Wow! A lot of good stuff on here. I particularly wanted to address SnakeyDave's post as I think it runs counter to the usual response that greets BioShock, and I love that.
SnakeyDave wrote:My main problem with it is that Rapture doesn't feel remotely like a real place, to me. Your pathway through each level feels contrived and circuitous, and the macro structure of level after level feels artificial especially as this place is meant to convince as a city.
Rapture always felt real to me, as much as an underwater art-deco city could. The sometimes maze-like routes through each of the levels lent me a feeling of being lost, and threw the level design into stark contrast to the constrained corridors and pathways often on offer in first person shooters - a contrivance usually denoted by the myriad obstacles arbitrarily blocking alternative routes. I do agree about the level-to-level transitions though; in spite of the bathysphere stations linking many of the levels, they could have been more cleverly linked together. This is something we've seen in Arkham Asylum, for example.
SnakeyDave wrote:It would be cheap to say Bioshock is style over substance, but this thought kept poking through especially by the time you hit the mid stretch of the campaign. The big daddy and little sister relationship for example. Together they make a striking image, but their relationship only makes sense in a world that's completely dead. What were they doing before Rapture went to hell? Same for the plasmids, I know they're a gameplay contrivance, but why would there be vending machines with them, with adverts that celebrate their violent potential, in a utopia?
This leads directly into your next point, but I always felt that the term 'utopia' had to be carefully used in respect of Rapture. Andrew Ryan's idea of a utopian society is a hyper-capitalist world where dog-eats-dog and the smartest and most adept survive. He is supremely confident that he can control such a society, and so allows Rapture to grow into the violent, oppressive city that it is. For example, the role of police in Rapture is an almost war-like secret police who abduct, bride and threaten the citizens of Rapture.
The Big Daddies and Little Sisters were introduced once Rapture had already started on the path to tearing itself apart. I think they'd have been exactly the same beforehand. I quite like the idea that Ryan would have (albeit begrudgingly) let those who could take down a Big Daddy have the Adam they procured from doing so. It would fit his world view of what a utopia is. The same for the vending machines - those were put in for all citizens to use before the collapse of Rapture. Anyone who could afford the plasmids, tonics, guns and bullets was welcome to them. It's important that everything (including the discovery of Adam, Eve, and Plasmids) be commoditised, otherwise Andrew Ryan would be transgressing the very core of his objectivist tenet.
SnakeyDave wrote:It's thematically confused as well. Is it about Randian Objectivism, moral choice, genetic manipulation, isolationism, extremism in general, or something else, or all of them? it never really makes it clear and never explores any of them in any real way. The audio diaries paint a vivid image of a collapse of an city built on great ideas, but the game's structure and mechanics only suggest the collapse. It's hard to imagine Rapture as anything more than a beautiful and damned haunted house. It's a game that should be celebrated for its ambition and I love that it has ideas, but for me, they never fully cohere together.
I'll come right out and say that I don't understand how the game's structure and mechanics would/could better reflect the collapse of Rapture - the world itself, in appearance and hostility shows a collapsed city, but I'd love to hear more of your thoughts on this.
Your view of Rapture as a "beautiful and damned haunted house" is perfect. And I think that is Andrew Ryan's view of a utopia - even when he sees Rapture collapsing, he is more concerned with remaining as king of a sinking castle than saving it.
Finally, you probably have guessed my response to your question from what I wrote above, but BioShock is absolutely about all of the themes that you mention. Randian Objectivism is founded on the notion of rational perception of the world and being rewarded for our life's endeavours, without the burden of social morality or responsibility. A natural extension of the individual as creator of their own destiny amongst a collection of the world's most brilliant minds is that scientific endeavour would run rampant and be exploited in any and every way possible. It is up to the individual to decide how far to allow/employ those scientific advances to change them, and genetic manipulation is one specific example of that which BioShock (as the name suggests) focusses on. Isolationism is at the core of objectivism, and extremism is the natural result when morality is absent in a power struggle at all levels of Rapture's infrastructure.
Your post was an excellent read, and got my brain firing on this muggy Friday afternoon. Thank you for that. Hopefully my response illuminated, if only even a little, why some people consider that BioShock does do several of the aspects you mentioned exceptionally well. Though that should not and does not, of course, mitigate any of your own thoughts on BioShock's shortcomings in those respects. I think it's wonderful that such a discussion can be had at the impetus of any video game. Art, indeed!