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More interesting items/ideas for a Bioshock Rapture MMORPG  

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Part 57

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SO Fontaine never Spliced while he was building his Empire... :

He uses thug methods to coerce his 'employees', rules thru fear/murder, etc...

And he starts employing Splicers, building his 'army' ...

How long before some unstable half-crazy Splicer minion (immune to the fear) decides HE'S gonna be the big  boss, and Fontaine's head is suddenly Incinerated to a crisp or Fontaine gets a shotgun blast to the face or  in the back??

ADAM is a sword that cuts both ways...

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None of the Toilets in Rapture had TP dispensers ??? :

Rather unhygenic, though this might be a case of 'bring your own', like in non-US parts of the world, though  you might have expected a overpriced Vending machine then to take care of people who forgot.   But then,  there are none (toilet paper rollers) in the ritzy private apartments either (does this indicate some amazing technical innovation  ?? Or a 'plasmid' to handle this issue?? ... Heh.)

Possibly its some new 'high tech' toilet technology (early enough in the City's history to have them all  TP-less even in Fontaines flophouses ???)?   All will be explained in the MMORPG (one way or another).

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What happens when Rapture is exposed to a Surface goverment?

Ever hear of something called 'The Cold War' ?   It might not be that the US government wants to take  Rapture for themselves (the technology probably would be a good reason to though), but to keep it from  falling into the hands of the other side.   Other governments would possibly also want it, as might various  criminal groups and even certain industrialists who would see the ADAM thing as their future super-fortune.    There is very good reason why Andrew Ryan doesnt want any more contact with the Surface, which would bring  the Surface 'parasites' to Rapture.  Remember the Hydrogen Bombs developed in the 50s? News of that would  have been known and no doubt would lend additional weight to Ryan's "Keep the Surface out" message.

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Some Splicers are/were too far gone for The Cure :

Too much of their brains are gone, wiping out memories ( and no, the Quantum Entanglement stuff does not  bring people's minds back after the tissue is destroyed/scrambled).   The brain tissue CAN be regenerated (they are experimenting with stem-cell therapies even today),  but it will be empty - a tabula rosa.

Should they be warehoused for future medical developments or healed and Retaught/Retrained for something  useful now ?  New Rapture faces that dilemma.  And it was accelerating with more and more Ex-Splicers entering the population.

Any intact thinking processes remaining can spread back into restored tissue (varies case-by-case by the  extent and type of damage).  But they (their minds) are often incomplete and require alot of work/exercising/retraining to  reinforce the patterns.

One type of therapy was to use a derivative of Brain Boost to help speed the relearning process, and then  finish the complete Cure removing all the ADAM influences, but leaving the mental rebuilding done on the  patient.   Audio-visual session would be used as part of the training stimulous.

"But Delta was brough back from nothing, except some DNA" ?? -- Not really

The First successful Alpha model 'Delta' had been heavily neural recorded (N-grams), so that his  conditioning could be mapped and monitored (after the costly/messy failures of Alpha-Beta-Gamma).  That data  was found and used by Eleanor Lamb to regenerate Delta.  Physically from the DNA for the body, and N-grams  for the mind.  Very few subjects were recorded that way and certainly not the majority of people in Rapture.   Even so, it is debatable how much of the original personality was present.

Actually, a likely story is that Delta's body wasnt just left there to rot but was picked up by the Big  Daddy program's personnel to investigate what went wrong (that program was still in testing phase).  And  Delta'sremains could have been put into storage, for Eleanor to find later.

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Art Deco Plasmid Container (Tonics too) :

http://bioshock.wikia.com/wiki/File_talk:Tasted.jpg

I wonder what the Rapture Redemption Value (RRV) would be for that fancy container ???

Maybe we should be seeing them used as decorations on tables - vases, light fixtures etc...

Used by Splicers/Player in the MMORPG as a decoy (filled with some of that Bioluminescent red syrup)

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HMMMM  thats an interesting product idea - glowing food products.... (but without the badness of products  like 'Radium Water' marketed back in 20s/30's as a 'health' tonic)

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Intuitive use of Objects :

If it looks like a X, then it should react as an X, and be useful/useable as an X. (and be damaged like an X  and be useable by an NPC as an X).

