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Transcript of Jessica Aldred and Brian Greenspan - A Man Chooses, A Slave Obeys; Bioshock Etc.
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http://gac.sagepub.com/Games and Culture
http://gac.sagepub.com/content/6/5/479The online version of this article can be found at:
DOI: 10.1177/1555412011402674 2011 6: 479 originally published online 27 March 2011Games and Culture
Jessica Aldred and Brian GreenspanConvergence
A Man Chooses, A Slave Obeys: BioShock and the Dystopian Logic of
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A Man Chooses, A SlaveObeys: BioShock andthe Dystopian Logic of
Convergence
Jessica Aldred1 and Brian Greenspan1
AbstractFor all the critical attention paid to dystopian landscapes in recent literature and film,a similar dystopian turn within gamespace has been largely overlooked. The authorscontend that post-apocalyptic digital games merit the same critical examination astheir literary and cinematic counterparts, arguing that such games can provide ameaningful site in which questions about the future of technology play out againstthe dialectic of utopian and dystopian alternatives. Specifically, this article argues thatthe popular console game BioShock simultaneously celebrates and interrogatesutopian notions of technological progress and free will embedded within prevailingindustrial and academic conceptions of convergence. The authors explore the differ-ing, yet complementary, conceptions of utopia put forth by critical theorists andthe games industry in order to examine how BioShock’s ambivalence towardtechnology—and technologies andpracticesofmedia consumption inparticular—com-plicates more idealistic and totalizing forecasts for the future of media convergence.Building upon Alexander Galloway’s treatment of gamic action as an ‘‘allegorithm’’ thatpermits procedural exploration and mastery of dominant control protocols in theinformation age, the authors analyze the way in which BioShock operationalizes the‘‘control’’ logic of convergence. By performing a close reading of the game’s ideologicalcontent as well as its procedural strategies of transmediation, they link BioShock’sambivalence to the multifaceted, often conflicting nature of convergence discourse andpractice within the digital games industry.
1 Carleton University, Ottawa, Canada
Corresponding Author:
Jessica Aldred, Carleton University, Ottawa, Canada
Email: [email protected]
Games and Culture6(5) 479-496
ª The Author(s) 2011Reprints and permission:
sagepub.com/journalsPermissions.navDOI: 10.1177/1555412011402674
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Keywordsdystopia, utopia, convergence, games industry, BioShock, FPS
The Dystopian Turn (and Shoot)
In recent decades, literature, film, and the collective imaginary more generally have
taken a decidedly dystopian turn. Visions of widespread destruction by catastrophic
political or environmental upheavals have achieved unprecedented popularity,
alongside visions of alternative societies arising beyond the ruins of both state-
sponsored and transnational capitalism (Harvey, 2000; Jameson, 2005; Moylan,
2000; Seed, 2000). These dystopian imaginings have in part been enabled by
transformations in Western mass media since the 1960s: on one hand, today’s global
information media proliferate accounts of poverty, political violence, and ecological
disaster at an unprecedented rate (Levitas & Sargisson, 2003); on the other hand,
networked communications and open-source movements offer new avenues for the
dissemination of dissenting opinions, allowing the formation of alternative commu-
nities that cross-national and geographic borders.
From the scorched World War III battlefields of Tom Clancy’s Endwar, to the
decimated human colonies of the fictional planet Sera in Gears of War, to the lawless
expanses of the quasi-fictional Liberty City in Grand Theft Auto IV, even a cursory
examination of recent popular titles reveals that digital games have been particularly
rife with catastrophic and post-apocalyptic scenarios. Dystopian games are hardly a
new phenomenon; however, recent titles seem especially intent on foregrounding
their dystopic storyworlds as a major selling feature. While this dystopian turn
within gamespace could be dismissed as mere Windows dressing, engineered to help
legitimate (and product-differentiate) so much virtual violence, we contend that
post-apocalyptic digital games merit the same critical examination as their literary
and cinematic counterparts. Indeed, given the somewhat paradoxical nature of digi-
tal games as hyper-commercial products of globalization and capitalism on one hand
(Kerr, 2006; Kerr & Flynn, 2003; Ip, 2008), and as liberating avenues for user inter-
vention, customization, and empowerment on the other (Jenkins, 2006; Postigo,
2007), we argue that digital games can provide a meaningful site in which questions
about the future of technology play out against the dialectic of utopian and dystopian
alternatives. That utopian and dystopian motifs can be found within the majority of
games has attracted surprisingly little critical notice. Only a few critics have com-
mented on the anticapitalist strain of utopianism evident in certain game genres. Ted
Friedman (1999), for one, has argued that so-called god games such as Civilization
and SimCity hold out the utopian potential to actualize the ‘‘aesthetic of cognitive
mapping’’ that Fredric Jameson has famously found to be lacking in postmodern
culture, and which he deems necessary for a total social transformation. Ben
Hourigan (2003) likewise characterizes networked RPGs as enabling ‘‘the utopia
of open space,’’ online intentional communities with the potential to undermine
transnational capitalism through alternate networks of exchange: ‘‘many consumers
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engage in practices that actively thwart large capital’s control over videogame
distribution. These include mod-chipping, emulation, rom-hacking, fan translation,
and piracy, all of which have the potential to make videogames both free in space,
and just plain free’’ (p. 60).
