“It’s about important stuff!” “No, it’s about shooting people in the face”

I like Bioshock a lot, but Jean-Paul LeBreton (ironically, the lead level designer of Bioshock 2) makes a good point: The problem is that the better versed you are in game conventions, the easier it is to separate the core mechanics of a game from...

I like Bioshock a lot, but Jean-Paul LeBreton (ironically, the lead level designer of Bioshock 2) makes a good point:

The problem is that the better versed you are in game conventions, the easier it is to separate the core mechanics of a game from its fiction and theme, and thus say that a game like BioShock is a meditation on free will, the dangers of ideological extremes, and whatever else… despite the fact that you spend about 90 percent of it shooting people in the face.

The world can see this disparity more clearly, ironically by virtue of being less game-literate.

via GameSetWatch – Opinion: The Breadth Of Game Design.

About the Author

Richard Clark (Co-Founder/Editor-in-Chief) has spent his entire life writing, reading, listening, and playing. He has a Bachelors in Theology from the Baptist College of Florida and has a Master of Arts in Theology and the Arts from the Southern Baptist Theological Seminary. He lives in Louisville, KY where he is the classroom technology manager at The Southern Baptist Theological Seminary. In addition to writing at Christ and Pop Culture, he is also a staff writer for Kill Screen Magazine's website and has written for various other outlets such as Paste, Gamasutra, and Collide. Email: deadyetliving [at] gmail [dot] com. Twitter: @deadyetliving. Xbox Live: deadyetliving