shamus Posted Wednesday Mar 4, 2009

Filed under: Tabletop Games 59 comments

I had a reader ask about the mini-game that appears in my D&D campaign. A few people have expressed interest in it, and I thought it might be worth a look. I don’t pretend this is clever or innovative. This is very much a system I cobbled together as I was groping around trying to simulate a character learning.

In our game, I had a situation where one player was working to translate a “book”, which was several pages of backstory they needed to know. Any time his character had enough downtime, the character could sit down and spend a few game hours attempting to translate the next section. If he was successful, I’d hand him the next couple of pages of the backstory. If he failed, his character still learned from the attempt and his future chances of success went up.

As an aside, if you need to feed your players a bunch of backstory, this is a pretty good way of going about it. They will naturally recoil if you hand them 20 pages of prose to read all at once. Even if they’re into it, they will tend to skim it quickly so that they can get back to playing the game. On the other hand, if you make the backstory into a reward and dole it out a couple of pages at a time, they will be a lot more excited about it. Players can pass the material around the table without any one of them being taken out of the game for too long. It builds a bit of mild tension as they look forward to the next reveal.

Oh boy! We found a couple more pages of the Lost Tome of Naughty Evilry. Hand it over, Shamus.

The Goal

D&D has mechanics for long-term learning. (Skill points and leveling up and whatnot.) It has mechanics for immediate goals. (Roll the dice to open the lock.) But it didn’t have anything for mid-range character projects. Most gameplay mechanics are set up so that characters learn and grow from success. The more success, the more XP. I wanted a mechanic that would simulate an activity that was inherently driven by trial-and-error, and where (this is the important part) the character got gradually better at the activity as time went on. Learning would be fast at first, but progress would be slow. Later on, learning would slower, but success would be more frequent. In general, the system is good for specific tasks like “find cure for the plague” and bad for more generalized tasks like “learn biology”. Situations where you might want to use something like this:

  1. Looking for a secret formula or cure for a disease.
  2. Solving an abstract puzzle (that is, the character must solve the puzzle, not the player) in-game.
  3. Working to translate or decipher some runes, text, a book, a map, some symbols, or what-have-you.
  4. Inventing or building something new.
  5. Cultivating or breeding rare plants or animals.
  6. Researching a special plot-specific magic spell.
  7. Making sense of the parts of some ancient technology they’ve unearthed. (What the parts are, how they go together, what they make, and how to use it.)
  8. Using clairvoyance to investigate a [whatever].

I also wanted a system that would work independently of their other skills, levels, and abilities. They could learn this activity organically, without waiting for the next level up. This is great for simulating things that anyone can learn to do with practice, but are usually self-contained skills that aren’t going to be useful later in the life of the character. If the character is working on a Rubik’s cube, this game could simulate their progress as they learn the puzzle. Once complete, they would be able to solve a cube at will from that point on, but that learning won’t enable them to instantly solve a completely unrelated puzzle.

The System

(I had an alphabet novelty die that went along with the translation game, but let’s just assume we’re using Ye Olde d20.) The game goes like this:

The player writes down all the numbers from 1 to 20 on a notecard. Every time they roll a number, that number will be crossed out on the card. If they roll a 15, then they cross out 15.

Each attempt needs to simulate a stretch of in-game time. Hours of labwork, meditation, tinkering, writing on the chalkboard, or whatever is required.

When they make an attempt, they roll the d20. If the resulting number is already crossed out, then the action was a success and they get their reward. If not, they still get to cross out the number they rolled, which will improve their chances next time around. Using a d20, they have no chance of success on their first attempt, and a 5% chance on their next attempt. Every failure improves their chances by 5%, and every success moves them closer to their goal. You decide ahead of time how many successes it will take to reach their overall goal. (For our game, I had the book broken into 13 sections. So the character finished the translation after 13 successes.)

That’s it. Pretty simple, really.