This article takes a somewhat less enthusiastic view of the potential for utopian-
and dystopian-themed digital games to model real social transformation. Specifi-
cally, we consider the popular digital game BioShock for how it continues a broader
dystopian turn in world-building within popular culture, constructing a historically
disjunctive retro-future that simultaneously interrogates and celebrates utopian
notions of technological progress and free will. Although BioShock outwardly
seems to critique both technology and capitalist excess as ruinous forces, as the
gameplay and story unfold, they subtly recuperate the power of corporate capitalism
and managerial principles for stable social engineering. Building upon Alexander
Galloway’s treatment of gamic action as an ‘‘allegorithm’’ that permits the proce-
dural exploration and mastery of dominant control protocols in the information age,
we read BioShock as both a storyworld and a cultural/technological property
embedded in the very real, material conditions of media conglomeration and conver-
gence that both allegorizes and operationalizes the ‘‘control’’ logic of convergence.
However, despite the indebtedness of our approach to a recent insistence within
game studies upon studying games strictly for their ‘‘procedurality’’ rather than their
representational techniques (e.g., Aarseth, 2004; Bogost, 2006, 2007), we argue that
BioShock exemplifies the necessity of an approach to analyzing digital games that
considers both aspects. As we will show, unlike many digital games, BioShock’s
procedurality is in many ways dependent upon its narrative and vice versa.
Performing a close reading of the game itself, the dystopian alternate history it
constructs, and the broader industrial conditions of its production and reception,
we link BioShock’s ambivalence to the often conflicting nature of convergence
discourse and practice within the digital games industry. While convergence once
meant the strictly technological notion of different media functions ‘‘converging’’
in a single device, recent scholarship has expanded the definition of convergence
to signify a multifaceted heuristic that considers the increasingly concentrated nature
of media conglomerate ownership across once-disparate industries, the synergistic
flow of content or ‘‘intellectual property’’ across multiple media platforms, the
sharing of talent and technology between media, and the increasingly ‘‘converged’’
formal and narrative qualities of media content resulting from all of the above (see,
e.g., Bolter & Grusin, 1999; Ip, 2008; Jenkins, 2006; Ndalianis, 2004). Scholarly
studies of the games industry have also acknowledged how digital games in partic-
ular are produced within an increasingly converged industrial structure wherein
developer, publisher, and distributor are all owned by the same company (see,
e.g., Kerr, 2006).
Within industrial and academic discussions of convergence alike, much atten-
tion has been paid to how the ephemerality of digital media content enables the
seamless cross-media flow of IP and the mastery and creative intervention of its
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consumer-operators. And for its part, the games industry has been keen to foreground
those examples of user intervention that have complimented both the creative and the
economic motivations of their original game texts—evident, for example, in Valve’s
decision to repackage and distribute the now-infamous Counter-Strike mod of Half
Life or Maxis’ encouragement and facilitation of the online posting and sharing of
films and ‘‘photo albums’’ created by Sims’ players. Major game releases are now
being increasingly tailored to harness this gamer creativity and emphasize such
capabilities as a major component of gameplay, highlighted, for example, in the
overwhelming promotional discourse and media attention surrounding the user-
created level-design and sharing capabilities of Sony’s Little Big Planet. However, for
all these much-publicized celebrations of gamer agency and choice within highly
participatory ‘‘convergence culture’’ (Jenkins, 2006), we seek to further explore and
complicate this utopian discourse of progress and personal choice that surrounds what
Ip (2008) terms technological and content convergence, examining how it tends to
elide the extent to which hardware and software manufacturers increasingly curtail,
rather than enable, user agency. We consider the ways in which BioShock allegorizes
the procedures through which gamers are compelled to purchase converged devices
despite their planned obsolescence, consume converged content in the order and
fashion desired by media producers, and accept that the choices and agency they are
given are illusory at best. In particular, we explore the differing, yet complementary,
conceptions of utopia put forth by critical theorists and the game industry in order
to examine how BioShock’s narrative and procedural ambivalence towards
technology— and technologies and practices of media consumption in particular—
complicate more idealist and totalizing forecasts for the future of media convergence.
Welcome to Rapture: Dystopia at 20,000Leagues Under the Sea
BioShock is set in 1960 in the sealed underwater ruins of Rapture, a futuristic city
designed by fictional entrepreneur Andrew Ryan, who took a page from Ayn Rand
to provide elite men with a haven from the will of God, the people, and the State. To
play the game is to learn the story of the city’s demise, which was apparently brought
about by Ryan’s official mandate of rampant capitalism, individualism, and self-
improvement, achieved through state-sponsored programs of eugenic enhancements
and radically transformative plastic surgery. The failure of these experiments in
post-human transformation are evident at every turn, the surviving citizens of
Rapture having been transformed not into Randian uber-menschen but into mutant
zombies or ‘‘splicers’’ ruined by their own lust for perfection.
On the surface, the visible trappings of BioShock’s storyworld seem to allegorize
a dystopian ambivalence toward technological progress that is echoed in the game’s
engine and affordances. Based on the Unreal 3.0 engine, BioShock’s gameplay has
been criticized by some as derivative of much older PC games, including System
Shock II and Deus Ex but simplified for the users of the Xbox 360 console platform
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on which it was originally released.1 (Despite the game’s simultaneous release in
Windows PC game format, the Xbox version was widely considered the ‘‘flagship’’
release and viewed as the driver for the bulk of its design choices.) Critics have cited,
for example, the relative ease with which one can collect ammo, weapons, and med
kits during gameplay, as well as the minimal impact that the death of our avatar,
Jack, has on progress through the game.
