Hacking

* See also Mini_Games
* See also Game Experience
* See also Handheld_Device_Mode
* See also Tools and Fabrication
* See also BioShock_Game_Elements
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Below - More hacks from a BS1 Playthrough ( with my attempting to get the longest 'circuit' possible' ... )
The MMORPG might retain these Mini-games for 'Nostalgia', but added you will get more credit the more of the circuit you can rewire in the appointed time ( maybe connecting specific 'component tiles', etc ... )
More BS1 hacks Mini-game runs. The MMORPG Mini-Games can be much more than this ( there should be a Asset Templates subset JUST for this particular 'nostalgia' element ). 
We should want them playable on Palmtop/Smartphones -- extending the involvement Players have - in spare moments when they CANNOT be on their Gaming Machine, with the full '3D' game. There would be 'Gaining Of Something' in the Main Game as a motivation, besides just as a challenge/Achievement.
 (( I have thought I should make a Font using the Hack tile matrix stuff. ))
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Add having multiple Liquid Flows. Of course, this moves more into the realm of 'Slow Puzzle', rather than the quick 'timelimit' kind ( game still should have both ).
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"Hacking Tool originally used as a Maintenance Tool" ... ( mentioned by Porter ) :
* Looks like a 'finesse' Tool rather one of brute force.
* Still lots of things in game that can be/need to be 'Hacked' ( as well as repaired ). Splicers know how to hack security devices and no doubt the Players will be facing some of those when engaging with them.
* Hacking Tools were made as a consumable in BS1/BS2 which has some analogy to some tools in the real world. Some Tools would have 'consumable' Ammo.
* They ( different sorts of tools ) can be 'made' by Fabricators with the appropriate know-how, though the components might not be as common as they were. Likewise, materials used for expendable 'components'. 
* More advanced 'Hackproof' devices are needed for the City defenses ( really just being harder for Splicers and criminals to Hack ). No doubt, more sophisticated 'Hack Tools' will develop to match increase security lockings.
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BS1 Hacking Fly-Bot ( Mini-games Animated Backgrounds ) : 
Watch the mechanical goings on behind the BS1 Hack Mini-games on the various machine types, seen while Hacking - Amusing to watch after you've done your 30th machine hack ( watch it after you completed your path as the liquid slowly flows the rest of the way to its outlet ) ...
On the Fly-Bots 'works' - The Chain Drive on right side moves at twice the speed of the Sprocket Gears it connects with (driven by). A Problem with some Developers - they recreate things they don't seem to have the foggiest notion of how they should work. Yes, it is a game ( Heh - WITHIN a game ), but that doesn't stop YOU from doing it better.
Anyway, those interesting little Hacking background mechanical thingees, I'm sure the Player Asset Creators can come up with all kinds of interesting (odd/amusing/strange) things like that for the MMORPG. More Creation Contests for the Players ( add a whole line of 'Development Kits' which reuse various Assets for in-game 'fabricated' mechanisms, and as the basis for additional Mini-Games ) ... 
Why did the Door Lock Hack use the same Animated Background as the Medical Station ? -- Possibly was not worth bothering with creating a whole 'nuther one -- Too few Players would actually Hack those door locks, since they usually had little trouble getting the '4 digit' lock key code ?? ( Hadn't they ever heard of flipping an Asset across the 'X-Axis' to make it appear different ?? That is a rather Basic game rendering trick. Guess not for these gamemakers. )
Anyway, Saving Money - the MMORPG has that as a fundamental idea too ( It is a business after all ), but having Players do much of the creation for the game IS NOT just to save money, but to turn loose the Player's Imagination.
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Another "Missed the Boat" Moment - The Game Writer's Opportunity - LOST :
BS1 Hacking - For if you had gotten better results - Like the longer the 'Pipe' you were able to build ... ( Simulating YOU being more invasive to the circuitry in the time allotted to you. ) Or going thru the one 'special' component tile...
The Hack Pictures Above shows examples done on the games 'hard' mode ( Once you did it enough it got pretty easy ).