This MMORPG is to stretch Players imaginitive use of their environment/props, not to be an endless game of  "guess if this does anything you would expect it to, or is only unuseable static window dressing".  Bettre  to have more imagination instead of doublethinking in everything you do.

The Templated Attributes and object Behaviors/Physics/interactions (reuse of same code/data and handy Tools  to select and apply them to produce all these goodies for the game) helps streamline creation . We wan to  lower the effort required by Players and increase application of creativity/imagination to far more people  -- far less tedious dealing with mundane aspects when creating game objects).

http://bioshock.wikia.com/wiki/File:Gauntlet_montage_%281%29_-_Copy.jpg

THE REAL feature expansion (for this MMORPG) is how to have MANY more ways objects interact with each other,  allowing Players to employ them more creatively to get things done in their game (and have more to  explore/play-with, to find out what things are good for - to keep their interest).

Ive mentioned elsewhere, that the detail level of objects (grossness/rendering quality) was fairly adaquate  (circa 2007 and 2010) and does not have to achieve "new heights of perfection", as that eats up rendering  resources (memory AND graphics processing) and this MMORPG instead wants to have ALOT MORE objects aplayers  are able to manipulate.  Some good median appearance 'quality' will be sufficient.

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The Family and Lamb controlled all of Rapture -- NOT :

Consider Minerva's Den just as one example.  That is an 'area' of Rapture she obviously DID NOT control. The  Minervas Den levels are about 1/4 the size of everything we saw in BS2.  And MD controls more than that to  get all their needed supplies from.   How much of the rest of Rapture could be similar ??

Clearly, Sophia Lamb and 'the Family' DID NOT control ALL of Rapture.

Again, we only saw a tiny bit of Rapture in BS2 -- a Southern corner of it, and alot of that is actually  pretty marginal parts of Old Rapture at that.   We saw very few connections going to any other parts of  Rapture.

You cannot go by what Audio Diary Recordings say, as they are of limited or biased perspective/opinion and  NOT valid narration of the whole story.   Sophia Lamb for example can say whatever she wants, but it clearly  illustrated how deluded and manipulative she was.

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Disconcerting Twitching of corpses (BS1, long after they are dead):

I find myself wanting to whack them with the wrench until they stop moving (to make sure they are dead - got  suprised by Splicers 'playing dead' more than once...), but it doesnt seem to help.

Some odd effect of ADAM ?  In the real world fingernails and hair keep growing for years after a person is  dead.  This unstable stem cell stuff might just keep the bodies a little more active than they should be  (but 'cells' use food (sugars) and Oxygen and that flow cease on being 'deceased' (unless the corpse is  somehow respirating independantly and disolving tissue for 'life force' sustinance).  

Heh. They actually blew it. They coulda turned a game 'bug' into a 'feature' and have them (corpses) twitch  and also periodicly make odd sounds (gurgling and such)  that would add an additional creepy element to the  game.  Having them 'come back to life', once in a while might have kept the Players more on their toes (even  if its just reaching out to try to grab the Player instead of standing up and dancing a jig.

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Replaying thru BS1 again - Rapture isnt quite the near ghost town the game presents :

Listen to the Public Announcements - Go to the Football Game... Go Shopping... Dont Splice too fast.. Visit  Arcadia or Fort Frolic, etc..

It seems more a case of some hyped-up freak from the Surface is killing his way across Rapture - Theres a  Bounty of 1000 ADAM, but everyone not interested/daunted by this should stay out of the way.   Ryan doesnt  want to lose more population, now that Atlas is all but nullified, so Citizens have largely vacated the  places you go thru.  (BTW if 'pheromone' control has turned Splicers into slaves with no free will then why  have to offer a 1000ADAM bounty ?????  Why have to tell them to resume your normal life to 'keep the  bastards (Atlas) from winning' ???)

At some point, if Ryan wasn't interested in turning you (Jack) against Fontaine/Atlas (he's already figured  it out - see that WYK room ...), Ryan would simply have an overwhelming gang of his remaining Constables  with heavy weapons (like fully mod'd machine guns and Grenade Launchers - add a phalanx of Security Bots and  a few quickly set up Turrets) then just ambush you and you'd be hamburger in seconds.