Drawbacks & Quirks

There needs to be some sort of cost associated with an attempt, or the player can just have their character binge their way through the problem. Oh? Mini-game? Whatever. I’m just going to start rolling the dice. Tell me when I win. Time should obviously be a cost, but if you can work in another cost (money, lab equipment, magical components, computer time, energy) it will make things more interesting.

The system as portrayed doesn’t use any character stats, which means Grogtor the Barbarian will be able to decipher the runes just as quickly as Wizbeard the Mage. Obviously you’ll need to establish some sort of prerequisites for doing the work. (i.e. you must have an INT of at least 14 to even begin the task.) Ideally they should get a benefit from any character stats. (Perhaps a high INT score will make attempts take less hours or use less resources, for example.)

Also note that total success is inevitable. This system is designed for something that can be done with trial-and-error over time. As presented, you can’t ever fail at the task, unable to proceed. Unlucky rolling will just make it take longer.

The Numbers

Just to give you a feel for how the game will play out. I ran the numbers, and on average a player will need about 24 attempts to complete a task which requires 10 successes. The breakdown goes like this:

Success Needed Average Required Attempts
1 6.27 avg. rolls
2 9.38 avg. rolls
3 11.79 avg. rolls
4 14.00 avg. rolls
5 15.90 avg. rolls
6 17.71 avg. rolls
7 19.39 avg. rolls
8 21.04 avg. rolls
9 22.42 avg. rolls
10 24.07 avg. rolls
11 25.39 avg. rolls
12 26.75 avg. rolls
13 28.02 avg. rolls
14 29.34 avg. rolls
15 30.73 avg. rolls
16 32.09 avg. rolls
17 33.24 avg. rolls
18 34.43 avg. rolls
19 35.65 avg. rolls

So if you decide the character needs 15 successful lab sessions in order to find the cure for the zombie plague, then the player is going to roll the die about 30 times. If a lab “session” is a full in-game day, then a player character will need to work for about a month solid to find it.

Other Notes

I’d give a description for each success:

  1. You managed to isolate a viable sample of the zombie virus. You can now replicate it in the lab for study.
  2. You discovered a way to observe the virus work on tissue samples without needing to infect actual people.
  3. You managed to isolate the proteins that mumbo-jumbo the victim’s cellular whatchado.
  4. You learned how the virus works. Now you know how it spreads. (Blood, saliva, topical contact, Facebook invites, etc.)
  5. You can now make a cure from a single tissue sample that will destroy the virus. Downside: It only works on the zombie from whom you took the sample, and their brain is now mush. So it’s useless, but one step closer.
  6. You’ve figured out how to make the cure general-use. If someone is bitten, you can dose them to keep them from turning as long as you can get them to the lab while their brain is still in good shape.
  7. You’ve streamlined the cure so you no longer need the lab. You can just carry the cure with you and dose someone if they get infected.
  8. You’ve synthesized a general use vaccine. You can now make people immune to the plague!

You get the idea. Hope you find it useful.

Noodling around with this sort of thing makes me want to run a game again.

 


 

Tabula Rasa: Farewell

By Shamus Posted Tuesday Mar 3, 2009

Filed under: Video Games 27 comments

The game is closed, the world has gone the way of the punchcard, Lucasarts adventure games, my cheery disposition, and games with proper endings.

Not that I’ve been pining for it or anything. I had my fill and moved on. But I do lament the unrealized potential the game showed.

 


 

Stolen Pixels #69: A Lost Cause

By Shamus Posted Tuesday Mar 3, 2009

Filed under: Column 32 comments

Maybe it was just me. I dunno.

 


 

Unskippable: The Bouncer

By Shamus Posted Saturday Feb 28, 2009

Filed under: Movies 19 comments

I would like to point out that Steven Blum has now appeared in 40% of the Unskippable episodes, all of which also co-starred the moon. Here he plays the guy with tattoos.

This is a pretty good showcase of terrible plot devices. It’s almost a kind of “can you spot them all?” sort of thing. From the plot exposition newscast to the big-font decryption, this thing is kind of funny even before the guys begin their cruel taunting.

“Hey! There’s a party in my pants and you’re… underage.”