BioShock’s immense popularity has instead been attributed to the environment of
Rapture itself, the grandeur and complexity of which tends to overshadow the
game’s familiar mechanics. Yet, despite being praised as ‘‘a unique ride through a
warped world’’ (BioShock Review, n.d.) that is at once ‘‘unbelievably immersive
and tenaciously inventive’’ (Dinolpho, n.d.), BioShock’s lauded post-apocalyptic
setting is no more original than its gameplay, but reproduces dystopian motifs famil-
iar from popular science-fiction literature, film, and games. An intentionally anti-
quated, historically disjunctive gameworld, Rapture combines advanced robotic
and genetic technology with a pastiche of brass machinery reminiscent of either a
Jules Verne story or its steampunk pastiche and streamlined art deco trappings that
were already outmoded by 1946, the putative date of the city’s construction. Gianni
Vattimo (1992) has explained the cultural dominance of recycled dystopian motifs in
recent years as the result of the dawning awareness of the ‘‘counter-finality of rea-
son’’ or the knowledge that technological progress leads inevitably and ironically to
a less rational society characterized by mutual destruction and environmental decay.
In a contemporary climate in which the goal of progress itself cannot be trusted, any
attempt to build utopia and transform the totality of society systematically through
rational design also becomes suspect. For Vattimo, the predominant mood of dysto-
pian futures is one of ironic nostalgia for the seductive but dangerous remnants of the
now-vanished world of progress, in which ‘‘the mass of artefacts of the world of
advanced technology [are] treated inventorially, with a contemplative attitude’’ that
transforms any technological ‘‘talismans of progress’’ from working machines into
works of art (p. 85). He argues that such ironic-nostalgic inventories become the
only form of utopia that is still possible for a dystopian world beyond progress, as
the combination of advanced technology in quaint retro packaging undermines the
strict sense of history necessary to maintain faith in technological advances, laying
progress itself bare as an outmoded concept (p. 80).
BioShock derives its dystopian atmosphere not through any unity of effect but
through such ironic inventories of historical styles and technologies that mobilize
multiple, asynchronous eras and their trappings. Rapture’s futuristic technologies
are not projected into the future but hermetically sealed in the recent past calling into
question Rapture’s original plan as a utopia of individual perfection and technologi-
cal progress. Alexander Galloway has argued that a game such as World of Warcraft
is utopian precisely to the extent that they exclude advertisements, slogans, and other
signifiers of modernity from its world, thus allowing its users to participate in the
collective fantasy of a world beyond capitalism. Where signifiers or code appear,
they do so not in the game’s diegesis, or storyworld, but only in the game’s
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non-diegetic layer, its user interface or heads-up display (Galloway, 2008, pp. 113–115).
If utopia is achieved by eliminating signifiers of modernity from the diegetic
layer, then Bioshock is decidedly dystopian. Reminders of the perils of progress
haunt every corner of Rapture’s crumbling infrastructure, from its blood-streaked
billboards touting the latest advancements in cosmetic surgery (‘‘There’s no reason
not to be beautiful with Dr. Steinman’s Cosmetic Enhancements!’’), to the ruins of
once-grand theatres and centers of industry, to the leaky glass hallways that
constantly threaten collapse, clearly conveying the game’s underlying critique of
the technological utopian impulse that created this underwater enclave in the first
place. On the surface, at least, BioShock thus represents what has been called a ‘‘crit-
ical dystopia,’’ a historical inventory of utopian styles, plans, and technologies that
self-consciously critiques the notion of utopia itself (see Moylan & Baccolini,
2003). Rapture’s ironic-nostalgic pastiche of failed artistic and technological utopias
prompts the player to reconstruct the city’s tragic tale, an objective that, however,
holds out the utopian promise of a renewed historiographic consciousness.2
Alexander Hall (2009) has noted the importance of such historicizing strategies
for eliciting a utopian desire for change even within the seemingly dystopian future-
scapes of Alternate Reality Games (ARGs). For Hall, the ARG genre ‘‘allows for
collective participation that takes place across multiple media platforms,’’ such as
cell phones, websites, films, and music recordings, thus recovering the utopian
impulse to create new social collectives within a technological sphere that has since
the Cold War been overwhelmingly coded as dystopian. Due in part to their origins
within an industrial telos of constant technological advancement, digital games in
general are particularly well suited to depicting and enacting the tension between
utopian ideals of technological or individualistic progress and dystopian conceptions
of their inevitable failure. Digital games are forged within a broader cultural logic of
convergence that possesses competing ‘‘utopian’’ and ‘‘dystopian’’ strands, strands
that reproduce the antinomies of the utopian consciousness within a decidedly
capitalist context (see Jameson, 2005, pp. 142–169). With the most recent generation
of ‘‘converged’’ consoles and their much-publicized multifunctionality as media
players, storage devices, and gaming platforms, hardware manufacturers have
adopted what Murphy et al. (2005) have termed a ‘‘utopian viewpoint’’ toward tech-
nological convergence, wherein user experience is proportionately linked to
increased functionality (p. 3). Simply put, the utopian viewpoint of convergence
holds that the greater diversity of functions a media device possesses, the more plea-
surable the experience for the user. As Barry Ip (2008) has argued, in conjunction
with this increased functionality, and typically at the behest of lucrative publishing
deals with the ‘‘big three’’ hardware manufacturers (Sony, Microsoft, and Nintendo),
software manufacturers have taken a similarly utopian stance toward content
convergence, wherein once distinct game genres (FPS, RPG, and RTS) and digital
media forms (cinema, games, etc.) begin to coalesce and merge (pp. 206–208).
