Fifteen Lessons I learned from Bioshock Infinite

March 8, 2021
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This is both a stand-alone article and the end of my series analyzing Bioshock Infinite's progression.

We'll take a look at all the charts collected and all the conclusions drawn from those charts,
if you are interested in the detail of each part, you can check out the previous episodes.

Let's get started!

Duration

Figure 1

Conclusion Number One: The possibilities in most locations are wider than just the completion of each area's mission, and it's up to the player to choose what to do.

Conclusion Number Two: The game provides the core of the  story, allowing players interested in the action to endure few narration and get back to their gameplay, while those interested in the story will be curious to know more, bringing them to explore and look for details, giving a deeper understanding of the whole plot.

Items

Restoring

Figure 2

Conclusion Number Three: A task internally developed by the player can lead to an immersive experience from the start, if felt as his own and part of his freedom in the game world.

Conclusion Number Four: You can't predict the dynamics of the game, but you can push a player's behavior on your track in direct ("Remember to use vigors" pop-ups) or indirect (provide different resources to make him adjust his playstyle) ways.

Lockpicks

Figure 3

Silver Wings

Figure 4

Conclusion Number Five: Using both short (collecting coins) and long (buying a desired upgrade/item) term rewards helps keeping the player in the flow, and giving him a sense of constant progression, secret of a long and immersive gameplay.

Conclusion Number Six:  Having one currency for multiple uses, and being this currency limited, increases the currency's perceived value by the player, engaging him in a loop: "Money has multiple uses so i need it -> I need to find it -> i need to explore -> I find money -> I spend it -> I need it again for something else".

Gears, Weapons, Vigors

Figure 5

Conclusion Number Seven: To avoid overwhelmingness, provide new features (Vigors) with a pattern of discovering something new, and time/space to test/understand it.

Vigors & Upgrades

Figure 6

Conclusion Number Eight:  The player is provided with what the designers wanted, in order to bring him their ideal experience, by stressing the importance of certain elements (Vigors/Upgrades), and giving a wider choice later in the game, when he will supposedly have a better understanding of those elements and, doing so, reducing the risk of "overwhelmingness".

Conclusion Number Nine: The

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