 


 

Experienced Points: Wii are the Champions

By Shamus Posted Friday Feb 27, 2009

Filed under: Column 45 comments

I own a Wii. (I mean I have one of my own. There is another Wii in the living room, used by the rest of the family.) I never play games on it. I basically use it as an exercise machine with the “help” of WiiFit. But I am glad the machine exists. Even though the platform doesn’t really feature games that suit my taste*, I think the Wii will have a larger and more lasting impact on videogames than either of the other two consoles, and I think those changes will be for the better. And so I feel compelled to take the critics of the machine to task.

Now, I expect most of the Wii critics are simply Xbox / PS fans who don’t like that their chosen platform isn’t justifying their purchase by way of sales numbers, and so I’m probably selling garlic to vampires with this one. Still, I think it needed to be said. I’m content to do all my gaming on the #2 and #3 platforms knowing that the seeds currently being sown on the Wii will probably pay off in the next generation.

*Madworld looks pretty exciting, though. I’ll probably be grabbing that one.

 


 

Attractive Blogs

By Shamus Posted Friday Feb 27, 2009

Filed under: Random 58 comments

I’ve noticed that there is a really strong tradeoff between aesthetics and functionality in blog designs. The more striking or impressive a blog design looks, the harder it is to find the stuff you’re looking for. I sometimes browse WordPress themes to see what the hip crowd is up to. Invariably I’ll find something sexy, look at it closer, and realize that the thing would be either a chore to navigate or monstrous to maintain. (Note that I’m not shopping for themes for this site or anything. All of my stuff is homebrew, old-school, table-driven, and hardcoded to meet the various eccentricities of this site. I’m just browsing out of curiosity, and because a lot of them are really pretty to look at. I drive a tractor, but I like to walk around and look at the sportscars on occasion.)

And I’m not kidding when I say this site is eccentric. On day one, you can pick any theme you like and run with it. As blogs age, their content inevitably places restrictions on formatting that weren’t there in the beginning. (Assuming you want your archives to look right without manually editing all of your old posts.) On my site, for example:

  1. DMotR strips are 600px wide. Any new theme I adopted would have to give at least that much room to the main column.
  2. I learned a while ago what while the number of people running 800×600 is pretty small, the number of people who reduce their browser window is quite high. This, coupled with the rise of the eee PC and the tendency to install web browsers on anything not made entirely of wood means you can’t go much more than 800 wide without making the site a pain in the ass for a lot of visitors.
  3. The theme needs to be able to handle wider-than-600px posts without suffering a complete formatting failure. (An overwhelming majority of WordPress themes are built in such a way that the sidebar will go on a walkabout if you break the intended width in a given post. This is one of the reasons for my devotion to the ancient cult of the <table>.)
  4. Auto-width themes – which simply expand to fill all of the horizontal space – are miserable to read on really wide monitors. Also, tucking images into the text (like I do here in my videogame reviews) becomes unworkable or goofy looking.

It quickly becomes apparent that I don’t actually have much freedom at all in formatting the site. 800px wide. 600px for the content. The balance goes to sidebar and whatnot.

But I’m curious what other people like, or what looks good. (Go ahead and throw in a link to your own blog if it’s something that works for you. No need to be shy. I don’t mind a little self-promotion.) Seeing nice themes in action is really different than seeing them on the showroom floor at WordPress.org. Yes, I know functionality and performance trump visual fireworks – the appeal of which wanes quickly – but it’s natural to want a bit of both and I’m curious about what other people find appealing.

Also: I’m sure my spam defenses will throw a tantrum if people start posting links. Please be patient with the spam filter. It is stupid and has no taste. I’ll approve comments as soon as I can.

EDIT: Sorry for the completely not-related-to-the-topic-of-the-blog post. I have a column going up later today, if that appeases you.

EDIT2: I’m really surprised at the number of people who actually like the site design. I’ll have to be careful not to upset whatever accidental alchemy I have in place when I make my tweaks to the site. Which reminds me: It’s possible to use an animated .gif as a repeating background on a page, right?