In a current interview with Video games Business.biz, Ken Levine disparaged his most well-known and fashionable recreation, BioShock, as “a really, very lengthy hall.” He makes use of this description pejoratively to differentiate the 2007 first-person thriller recreation from his present venture, science fiction FPS Judas, a recreation he says is being made “very, very in another way.” He needs, as a consequence of this, for Judas to be “far more…reflective of gamers’ company.” However I need to step in and argue for the hall, for why the modern widespread abandoning of them has allowed among the most compelling points of gaming to grow to be misplaced.
Earlier than we get within the weeds, what does Levine, and certainly everybody else, imply by a “hall”? It’s the notion that there’s just one core route by way of a recreation, a pre-determined path down which all gamers should tread, the place we shouldn’t have the liberty to select our personal instructions. As such, wanting again from our present period wherein open-world video games dominate the AAA panorama, this may give the looks of a design that removes or restricts participant company to a deletory outcome.
And to be extremely clear, some corridors did simply that. Whereas first-person video games have been born in level-based mazes (Return to Fort Wolfenstein, Doom, and so on), there did come a wake of video games that have been nearly literal corridors, so ridiculously restrictive that it felt like being dragged down their inevitable tunnel by your nostrils, shoulders scraping the claustrophobic partitions all the best way. To call names, the very worst of those have been the Name of Obligation campaigns from Black Ops onward—video games that killed you for those who dared to stroll left or proper, fairly than straight on, and pushed you to the again to observe the NPCs play the sport for you.
However I’d argue that nearly nobody who performed BioShock in 2007 reacted by saying, “Rattling, that was only a hall.” As a result of it was a recreation that, regardless of having just one core pathway, allowed gamers to really feel an unlimited sense of freedom. You selected big quantities in BioShock, from the way you truly performed (run-and-gun shooter, device-based trapping and stealth, immersive sim), to the way you responded to the character of the world round you, not least in the way you handled the Little Sisters. Folks celebrated the sport for the wonderful quantity of freedom it provided inside such a tightly scripted narrative, and all of that’s to disregard that the sport being a prescribed hall was all the level.
Sorry to spoil an 18-year-old recreation, however the truth that you had no alternative however to comply with the directions you got was the large third-act reveal. That the sport was set in an inescapable hall is a lot of why BioShock was sensible, as a result of if it had let gamers go to any level within the underwater metropolis of Rapture each time they needed, all the things else about it will have fallen aside.
BioShock’s drama so usually will depend on you being precisely the place the sport designer needs you to be, at precisely the second they need you there, and that type of exact narrative choreography is the results of a hall. By rejecting such recreation design as a failure, we’re dropping this sort of expertise, and I actually imagine it’s one thing we should always as a substitute be combating to avoid wasting.
In fact corridors are, and must be, solely part of video games. I’m not foolish, I really like a implausible open-world recreation, and naturally have been enjoying RPGs because the Nineteen Eighties that supply huge quantities of participant freedom when approaching their worlds. I’m not for a second arguing for something greater than a need to protect the hall as an choice amongst a lot else, and subsequently to not disparage it as if a failure of the previous. As a result of rattling, it introduced a lot success.
I don’t assume I’m essentially being that massive of a maverick right here. Actually, for those who have a look at any variety of “all time finest video games” lists, and modify for recency bias, there are particular names that come up many times: Half-Life 2, Deus Ex, Quake 2, Halo, Dishonored. They share house on these lists with video games that do fairly the alternative, the litany of fantastic RPGs that usually eschew corridors fully, however these video games with straight paths undeniably dominate. Certainly, they’re the shining examples of methods to cover the hall in the absolute best methods.
However fairly than moving into the nitty-gritty of how and why disguising the hall was key to their success, let’s focus extra on what’s being misplaced with out them.

Open worlds are nice, and I’m very glad to be clearing up icons in an Ubisoft map or choosing my very own distinctive route by way of the acts of Baldur’s Gate 3. However what they can not do as nicely is puppeteer the participant, creating deliberate, narrative moments on a deliberate, narrative path. They can’t provide one thing extra akin to the scenes of a film, the place the influence of occasion B is a lot extra significant as a result of it got here instantly as a response to the motion of occasion A, and the consequence of this drives the emotional resonance of occasion C.
I keep in mind, within the early 00s, in the beginning of the rejection of hall gaming as a design alternative, responding with the identical argument that springs to thoughts now: “Do you reject having to learn the pages of a ebook so as? Is the ebook a failure if web page 37 comes after web page 36 each time?” To which the speedy counter is, “Video games aren’t books, that’s why we name them one thing else,” and positive, however my level is: video games can goal to be like books in among the finest methods. As a result of, when your recreation is about in a hall, when the scenes are as inevitable because the pages of the ebook, it’s how we work together with them that defines them. It locations the emphasis on our personal private interpretation of what we’re provided, and fairly than being a sandbox wherein we are able to play god, we’re as a substitute inside a narrative which we’ve the means to uniquely expertise.
(Actually, that is the idea for why I’ve argued that the top of Mass Impact 3 is just not a failure to acknowledge participant company, however as a substitute a scripted second understood uniquely primarily based in your private experiences accrued throughout all three video games.)
Company might be fantastic, however it’s usually at a price—the price of a curated, directed, deliberate narrative expertise. And sure, it wouldn’t be a superb factor if all video games have been that, however it’s no higher to look down upon it as an anachronistic shortcoming of recreation design. BioShock solely labored as a result of it was a hall, and certainly was a thesis on the hall, making it all of the more unusual of a recreation to throw below the bus of historical past. There’s worth in experiencing a curated, pre-determined story, boosted by our distinctive approaches born of how we flip these pages. I don’t need it to be misplaced, within the title of boasting “higher participant company.”
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