However, this industrial utopian approach toward convergence is not necessarily
shared by media consumers. For all the industry discourse championing, the
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technological advances of next-gen consoles and games, as well as the implied
multiplicity of consumer choices and empowerment that come with them, recent
studies have shown that users prefer to use stand-alone devices in their leisure
time—and certainly the initially disappointing sales of Sony’s PlayStation 3, con-
ceived as the ‘‘black box’’ where all home media functions would converge, seems
to suggest as much. These findings support the so-called dystopian view of conver-
gence, wherein the increased functionality of a media device negatively affects user
experience (Murphy et al., 2005). As Jenkins (2006) and others have noted, this dys-
topian user view similarly extends to newly converged content, often resulting in
what Trevor Elkington (2009) terms a ‘‘self-defeating’’ project wherein attempts
to elide boundaries between once-distinct game genres and media forms actually
results in the retrenchment of those boundaries, thus achieving a kind of ‘‘negative
synergy’’ for the franchise in question (p. 220). While certainly not unique in its
highly ‘‘converged’’ industrial origins and aesthetic goals, BioShock provides an
especially compelling case study in the competing utopian and dystopian industrial
conceptions of convergence. BioShock was created by critically lauded independent
development studio Irrational Games, who found themselves acquired and renamed
by major publisher/distributor Take 2 prior to the game’s release and ultimately
subject to a year-long timed exclusivity deal with Microsoft that confined the game’s
initial release to the Xbox 360 game console and Windows PC platforms. Launched
with the help of a $5.5 M(US) marketing budget designed to help it overcome a lack
of previous brand awareness, BioShock was also conceived as converged content
from the start—specifically, as a franchise that would hybridize the FPS and
RPG genres, and span multiple games as well as a feature-length film. And while
BioShock’s sales numbers may pale in comparison to an established franchise like
Take 2’s flagship Grand Theft Auto (having sold four million copies as of early
2010, compared with GTA IV’s estimated six million copies in its first two weeks
of release alone), Take 2 chairman Strauss Zelnick eagerly predicted that
BioShock’s sequel would double the sales of its predecessor, which it was well on
its way to doing at the time of writing, shipping three million copies in its first month
of release alone. The fledgling franchise is thus poised to become an influential force
within the games industry in the next few years, especially given the overwhel-
mingly positive critical reception of the first game.
Perhaps not surprisingly, then, a digital game such as BioShock is ideally
positioned to enact the residual tensions between utopian and dystopian industrial
conceptions of convergence. Celebrated as a ‘‘masterpiece of design’’ (Barratt,
n.d.) thanks to its ‘‘wonderfully oppressive and unnerving’’ atmosphere (Vicious Sid,
2007), BioShock has also been praised as a uniquely story-driven game. A hybrid of
FPS mechanics and RPG character development, BioShock possesses a moral choice
system that grants the player the option of either helping mutant Little Sister clones,
the ubiquitous orphans of Rapture, or harvesting them for their genetic life force. The
user’s choice will ultimately lead to one of two, apparently opposite, endings. Choos-
ing to harvest the Little Sisters leads you into a downward spiral of greed and
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malevolence, in which, the voice-over tells us, you take over the underwater city
before rising to the surface in bathyspheres full of mutant splicers that kill all the
humans, somehow releasing Rapture’s secret nuclear warhead in the bargain. In the
second, supposedly life-affirming ending, you become the benevolent patriarch who
brings the Little Sisters safely to the surface, where they are guided through a montage
of compulsorily heterosexual life rituals that incrementally bind them to patriarchy
itself, until they at last join together on your avatar’s deathbed in a perverse femtopia
that misrecognizes itself as a bourgeois nuclear family. A strictly ideological reading
might argue that BioShock’s alternate but complementary endings, one utopian and
one dystopian, both seal the player within the same retrograde Cold War horizon,
replete with nukes and pinko zombies in the first scenario, or the compensatory
fantasy of the safe shelter of domesticity in the second. Both endings foreclose radi-
cally on any hope for another world entirely, while leaving no clear transition from
the Rapture of 1960 to the user’s 21st-century world.
However, we would like to suggest that it is not enough to consider simply the
representational level of BioShock and the ideological bind it presents. Without
denying that digital games often exhibit violent, racist, and sexist content, Galloway
argues that such ideologically suspect representations might ultimately distract from
the real cultural work of games. After all, gameplay involves constantly resetting the
sliders on such values. For example, the outcome of games such as Fallout 3 and
Mass Effect can be drastically altered by how we customize our avatar’s appearance,
behavior, and moral choices throughout the course of gameplay, often through a
range of inventory-based choices that are clearly non-diegetic. For Galloway, with
this malleability of gamic representational strategies in mind, reading the specific
ideological content of any given game is less crucial than attending to the way that
game allegorizes the processes of digital control. Whereas films rarely show ‘‘the
boring minutiae of discipline and confinement that constitute the various appara-
tuses of control in contemporary societies,’’ digital games, by contrast, ‘‘don’t
attempt to hide informatic control; they flaunt it. . . . making it coterminous with the
entire game’’ (Galloway, 2006, pp. 89–92; italics in original), and rendering moot a
traditional hermeneutics of suspicion. In short, digital games allegorize the algo-
rithms, or ‘‘control protocols,’’ of digital technology, the source of political power
in information societies. Through gameplay, ‘‘the gamer is . . . learning, internaliz-
ing, and becoming intimate with a massive, multipart, global algorithm. To play
the game means to play the code of the game. To win means to know the system’’
(Galloway, 2006, pp. 90–91). If Galloway is right, and to interpret a game means
interpreting its algorithm, then understanding BioShock and dystopian games
generally means going beyond a strictly representational analysis to instead observe
the particular control protocols that govern gameplay.