The game makers were limited by how many NPCs they could have at once active, so no crowd scenes for Jack to  blunder into if he suddenly emerged from a Bathysphere somewhere unexpected.  So we see few denziens and  never very many in view at once.

An interesting thing about the MMORPG would be that the entire sequence of the BS1/BS2/etc games could be  replayed - this time showing all the things you did NOT see  (and to straighten out some of the stupid  things the writers didnt care about) :
- Ryan actively issuing orders and working his remote controls and masrhaling his significant forces.
- Ryan listening in on Atlas's radio talk and making comments (or Ryan sending some to Atlas telling him  its just a matter of time and HE would have a VERY prominent place on his wall of betrayers).
- Rapturians moving away from where the monster Jack was,
- Bunches of Splicers bragging about who would kill 'the invader' and get all that sweet ADAM.
- Show Ryan's setup of his 'Sting' on Atlas/Fontaine and what happened after he 'died'.
- The history of what happened afterward with Ryan being better able to pull strings to keep Rapture alive  and to contain the 'other' dangerous cancer down in Persephone.

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Actually, how expensive were the Generic ADAM products to the People of Rapture ?:

This would be even after full consumer production was under way and for the basic ADAM products, instead of  premium priced new or deluxe types.

If too expensive, then few people could afford it (how much discretionary spending did most people have)?
And thus to what extend was it actually used by the majority of the populace??

Small doses that only last for a while ?  How much and for what purpose (the game content implies Splicing  was useful in actual job and life applications -- or was that just advertising hype?).   That would mean  repeated use AND cost.

The Buried at Sea DLC shows Fontaine as having an awful lot more commercial ventures than in the previous  games and depending on the size of the ADAM market it may not have been able to be like that.  Even with BAS  not being Canon, Fontaine was shown (in BS1/BS2) as having other ventures, so the issue still exists.
- How many actual years of profit making production of ADAM? (Really only profitable once it reached  consumer grade production...)
- How big a market ? (as the Little Sister situation was a limiting factor for potential volume) 
- Offset of R&D and other costs -'Brick and Mortar', etc - managing/transporting/selling.  No profits, no  'diversification' for Fontaine ...
- His fake philathropy would absorb significant money (though some of that was actually part of overhead  costs for raw materials for the ADAM..).   Fontaine's shoddy charity really cost that much or evnen actually  help that meny people?  More exaggeration for the game plot ? 
- You also dont just start companies of all those other things from scatch (and it takes know-how and TIME  , not just money).   With the size of Rapture, 'competition' isnt as easy to get going in such limited  markets.   If he criminally 'strong armed' owners out of their businesses, how long before he got a shotgun  blast to the face by one of his victims?  (The writers kinda left that factor out ... would have got in the  way of their convenient "fail-topia" plot.)

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Big Daddies come Running when an Alarm Sounds :

Ive seen this in BS1 (Security Scanner alarms and a BD comes running and stands theer looking around).  

So they must've had some role in security, or very similar alarms are used when there is a maintenace hazard  like larger leaks...   They (BDs) dont appear to be effected much by fire, so they also might be used for  basic firefighting  (thats a good idea when you have limited air and toxic smoke doesnt just blow away into  an endless open sky).

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Circus of Values has a 'Hack Tool' Advertised (picture) on its Front :

A bit odd that a tool used for commiting crimes is advertised 'for sale' (even in Rapture).  Is it unlikely  these machines would have their advertisements redone AFTER the disorder of the Civil War has started, when  'hacking' of the opposition's machines might be more acceptible (or unhack your own).   Its possible that  the 'Hack tool' is actually a common repair item used in ordinary repairs of ones own machines (nice would  have had us do that (repairs) to some broken machines or locks or somesuch, INSTEAD of always breaking  someone elses security measures).   Hmmm, have some older machines to be found broken with older 'skins' on  them showing how the items being sold have changed (hand scrawled sign text on recently (still) active  ones).

