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Monday, April 1, 2013

Bioshock Infinite: Using Health Bars

The intent of this blog from its inception, from which it has drastically strayed, was to write quick little posts whenever I saw a game do something exceptionally innovate or well when it came to narrative design.While I regret nothing in terms of how I've not done that, I would like to get back to it a little now and then. This is now and then.

Once I finish this game, you'll hear me gush about it in its entirety like one would expect. But for now, I want to point out something Bioshock Infinite does that really adds that extra spice to the story experience.

During cinematics, or cut-scenes, when the player does not have control of Booker, it sometimes happens that he is injured. Now, in many other games, you're not going to be penalized for this - it wasn't your fault he was injured, why should you have to compensate for lost health? But Bioshock Infinite does it. When Booker is hurt during a cut-scene, it affects his health bar, and it is your responsibility to fill it back up.

What this does is take the health bar from being a piece of the HUD to track how well the player is playing the game, and ties it to the actual character. The Metal Gear Solid series does this very well. The health bar becomes more than a representation of skill; it starts to represent the character.

This is one of myriad ways that Bioshock Infinite iterates on the narrative experience. Stay tuned for more.

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