While Galloway offers a compelling framework for interpreting games like
BioShock, he ultimately backs away from addressing the specificity of the economic
and industrial contexts in which informatic artifacts are created, as well as the
audiences and operators that these contexts produce. As one of the highest profile
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and most acclaimed games released for the latest generation of gaming consoles,
subject to a year-long platform exclusivity deal for Microsoft Xbox 360 and
Windows PC platforms, and conceived of as a cross-media franchise featuring
multiple games and films, BioShock’s broader conditions of production and con-
sumption make it ideally situated to operationalize and allegorize the processes of
digital control inherent to cultural convergence, as well as the utopian and dystopian
impulses within convergence theory.
Talismans of Progress? Media Object Inventoriesand Gamic Action
A procedural reading of Bioshock necessitates looking beyond both the derivative
feel and the dystopian appearance of gamespace to further consider the user’s role
within that space. Such an approach reveals that BioShock’s gameplay demands a
procedural media consumption that recuperates the utopian logic of convergence
apparently undermined by Rapture’s ironic-nostalgic inventory of utopian themes.
Gameplay in BioShock ostensibly consists of winning space by killing splicers and
lumbering ‘‘Big Daddies’’ while navigating the leaky tunnels and ruined businesses,
dance halls, surgeries, and bars of Rapture’s grotesquely hedonistic cityscape. As in
many FPS games, the player must gather and manage assorted armories of weapons,
plasmids, and first-aid kits placed or hidden throughout the gamespace in order to
stay alive. However, BioShock differs notably from many games of its genre in that
it also relies upon the user to locate, collect, and consume various media objects
needed to navigate the game and understand its objectives. The forking narrative
path that leads to a false choice of endings (splicers or Sisters) is finally less impor-
tant than the other, lost voices that whisper throughout the game, the echoes of
Rapture’s dead or zombified inhabitants—doctors, holocaust survivors, corrupt
politicians, and union shop captains, all preserved on reel-to-reel dictaphones,
Super-8 footage, and other dead media strewn about the city. These analog technol-
ogies survive only as fragments, having failed to effect a total transformation of
1940s society.
Ewan Kirkland (2009) suggests that the remediation and appropriation of ‘‘tradi-
tional’’ analog media and media storage technologies within survival horror games
lends these games a physicality and immediacy that would be otherwise lacking
within their seamless digital spaces, thanks to the privileged link posited between
analog media and their ability to ‘‘record’’ reality. At the same time, he contends,
the oft-fetishized flaws and failures of these media—the visible grain of aging film
stock, for example, or the whine of an aging tape recording—can also suggest an
unsettling connection to the ghostly or supernatural (pp. 122–123). While such stra-
tegies are certainly at play within BioShock’s mobilization of antiquated analog
media to provide the back story of Rapture, the diegetic primacy of these objects and
their crucial role in how the game allegorizes convergence protocols merit closer
examination. After all, the goal of gameplay within BioShock is to discover the
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mystery of Rapture—how it came to be and how it came to fail so perfectly—by
collecting these assorted media objects. To play the game, then, is not just to win
‘‘contested spaces’’ (Jenkins & Squire, 2003) and advance the plot, but also to alle-
gorically negotiate the access protocols to this spatially dispersed database of dead
media forms.
If, as Galloway suggests, the formal grammar of digital games can and should be
examined for how it repurposes broader regulatory structures in the information age,
BioShock’s procedural insistence upon the consumption of older media must be
examined more closely for how it allegorizes convergence. BioShock allows the user
to explore the logic of media convergence procedurally, revealing its inherent
tensions as both industrial practice and cultural discourse. While the appearance
of retrograde technological objects seems to critique utopian notions of progress
as surely as the outmoded steamvalves and vacuum tubes of Rapture, collecting
these objects in fact reinforces the game industry’s utopian view of technological
and content convergence. BioShock’s gameplay allegorizes the processes of digital
control inherent to convergence, wherein users must purchase converged devices
despite their planned obsolescence, consume converged content in the order and
fashion desired by media producers, and accept that the choices and agency they are
given are illusory at best. The ostensible goals of the missions, as well as our initial
understanding of Rapture’s past glory and present decrepitude, are provided by the
mysterious guide Atlas, whose helpful instructions we hear over a shortwave radio
we are forced to pick up upon entry into the city. At once working machine and work
of art, put on display for contemplation at the same time as it provides us with
necessary information, the radio cues the game’s general ambivalence toward tech-
nology as both functionally utopian and nostalgically counter-utopian. From the first
weapon we collect, we must follow Atlas’s ‘‘up to the minute’’ instructions, which
are visually cued by the appearance of his cameo sliding into an antique brass radio
icon in one corner of the screen, and acoustically signaled by the media-specific hiss
and crackle of a live radio broadcast.
Significantly, our avatar does not control this real-time ‘‘live’’ media consump-
tion but can only wait for Atlas’ transmissions without ever being given the oppor-
tunity for two-way communication. We are also bombarded with other forms of push
media that accentuate our sense of powerlessness: we trigger propaganda films
featuring Ryan’s grandfatherly assurances while wandering through confined spaces
in which interaction is limited, and at every turn confront print and radio advertise-
ments for assorted personal and technological enhancements. Ad slogans like
‘‘Don’t Wait – Incinerate!’’ and ‘‘Evolve Today!’’ exhibit the sort of ironic self-
awareness that exposes not only ‘‘the dysfunction of advertisement’’ (Bogost,
2007, p. 168) but also the questionable nature of the ideology of progress itself.