Faction Period vended goods (typical) :

Dried Fish
Potatoes
Wad-O-Kelp
Crude Matches
Arrowheads
Bottled Water (+ RRV)
Seaweed cup-o-noodles
Gum (actually awful tasting RTV rubber)
Hardtack Biscuits
Single Bullets/Shells (alot harder to come by these days)
Kerosene (for Lanterns)
Sander Cohen brand Handywipes
'We Luv Rapture' Smiley-face pins (that needle is adaquate for minor surgery application)

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Arcadia (Oxygen and Free Admission)

As mentioned in the game, there are other people selling oxygen in Rapture (even before Arcadia started to  do so linky: Arcadia_and_Oxygen  ).  Initially there probably was air being pumped from the surface (there  are shallower spots and certainly the Lighthouse is there to support the machinery).  Once the farms were in  operation, they would produce alot of oxygen and more important scrub the CO2 out of the air, though they  might have actually needed more CO2 than Rapture produced to grow the needed food.
Landford's ADAM super-trees would also produce wood - a valuable product - possibly the main product and  the oxygen being secondary.

The Audio Diaries mention that Arcadia was originally open to the public, but was laters closed (Civil War  and Saturnine problem ...).  How much was charged isnt specified, but consider you have to pay these days to  get into a National Park.   (Novel - was Lutz kid kidnapped by Saturnine in Arcadia ???  Tasty blood for  their ceremonies or traded to Bootleggers for ADAM ???)

If Ryan was going to charge for Oxygen, wouldnt he have done it from the start,  ie- 'sweat of your brow"...  or was free admission just the loss leader and other things inside would be the profit makers?   Is it  possible that he opened it (for free) later when the 'closed in' psychosis started affecting citizens  (seeing if it would help before trying more expensive measures - Lamb, etc..)

Also was the oxygen selling started AFTER they closed Arcadia during the Civil War and now it had to pay for  its upkeep ?  Vague Accu-Vox recordings hardly answer much of these questions.

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Clever Triggers in 'Choreographed' Scenes :

Advantage of 'one time through' Quest/Missions in closed off (created on-the-fly) bubble scenarios - you can  do clever 'choreographed' triggering effects you saw (more of in BS1?) rather than some much more difficult  generalized scripting of behaviors(which is much harder to get right and to work as intended).  Developing  events can be sequenced and effects played, etc.. with the usual terrain laid out to 'lead' the player  through the mini-plot.  The generalized NPC AI would help fill in when the Player does something unexpected  (as they will).  The scenarios still can do widely varying parameterized details (themes/props/spawns/paths)  to mix things up a bit/make scenario more unique.

(((I have mentioned before that alot of this whole pile of stuff (tools/methodology/reused data) for the  MMORPG could also be significantly utilized (as in cutting alot of $$$$ expenses) to improve/make more  effective the production of the companies Solo games.)))

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Pheromone Control :

Of course how much control is the question.  Pheromones chemicals send simple signals, so it would not be  something like a command to "attack Atlas".   Giving an 'attack' order might have Splicers attack anyone  they see (including each other).  It would be useful enough just to make Splicers calm (non-aggressive)  instead of continuing tearing up Rapture and disrupting whats left of the economy.  That would allow Ryan to  deprive Atlas of most of his violent mutant army and leave Atlas vulnerable when he was finally tracked down  and cornered. (that appeared to be the situation when we show up as Jack).

People who didnt use any Plasmids (or use any after the Pheromone system was being instituted) wouldnt be  effected.   You might also consider that people who abused ADAM probably had already given up alot of their  free will (thru the addiction and more the insanity - it was likely what made them so easy for Atlas to  manipulate) .

After Atlas was dealt with, keeping the Splicers calm/cooperative would be very useful to stabalize the City  enough to get basic neccessities in production.  Ryan then could put his Labs to work on a "Cure" or  research to eliminate  ADAMs bad side effects.   With those possibilities, it makes Ryans 'suicide'  very  ILLOGICAL.

There are signs to be seen - saying for all unspliced citizens to report -- alluding maybe to Ryan was going  to force them all to Splice or come under his power??   WHY would he want MORE crazy people????  MAkes much  more sence for him to be arming them, or instituting/organizing civil defense measure to allow them to  safely continue working to keep Rapture running and neccessary services and production going. THAT makes  ALOT more sense.

