Summary: The Dystopia Of Rapture

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Pages: 5

“We all make choices, but in the end, our choices make us.” Ken Levine
Part 1: Throughout the game, you are guided by this man named Atlas. We as a player, believe we are at the same side, whether he was a friend or the partnership is just out of convenience remains a question but we follow his instructions out of choice, making the protagonist (Jack) complete it anytime as possible to explore what happened to the fallen dystopia of Rapture. Depending on the actions you took, Bioshock’s twist revealed that Jack’s supposedly trustworthy companion Atlas betrays you and now you get to choose how to end the game. Despite being a rich, linear experience, at its core, the use of choice defines the gameplay, not just as an upgrade mechanic, but as a vital tool to propel our journey forward. Throughout
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Objectivism where in simple terms is the philosophy that happiness is our only real moral goal in life. As a result, it’s a world drenched in selfishness and greed, making the notion of individual choice seem more chaotic rather than ideal. But, nonetheless a choice made. If man was given absolute power, then it would make an uncontrollable monster out of him. In the same way that removing rules and restrictions from the player would make the game unstable, unfocused, and inevitably corrupt, much like the city of Rapture. Video games in general are built around a series of systems and obstacles that the game forces the player to make the right choice in order to proceed. There may be some games that seemingly depart from that view, all the games will ultimately structured to bring the experience back to a controlled state by the developer. However, in Bioshock, you are given a choices that are not considered as evil, it’s just the type of person you are. And in Bioshock, the only “good” or seemingly “right” choice that we can make is the moral dilemma whether to harvest or save the Little