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	<title>Leigh Alexander &#187; Choice</title>
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	<link>http://leighalexander.net</link>
	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>Are We Gonna Be Together?</title>
		<link>http://leighalexander.net/are-we-gonna-be-together/</link>
		<comments>http://leighalexander.net/are-we-gonna-be-together/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 17:38:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Choice]]></category>
		<category><![CDATA[Discussions]]></category>
		<category><![CDATA[My Articles]]></category>

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		<description><![CDATA[Keeping an eye on our local BioShock sidebar poll here, I&#8217;m actually fairly surprised at what an overwhelming percentage of you are Little Sister rescuers. I think the SVGL audience skews more empathetic than the average core gamer, judging by the discussions we have here &#8212; but even still! I find the results especially surprising [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://2.bp.blogspot.com/_SESD50uzzPQ/S4LD1wx-C5I/AAAAAAAADEc/K9fJv41Mutg/s1600-h/bioshock-big-daddy-and-little-sister_b.jpg"><img src="http://2.bp.blogspot.com/_SESD50uzzPQ/S4LD1wx-C5I/AAAAAAAADEc/K9fJv41Mutg/s400/bioshock-big-daddy-and-little-sister_b.jpg" border="0" alt=""></a><br />Keeping an eye on our local <i>BioShock</i> sidebar poll here, I&#8217;m actually fairly surprised at what an overwhelming percentage of you are Little Sister rescuers. I think the SVGL audience skews more empathetic than the average core gamer, judging by the discussions we have here &#8212; but even still!
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<div>I find the results especially surprising because of all the talk I&#8217;ve heard around the Little Sister choice in the games &#8212; people always say it&#8217;s not really a &#8220;choice&#8221; since you receive a gameplay benefit in either case, or because it doesn&#8217;t change much about the story save for the ending; people find them creepy AIs, not cute little people at the crux of a meaningful moral conflict, blah blah. If all that is so, why do so many of you care?</div>
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<div>I killed all the Little Sisters in the first <i>BioShock. </i>To me, to do so seemed to suit the narrative better &#8212; I was a faceless stranger in a man-eat-man world. I liked the repellent desperation that made Rapture so lawless, and so amoral was its world I thought I&#8217;d play along. Did I feel good about doing it? Not exactly, but to make my decisions based on a hunger for power felt appropriate for the story. </div>
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<div>And I&#8217;ve always maintained I had a better experience in the first game because of it. When the things I was led to believe came crashing down, having to face what I&#8217;d done made the story&#8217;s later revelations more of a gutpunch. Arriving at Tennenbaum&#8217;s safehouse as a Little Sister killer was one of the most memorable gaming experiences I&#8217;d had that year. One thing I wish is that the game could have given me the opportunity to redeem myself, to start handling the little sisters as fellow victims instead of as prey once I knew what the real deal was &#8212; but then, that might have violated the game&#8217;s message of &#8220;no real agency&#8221;.</div>
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<div>I am hesitant to say much yet about <i>BioShock 2</i> because I&#8217;m doing a review for Paste, but I&#8217;ll say that the choice felt much different to me this time. Although the harvest-or-rescue decision is more nuanced and complex from a gameplay perspective, it seems not a decision at all from a narrative standpoint &#8212; in the first <i>BioShock</i>, it felt equally realistic to take either path. In the second, I personally find it implausible to do anything but rescue. But maybe that&#8217;s just me.</div>
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<div>It does bring me to an interesting point: What&#8217;s your motivation when you play a video game that allows you some agency? Are you writing a story and creating a character? Or are you using the medium of interactivity to express your own self &#8212; and see how the environment responds to you? </div>
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<div>What determines your harvest-or-rescue decision, for example &#8212; something inside the game, or something inside of <i>you</i>? </div>
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<b>Bonus Content:</b> Header image is <a href="http://total-wallpapers.com/free-games-wallpapers/bioshock-big-daddy-and-little-sister-wallpaper-1770">this wallpaper</a>.</div>
<div>August 2007, I write my Aberrant Gamer column for GameSetWatch on <a href="http://www.gamesetwatch.com/2007/08/the_aberrant_gamer_choose_your.php">the original Little Sister choice and what creates emotional impact versus basic cost-benefit analysis</a>. </div>
<div>August 2007, I write a different Aberrant Gamer column on <a href="http://www.gamesetwatch.com/2007/08/column_the_aberrant_gamer_suff.php">the Little Sisters themselves, and the use of creepy girlchildren in survival horror</a>. </div>
<div>September 2007, Aberrant Gamer deals with <a href="http://www.gamesetwatch.com/2007/09/column_the_aberrant_gamer_an_e.php">one of my favorite things about original </a><i><a href="http://www.gamesetwatch.com/2007/09/column_the_aberrant_gamer_an_e.php">BioShock</a></i><a href="http://www.gamesetwatch.com/2007/09/column_the_aberrant_gamer_an_e.php">: the character of Sander Cohen</a>. </div>
<div>July 2008, at Kotaku EA boss John Riccitiello tells me that <a href="http://kotaku.com/5025889/john-riccitiello-little-sister-killer">he, too, was a Little Sister killer</a>. </div>
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