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And the Rest of the Story (Ryan allegedly going againts his philosophy) :


Unfortunately we never hear much in the way of details about whether Fontaine had anyone to come forward to  take over control of his companies or if any ever did.  There is a similar lack of detail about the  activities and timings of seizing and investigating Fontaine's holdings and personnel for connections to his  smuggling crimes and other thuggery (that, besides signs of Sullivan being camped out in a major way in  Neptunes Bounty in BS1).

With the ADAM addiction problem in Rapture, at some point ADAM production had to resume.  So is it so  strange that sometime later (when?) Fontaine Futuristics was "nationalized", and apparently eventually  afterwards being run under control of Ryan's organization (when?).  Consider that sometime later mere rumors  of an ADAM shortage was enough to set off riots in the population, showing the importance of keeping that  industry running adn the addicted people under control.  

Considering what kind of man Fontaine was, having competant lieutenants would be a liability on his life,  and his family has been shown to be a sham.  What actions Atlas took to interfere with Ryans work to keep  Rapture alive is also not known, though Fontaine (as Atlas)  seems to STILL have possessed significant  resources to make use of.

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More Interesting Loot (MMORPG fun and amazement):

More MMORPG fun just seeing the weird/odd things that Splicers/etc can carry or things lost in the ruins  (lots and lots of Player Created items to fill out ranks of 'odd' and 'weird'...  and many a story to go  with them).  The objects will have a real shape (so you dont have to say at close range "WTF is that?") and  be able to be operated/manipulated (to function like most everything else in the MMORPG game) adding to the  Player's ability to examine/play with the things (and maybe creatively find uses for them).  Most loot  objects wont just be an icon/name in an inventory list, like in so many games.

Fewer bodies to 'loot' : so we need to make the ones you get to rifle more fulfilling (and NOT just 'bodies'  -- far more often its stuff thats been dropped when a Splicer ran or hidden or just stuff lying about in the  ruins/wreckage or where a Splicer 'camped out').

Many items will need to be identified (a player/Team member/NPC expert skill) to decide what they are worth.   Some interesting 'gang'/Faction items will be wanted by the New Rapture Intelligence group (the hush-hush  group that is trying to keep track of whats happening outside New Rapture City Limits...).  Others would be  tools/components you dont know how to use yet.

I prefer Drag-n-Drop 2D interfaces (interface mode) to facilitate sorting/handling (versus having to always   (ad nauseum) "hit 'E' to Loot body", and often be too exact with cursor crosshairs in obscuring terrain --  it gets old after the hundreth/thousandth time.  So a good interface will be needed.

"Team" NPCs pick out those items that they want for their own skill specialties (ammo of course, but tools  or even just 'hobby' goodies)...  This actually could require fairly complex/sophisticated loot choosing AI,  as the idea for THIS game will be more loot than you can carry and YOU having to be selective or take lots  of effort to take more than what you can easily carry.  An Interesting opportunity for 'negotiating' with  your NPC Team members who have their own preferences and motives.   'Team management' is another expanded  game feature.

If Team NPCs can do stuff like that, then so can Splicers (they have to be good at hiding stuff - its part  of their survival) - this would be sharing alot of the AI programming to give the Player a little more  complications in this world.  A good game idea is to reward Players who take time to look/explore  (when  they feel like it).

Loot Caches - the ability to hide  a bunch of stuff (a Player skill) for later pickup on a return trip (or  after mission when you on returning no longer have to travel 'light').   Remember those Splicers wander  everywhere and will think themselves lucky to come upon your stash of goodies....  THEY survive by  scrounging so dont count on finding anything later you have to leave behind.

Lots of loot accumulates - you need a place to store it all (versus carrying it around along with the  'kitchen sink' in you avatars inventory). "Hey, that looks interesting, Im gonna take that" the Player says  and soon they have tons of such items.  Banks have safe deposit boxes for small valuable objects.  When you  get a 'Residence' (fairly early on), that becomes the place (base) to pile up stuff 'you will use Someday'.   Selling it of course is an option...  Players fix up a 'Team' base to extend their uesable  facilities/infrastructure.  All kinds of interesting things can be found secreted in the walls or laying  about in abandoned spots (and behind long unopened doors)- and not everything is recovered by retreating  Splicers when they see you coming. 