Along with this passive mode of media consumption, the game also encourages
us to actively collect and consume prerecorded, ‘‘archived’’ audio diaries stashed
throughout the various levels of the gamespace, fragments of historical lore that fill
in background information about the key nonplayer characters, and provide us with
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further insight into the inner workings of Rapture before its fall. We hear, for
example, Dr. Tenenbaum describing her childhood in a Nazi concentration camp,
an experience that contextualizes her role as pioneer of Rapture’s failed genetic
experiments; likewise, we listen to the complaints of one Peach Wilkins that Frank
Fontaine, Ryan’s competitor for the control of Rapture and the game’s true villain,
failed to maintain the city’s crumbling infrastructure despite multiple warnings.
The collection and consumption of media objects in Rapture occupies an uneasy,
interstitial space between the polarities that Galloway mobilizes to demonstrate the
allegorical potential of digital game algorithms. He distinguishes between machine
acts, which originate from the game system (such as the rendering of the game’s
digital world and inopportune system crashes) and operator acts, which originate
from the user. Galloway further differentiates diegetic acts that occur within
the space and storyworld of the game from non-diegetic acts that occur from a
vantage point ‘‘above’’ or outside the gamespace. Jack’s guided movements and
actions within Rapture—killing splicers with his trusty wrench, for example—would
be considered diegetic operator acts. Pausing the game to toggle through your
inventory of weapons or plasmids, on the other hand, is a non-diegetic operator act
that occurs outside of the space and time of the game proper, temporarily suspending
the progress of the story. The receipt and use of power-ups, goals, information, and
health all constitute enabling acts, a special variety of non-diegetic machine acts that
enrich operators’ gameplay (Galloway, 2006, pp. 12–38). While these enabling acts
are crucial to most games, they typically coexist uneasily with the game’s storyworld
and must strain to cover up their non-diegetic status—for instance, by disguising
power-ups as first-aid kits. BioShock, by contrast, renders these enabling acts nearly
seamless by integrating the collection of media objects into the storyworld, valoriz-
ing information that would typically be construed as tangential, and treating it
instead as every bit as crucial to our progress as a shiny new gun, power or plasmid.
The act of gathering and playing these recordings becomes an integral part of the
game story and experience, being thereby transformed from a non-diegetic into a
diegetic act. For Galloway, diegetic operator acts, which he aligns with desire and
utopia, tend to ‘‘immerse’’ the operator too seamlessly in the game to allow for crit-
ical reflection. Conversely, non-diegetic operator acts (which include consulting
inventories and menus, as well as game cheats, hacks, mods, and add-ons) are where
the gamic potential for true reflection, critique, and political intervention lie. In
performing such non-diegetic acts, the operator does not ‘‘submit’’ to the logic of
either the story or the machine but rather hovers above the game and its codes of
informatic control, enacting the game’s algorithm rather than merely experiencing
it from within. BioShock confounds this scheme, however, since its media consump-
tion choices function at the diegetic rather than the non-diegetic level. Although the
automated appearance of the tape recorder and the machinic control of its playback
constitute enabling acts outside of the storyworld proper, media objects are collected
and ostensibly consumed by the user within the diegesis thus remaining in an inde-
terminate space somewhere between machine and user agency. To play through
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BioShock, then, is to enact inventorial algorithms for gathering obsolete media in
one place, procedures which in turn allegorize the protocols of contemporary media
convergence. By constructing the story of Rapture through an apparently active,
creative—and above all, exhaustive—transmedia consumption of text, photos, films,
and audio recordings, the operator seems to enact a utopian vision of the
convergence-era media consumer.
At the same time, the procedural confusion surrounding agency and free will,
enacted through gameplay and echoed at the level of story, could be said to repur-
pose those convergence mechanisms of the game market that are engineered to
provide the illusion of vast consumer choice. By putting diegetic primacy on the
construction of media inventories, using them to pull the operator into the narrative
of Rapture’s rise and fall, BioShock attempts to steer its operator away from enact-
ment and toward experience, away from critical ‘‘allegorithm’’ and toward uncritical
imbrication within a convergence informatic. Significantly, the conventional
machine act through which the game system itself inventories the objects gathered
by the user is completely absent as far as these recordings are concerned: they cannot
be saved in any kind of inventory or archive but rather must be consumed right at the
moment of collection, often against the backdrop of frenetic gameplay, their
contents frequently misheard or drowned out by the noise of battle. Though initially
recorded for posterity by Rapture’s NPC inhabitants, these diaries take on the imme-
diacy of a live transmission, becoming conflated with other live broadcasts that you
cannot but choose to consume (Atlas’ shortwave radio instructions, as well as some
of Tenenbaum’s guidance regarding the Little Sisters). This pervasive blurring of the
boundaries between machinic and operator agency inherent in your consumption of
in-game media objects culminates in a climactic confrontation with Andrew Ryan,
which further subverts any hope you may have had for the true enactment of user
agency within gamespace. Ryan informs you that you have been brainwashed and
have merely served as a puppet for Atlas’ radioed instructions (your obedience
triggered by the phrase that gives the illusion of consent—‘‘Would you kindly?’’).
