Overview
A man chooses, a slave obeys. BioShock dropped players into Rapture—Andrew Ryan’s objectivist underwater paradise, now collapsed into splicer-infested ruin. System Shock 2’s DNA showed in plasmid powers, audio logs, and environmental storytelling. The “Would you kindly” revelation challenged player agency itself. Irrational proved immersive sims could achieve mainstream success.
Fast facts
- Developer: Irrational Games.
- Director: Ken Levine.
- Year: 2007.
- Setting: Rapture (1960).
Rapture’s philosophy
| Theme | Exploration |
|---|
| Objectivism | Andrew Ryan’s vision |
| Free will | Player agency questioned |
| Utopia failure | Idealism corrupted |
| Science ethics | ADAM exploitation |
Gameplay systems
| Element | Function |
|---|
| Plasmids | Genetic powers |
| Weapons | Upgradeable arsenal |
| Hacking | System manipulation |
| Big Daddies | Optional challenges |
Little Sisters choice
| Decision | Consequence |
|---|
| Harvest | Maximum ADAM |
| Rescue | Less ADAM, rewards |
| Moral framing | Player reflection |
| Endings | Outcome affected |
The twist
| Impact | Significance |
|---|
| Narrative device | Player manipulation |
| Medium commentary | Games and choice |
| Memorable moment | Gaming history |
| Discussion | Ongoing analysis |
Series continuation
| Title | Year | Setting |
|---|
| BioShock | 2007 | Rapture |
| BioShock 2 | 2010 | Rapture |
| BioShock Infinite | 2013 | Columbia |
See also