Puzzle-pieces/parts-found-over-time to be put together/assembled into useful/interesting objects  ( "Oh look  It assembled into a 'Flux-Capacitor' !!" .... )   You find something weird and after the  'what-the-hell-is-this-thing', research may tell you its something more valuable/useful than you might have  expected (ooooh an original production AI Controller for a Flybot !!)

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Bioluminescent Lights for Rapture - efficiency issue and limitations :

The Biolumnescence used for many devices has to be of the 'rechargeable fuelcell' type mechansims, as the  bioluminescence is organically based, requiring  biochemicals to power the biological mechanism.  Those  biochemicals, like ATP (Adenosine Triphosphate), have to be rebuilt from their breakdown chemicals using  electricity as the power source and employing some biological process which can convert  electricity/electically produced ions into the required chemical bonds.

Competing technologies are incandescent (alot of waste) and flourescent light sources (no LEDs likely yet)

Is this Biolumnescence mechanism efficient enough for many uses in Rapture?   High intensity light requires  high energy densities which you wont have in this Bio-chemical mechanism (so no lighting of bright signs out  in the murky ocean).  Room lighting bright enough to read by - a very big bulb/reflector (again energy  densities for that brighness generally a no-go)  Ditto for lights needed to grow plants.   Somewhat dimmer  light uses - control indicators, nightlights, and similar low watteage uses.

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Rapture : Established 1946 (Nov 5 1946) :

(Note- not city is NOT 'Finished') probably was laying the keystone(?) ceremony when the first building/City  section was completed or operational.  Likely the Hotel Monseñor at Welcome Center (so many staff/workers  could get out of those crowded construction camps into better accommodations) -- the transportation  (Trams/AE Trains) was well enough developed to move workers between City sites by then (and needed to move  the huge amounts of construction materials).

^^^ check novel 'fact'

Should have a Flashback scene of this portrayed (and documentary footage in B&W for the City Archives)

Stanley Poole on his first assignment ???

Various key personnel involved in the constructions and organization present, and with various celebrities  (and 'Movers and Shakers') pointed out in the crowd (newsreel footage style - TV styles are just starting at  that time).

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Food goes into a Big Daddy, but .... :

Simply a practical matter.  Consider also that some amount of oxidizer likewise is combined (chemical  reaction - burning food) to product biological energy - which increases the mass of the 'byproduct'....

Yes, thats right - "If a Big Daddy shits in the forest (of Arcadia) does it make a sound ????"  (these are  questions the MMORPG MUST answer !!!)

So 'facilities' of various sorts for Big Daddy operations are obviously needed (do you really want to be  finding the otherwise required results on the sidewalks of Rapture ?????)    Hmm. Consider what eventually    happens in the City when the maintenance of these 'facilities' breaks down ...  I dont recall any Little  Sister comments about 'doodie'....

Is this neccessary in the MMORPG game???  Did Tolkein even once make a reference or even indirectly allude  to anyone in his books 'taking a dump' ???  I havent read all his works, so I cant say.

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Missing from 'City' - Streets :

I came up with a possible Rapture design for 'Streets' along the Trolley lines with 3 story buildings on  either side and multi-tiered sidewalks (largely to get pedestriants away from the Trolleys constantly  rumbling by down the middle of the 'street').   Simultaneously, those 'Streets' most often have the  sewer/utilities down in their lower levels.   Streets can have 'intersections' between similar lengths of  street with concentrations of businesses (like local groceries, small restaurants, and other services..)

Not needing cars : though electric ones might have been experimental (you need proper and extensive roads to  make them work, to have any real utility).  Bicycles as previously mentioned in the game (and we've seen  advertised in-game for those).

'Streets' allow many residences NOT in highrises, but many places with only a few stories, small shops  (frequently with attached residence).  Possibly more flexibility/combinations for floor layouts,  long  lengths of street signs/advertisement, sidewalk environments, lower densities.

Auto-generation of 'streets' is simplified by the regular base structure, and more reasons to allow  interchangeable segments mixed together.   These streets will criss-cross Raptures which is several miles  across.