This revelation renders any of the ‘‘choices’’ you thought you had made through the
course of gameplay (including your seemingly ‘‘elective’’ consumption of various
media objects) purely illusory, and the game ultimately mocks your helplessness
at both a procedural and a narrative level. As Ryan admonishes you that ‘‘a man
chooses, a slave obeys’’ and orders your avatar to kill him, the game forces you
to obey, temporarily wresting control of your avatar so that you must look on, help-
lessly, as you beat Ryan to death with a golf club. Even this climactic cut scene, typi-
cally a quintessentially machinic act, is given an unusually strong diegetic
motivation, cleverly focusing the dystopian themes of user agency and free will, and
bringing home the point that, within both BioShock’s narrative and its procedural
allegorization of converged control, we are ultimately slaves.
This sense of disempowerment is reflected in a closer examination of the game’s
reception. Tellingly, as some users have complained, the very spaces in which these
various in-game media objects are stashed cannot be returned to, making it that
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much more difficult to collect all 122 recordings necessary to achieve the
distinguished rank of city Historian.3 While representationally these objects seem
to be strewn about the game space, procedurally, they are ordered and linear, encoura-
ging the exhaustive consumption and orderly construction of a highly structured and
cinematic narrative. For the active online community of gamers, this aspect of the
game has proved unduly constraining, as it demands slavish completion instead of the
creativity of world-expanding play. Even game reviewers conceded that the very
experience and understanding of gameplay relies heavily upon an exhaustive
consumption of BioShock’s various media objects, which, according to one, ‘‘should
be considered mandatory if you intend to play the game’’ (Gamespot).
Moreover, this constraint on gameplay is paralleled at the level of metagaming,
where the dispersal of BioShock’s intellectual property is carefully controlled
through officially sanctioned media channels. For all the in-game tension between
live and recorded media, players are in fact always situated within an informatic that
denies liveness and connectivity, BioShock having been intentionally designed as a
single-player game that does not take advantage of either Xbox Live or PC multi-
player capabilities. Furthermore, any operators who wish to engage in those non-
diegetic acts that Galloway aligns with truly critical, allegorithmic enactment (such
as mods, cheats, hacks, or add-ons) are denied ready access to such means of experi-
menting with the world of Rapture. Despite the openness of its Unreal 3.0 engine to
such additions, the rumored release of a BioShock SDK proved false. Ultimately, for
users to access more BioShock content, they must consume more iterations of the
text, either by buying the PS3 version (and, thus, another console), or by purchasing
its sequels, and eventually, moving across media platforms to consume the Bioshock
film, originally slated for release alongside BioShock 2, but currently mired in
production delays due to anticipated cost overruns and the departure of attached
director Gore Verbinski. The only capacity in which Take 2 afforded players with
some degree of creative intervention and ‘‘choice’’ was to solicit players’ votes for
what additional items they wanted included in BioShock’s Limited Edition (to be
chosen from a range of options preapproved by the game publisher), as well as
requesting player-submitted cover art to adorn the completed set. In this sense,
BioShock’s extratextual narrative almost eerily shadows the control allegory of con-
vergence experienced through gameplay, wherein the player/consumer can only be
rewarded for one type of action: the truly exhaustive and carefully ordered consump-
tion of producer-sanctioned media objects. After all, the only way players can have
access to their ‘‘creation’’ is by purchasing the $70US bundle that contains their
chosen items, including the BioShock game, a Big Daddy figurine, a ‘‘Making of ’’
DVD, and a soundtrack CD.
Perhaps not surprisingly, avid fans have channeled their desire for more open-
ended exploration of and play within the BioShock universe into nonsanctioned
forms of user creativity. Such efforts include Keiko Takamura’s music video, ‘‘Same
Sad Tune,’’4 in which Takamura (a renowned pop star in Second Life) takes up the
voice of our avatar, Jack, using the kind of pop stylings usually reserved for songs
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about heartbreak and rejection to bemoan Jack’s dependence on Atlas as an
untrustworthy guide. (The video itself blends live-action footage of Takamura
singing with gameplay footage and expansions of different gameplay scenarios she
created in Second Life.) While consumers could initially only access the trailer for
BioShock 2 by purchasing and playing through the PS3 version of the original game,
there has also been a huge proliferation of user-generated trailers for both the game
sequel and the film, many of which are so convincing they have created uncertainty
as to which trailers are ‘‘authentic’’ and which are fan-made.5 As Nick Dyer-
Witherford and Greg de Peuter (2009) point out in their conclusion to Games of Empire,
the game industry can never fully contain or co-opt the excessive labors of its fanbase,
since the success of its franchises depends upon precisely such trangressive play:
‘‘Rather than simply swallowing the utopian potential of digital play’s possible worlds,
commercial game culture might also simultaneously be incubating a culture of system-
simulating, self-organized, cooperatively producing hacker-players capable of looking
to a future beyond the edge of the global market’’ (p. 229).
Take 2 also actively sought to curtail the type of non-diegetic user appropriation
Galloway aligns with true, allegorithmic critique through restrictive digital rights
management policies implemented on the PC version of BioShock, which frustrated
users in part by enforcing a limited number of the times the game could be installed
on a given machine. As a result, any players who wished to upgrade their systems
regularly typically ran out of their allotted number of installs. Ironically, such repeat
installations were often necessitated by the frequent glitches caused by the game’s
exceedingly demanding graphical and processing requirements for their gaming
machines, as well as the inherent instability of Microsoft’s Windows Vista operating
system on which players were forced to run it.6 Simply put, gamers who wanted to
play BioShock on their truly multifunctional, ‘‘converged’’ gaming devices—their
computers—were ultimately punished, so much so that, in the months following the
game’s release, there was a widespread debate within the broader gaming commu-
nity over whether console-friendly, PC-hostile hit games like BioShock signaled the
demise of PC gaming.7 Given that dedicated gaming consoles generally boast
shorter hardware lifecycles than PCs, and that they are marketed as commercial
‘‘loss leaders’’ that must be compensated for by strong sales of game titles, this argu-
ment is far less conspiratorial than it sounds. (It is worth noting, for example, that
conservative estimates place BioShock’s sales for Xbox as more than 10 times
greater than its PC sales.)
