Thats the thing as well that I think some people are missing as well. She wasnt just there to be a supply thing. She could only take resources from the environment. They could have just done away with that and gotten away with far less code
And I have to say I have never seen the detail and life that was put into Elizabeth in any other game character.
If you are saying she is so common please provide examples, I would love to see how they fair up and how their AI was handled, especially in older examples.
And personally I think the mechanics of the game other then being a shooter are very unlike CoD, especially the pacing. I think you'd find its more the way that certain games are set and how the pacing and tone of games is laid out in games these days. It's not a CoD specific think and picking apart the pacing of most games would show that. The only game I can think of that really goes away from that formula is Tomb Raider which tricks you into thinking its the end and then it not being so at all, and still tricks people even when warned which is surprisingly well done.
If you go and talk to many people who are exclusively CoD players or who love those mechanics and that pacing, I know many of them that found Bioshock unplayable.
To be honest Chris you sound awfully like someone who is just ignoring any possibility of it being even a decent game. I don't mean to offend by this, I just find your flatly aggressive attitude towards it confounding
Also for the people saying it didn't match up to the original, I was able to predict a lot more of the plot of the original game, then I was of Bioshock Infinite. Stuff like that is definitely a matter of perspective.
Also part of the theme in Bioshock Infinite was the idea of variables and constants, which is part of what pushes me towards the idea its more the story of the Luteces then Booker and Elizabeth. It doesn't matter what necklace you pick, the only thing that could be related to that, the notes, are a constant anyway. The few choices you make don't seem to matter because of the idea that it will play out how it does regardless. Its the opposite of Bioshock where choice was the defining concept, in this one its fate.
The ending points to this whole theme of choice vs fate, variables vs constants because of the whole 'there's always a man, a lighthouse, a city' thing.
Oh and apparently the coin can land on tails in that first meeting with the Lutece's, and Booker can randomly pick tails (which has been videoed) which is an interesting play in that even that isnt a constant but it still doesn't matter.
I really find this whole theme in the game quite fascinating, especially the way it ties into production as code is effectively variables and constants :)
Id be interested to see what people think of this article - www.awesomeoutof10.com/features/the-necessity-of-extreme-violence-in-bioshock-infinite/
I had it posted in my original post here but I notice it mostly got ignored.