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Its a City, Theres Garbage :

Pneumatic trash system -- those trashcans (some anyway) auto-empty into the basement for haulage to the  'recycling' facility (probably a Sinclair Industries subsidiary).

Haulage Tram in basement/sewer level (Chicago had an extensive small-sized underground railroad for hauling  ashes/trash from basements and freight delivery at the turn of the century...   http://en.wikipedia.org/wiki/Chicago_Tunnel_Company )

Self-cleaning toilets - didn't the displaced 'Tidy-bowlmen' workers make up the majority of Atlas's  followers ??

It is a good idea to keep the streets clean of combustables, as fires from tossed cigarette butts, cigar  stubs and matches (and the odd firework) can quickly burn and absorb the available Oxygen (and elevate CO2  levels dangerously), and generate toxics that may not clear swiftly as they generally can be counted upon   in the open terrestrial sky.

Are citizens required to 'Keep Rapture neat' or get tickets issued for littering ??  Dumping garbage on  someone elses property IS imposing on them (the limitation of the 'freedom'), but what about public streets  ??   I may have to look that up - for what is expected under 'Objectivism' (where unlike this made-to-order  Fail-topia the writers created for Bioshock, there ARE allowed laws/ordinances and authorities to enforce  them).

No doubt paid services will be available to elevate an area above the modicum of cleanliness  provided/enforced by the City.

Public service announcements on TV channels : "Dont Be a Litter Parasite", "Dont dump Toxic Waste in the  Street - thats what the Ocean is for", "Dont deposit Rotting Corpses down the nearest Sewer", "Flush twice,  its a long way to Sinclair's Water Recycling Plant"- many of the other classic images/verbage....

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BS2 - that "Cindy" you can kill/save after defeating Mark Meltzer BD :

That might not have been Meltzer's Cindy (any LS usually will do for non-Alpha BDs, and DID you ever expect  Sofia Lamb to honor ANY promises she makes ?? )

Or maybe THAT ONE was ....   Perhaps they wanted to limit the players personal involvement, about a child  who now has a name and identity, rather than just being another nameless dehumanized Little Ghoul which we  so easily decide the fate of.   DO YOU kill her (even with the green misty stuff,  you really should realize  what is supposed to take place when you 'Harvest' the LS), or DO you 'Save' her into an as yet uncertain  fate (how many of those 'saved' LS actually made it back alive to Tenenbaum ?? or to the Surface world?)       Its much simpler to avoid/ignore such issues, and just not happento have a 'Cindy' named.  The MMORPG would  possibly have much more to say about such issues.

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SitS (Something in the Sea) Empathy stuff was laid on a little too thick :

All that bizarre stuff a 'Big Sister' was doing for Cindy to contact Mark Meltzer (instead of doing  something useful like getting her the heck out of Rapture).  Secret Codes from a Sisterized 6/7 year old??  (kid that smart might have been too hard to 'condition' -- and did you ever wonder what Sofia Lamb did with  all such rejects or how many were maimed in botched kidnappings, or the operation stuffing that SeaSlug down  their throat (or worse) ?? )

I understand SitS was an extended 'Flash' web game, and a publicity stunt, and the company was even less  particular about vetting the material generated ($$$).  But it was NOT made up of a horde of horribly  expensive combination/integrated Assets.  There was more chance to have the text story descriptions (the  written notes/documents/newspaper articles, etc..) be better reviewed and (post)modified to make them all   less fantastical/incohesive/reality-deficient, and rather more logical in forming the story details/plot.

I dont know.  It seems to have been put together from a brainstorm session committee (meeting at a Denny's  and writing it out on paper napkins), who all had to have their pet ideas included.
Cindy (the precocious tyke, now Little Ghoul) presumably used this code to leave the markings on the outside  of the Lunchbox Puzzle (versus some child scrawling a plain note with crayons or that new 'pencil' thing  they might have learned to use...)." 

All the Lutwidge stuff is its own bizarreness, but isn't it a bit TOO contrived that Lutwidge and Cindy (and  a Big Sister) all coordinate the various complicated happenings together so well???    All a bit much to  swallow.

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