Ultimately, BioShock’s playing through of convergence strategies does not
enable the kind of utopian, collective participation across media platforms that Hall
identifies in ARGs like Year Zero, but rather allegorizes convergence protocols that
are decidedly dystopian. For all the transmedia creativity and freedom that BioShock
seems to afford its users, the game ultimately offers only an illusion of choice.
BioShock media (both in-game and outside of it) can only be consumed one
way—exhaustively, in single-player format, on a limited range of platforms, with
limited opportunity for expansion or intervention, like Rapture sealed in its
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underwater dome. While this study has focused primarily on BioShock as a crucial
case study in how digital games can allegorize a highly constraining vision of
convergence, we present it not as an exceptional case but rather as exemplary of one
dominant strand of broader industry practice, which seeks to swallow the utopian
potential of digital play, in Dyer-Witherford and de Peuter’s terms, rather than
embracing and even cultivating its enervating potential. Even the recent game title
most lauded for courting collective, seemingly utopian participation, Little Big
Planet, with its openness for/encouragement of user-created levels, machinima, and
mods, remains subject to a restrictive exclusivity deal with Sony more than 2 years
after its release. Whether Take 2’s departure from their platform-exclusive arrange-
ment with Microsoft in favor of a cross-platform release of BioShock 2, as well as
their inclusion of a multiplayer mode with the sequel, will truly liberate players from
the restrictive convergence informatic of the original game or simply provide a
slightly more varied scenario for exhaustive consumption remains to be seen.
Thus, despite attempts by scholars, fans, and game designers alike to elide the
significance of media hardware while elevating software and the active user’s pro-
ductive and creative engagement with it, digital games such as BioShock demon-
strate that, in the age of intellectual property, the black box still matters. It
underscores the crucial need to acknowledge the limitations of proprietary delivery
systems and the concentrated oligopolies that own them and play on the media
experiences of contemporary users. Drawing on Fredric Jameson’s influential theory
that a genuine utopia is unimaginable under the conditions of capitalism, Galloway
notes that, try as it might to banish the signifiers of modern commerce from the
diegesis, a gameworld ultimately can exist only by virtue of an inscription of ‘‘algo-
rithmic coding into the plane of imagination that thereby undoes the play of utopia in
the first place;’’ games, then, never represent utopia proper, but ‘‘the very impossi-
bility of imagining utopia’’ (Galloway, 2008, p. 120). Likewise, if BioShock’s dys-
topian vision of technological failure presents any residual utopian impulse for
change, it does so through a control allegory of the procedures, protocols, and con-
strained freedoms given to gamers in a converged media environment in which three
major producers increasingly control all our hardware and software consumption
choices.
Notes1. BioShock was, in fact, openly referred to by its developers at Irrational as a ‘‘spiritual
successor’’ to System Shock II, which was created by the once-independent developer
prior to its acquisition by Take 2 Interactive in the lead up to BioShock’s release.
2. To this extent, BioShock could be said to exemplify what Varsam (2003) refers to as a
‘‘concrete dystopia,’’ a form of narrative that ‘‘brings together the past and present, creat-
ing thus a continuum in time whereby historical reality is dystopian, possibly punctuated
by utopian ruptures in the form of literature, art, and other cultural manifestations. . . .
Where concrete utopia envisions freedom from violence, inequality, and domination,
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concrete dystopia expresses coercion (physical and psychological), fear, despair, and
alienation’’ (208–209).
3. Gamers who dedicated themselves to locating all of the game’s media objects usually
became frustrated when they fell a few objects short despite their best efforts to consume
exhaustively; typical was the response of one poster on the Gamespot Xbox 360 forum,
who conceded that ‘‘(t)he Historian achievement was a pain. Definitely the biggest hassle
I’ve had for a BioShock achievement’’ (Generic_Dude, 2007).
4. http://www.youtube.com/watch?v¼1spR5hHUDW4
5. http://www.youtube.com/watch?v¼J9iNfIwEro8
6. To add insult to injury, although the game itself lacked multiplayer capabilities, its activa-
tion required users to go online, a procedure bemoaned by many as inconvenient and
unnecessary.
7. See, for example, Bob Mandel, ‘‘BioShock and the Demise of PC Gaming’’ (2007,
September 17). http://www.avault.com/features/bioshock-and-the-demise-of-pc-gaming
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interests with respect to the
authorship and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research,
authorship, and/or publication of this article: Financial support from the Social
Sciences and Humanities Research Council of Canada for writing this article.
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Bios
Jessica Aldred is a PhD candidate in Cultural Mediations and an instructor in the Department
of Film Studies at Carleton University in Ottawa. She is also a researcher with the Hypertext
and Hypermedia Lab. Her research interests include video game avatars and digital human
characters across media, as well as the growing intersections between cinema and videogames
in the age of media convergence.
Brian Greenspan is an associate professor in the Department of English and the doctoral
program in Cultural Mediations at Carleton University in Ottawa. He is the designer and
founding director of the Hypertext and Hypermedia Lab and codesigner of the first ‘‘live’’ and
‘‘locative’’ hypernarrative systems. His research interests include utopian theory, digital
cultures, and the intersections between them.
496 Games and Culture 6(5)