What kind of payoff would you get for a longer flow path ? Cheaper stuff (what you pay in), more Freebies in Vendings, more goodies in the Safes ( ? Actually I'm Not sure why there would be more of anything - it is either in there or it isn't ), a Friendlier Security machine ( How ? Faster reacting ... Won't shoot you by accident, More Flybots called ... ) Smarter Flybots that don't get lost/stuck ( this would have been nice just in general ).
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Hacking' Games Expanded :
The Pipe Laying game and the Crazy Needle game - How to twist them into MMORPG features and 'fun' for Tablet/Smartphone Mini-games.
Pipe Game Ideas :
* Imagine the pipes with 2 dozen different colored 'circuits' ( need support for color blind Players - stripe patterns ) and an expanding set of components to offer additional levels of difficulty.
* Mixing colors of the pipes ( 3 or 4 way connections ! Mixing depends on Flow directions, or it acts as a Splitter )
* 'Components' exhibiting a variety of new functions like Cross-overs and Valves crazy machine pix
* Add Hex tiles used in place of the of square tile system ( increasing the need for Player tile rotations ) - Is that hard for Game Console controls ?
* '3D' layers ( much higher difficulty ... visualization issues make harder ). Walls of a room would be a '3D' that really is a '2D' problem.
* Components added from a Players 'Parts inventory' and 'salvage' from a scenario to have components for a later game. Some tools might change possible tile manipulation options.
* Valve - inserted to temporarily cut off an active 'circuit' so it can be worked on. Installing the valves themselves requires shutdown, but they can be inserted quickly with only short interruption
* Spills out of an unconnected end cause side effects (and 'cleanup')
* A pattern of Pulse/Wave driven 'circuitry' instead of constant flow ( allows a limited period that changes need to be done in )
* Timed puzzles (like original) or no time limitation ( for ones of greater complexity ) or combination ( like repairs being done during a down time before circuit reactivates ).
* Combining the Crazy Needle ( or something like it ) INTO the Pipe game ( as a sensor that tells you where you have to lift the floorboards ... where the problem is ). Tracer type games where you piece together clues as to where to 'dig into the wall' to fix a problem.
* A tie-in to fixing machines/mechanisms you use in the main game ( done when both in and out of hectic adventuring situations ). Player's in-game 'base' utility infrastructure.
* Repair Missions - tracing lines/wires/pipes to find/fix the fault (with leak animations)
Scaffolding structure is another flavor simulating useful 'work'. Setting up a piping system for a hydroponic farm is another scenario flavor.
Some of these might be In-Game activities like the original 'hacking' as part of the 'adventuring', but others would represent more mundane tasks ( without something firing at you while you are trying to 'fix' the thing ). Generally the 'game' would have some main-game rewards generating money or goodies/resources to use in the residence/business/adventuring parts of the game.
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You might have Accu-Vox with a 'LOCK' on it ( like a personal diary ) -- MMORPG Players can use or find one that needs to be 'cracked' or 'Hacked'.
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Various 'Hacking' Tonics :
Example- "Thrifty Hacker" - Were really something else ( wouldn't have been originally marketed under those names ). They likely were used for Repair Abilities, for people who built/maintained (and maybe operated) various types of machines/devices. Such Tonics could boost technical abilities ( ie- more manual dexterity, or perceptions/sensitivity to machines, mechanical aptitude, concentration ) to make complicated mechanical or electrical work easier/more efficient.
Later, after Rapture started going downhill, the people putting the Tonics in the machines may have started catering to the Less Ethical traits of buyers ( notice that the Gatherers Garden machine cant be Hacked ... )
In the MMORPG, the Players are no longer Splicers, so cannot use these Tonics. But Splicers they run into still can, and many machines the Player encounters might not be passive towards them, and have to be dealt with ( Decision : Do I shoot up that machine to stop it from trying to kill me ? Or do I handle it such that it can be collected as valuable loot ??? )
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Unpleasant Things Locks Do :
Thinking about the combination locks (4 digit) we operated in BS1/BS2, and that if you didn't do it right, it did not do anything ( Like shock you == a way to dissuade someone else from sitting there all day 'trying all the combinations' - It would have been 'different' ( at least once ) for YOU to get only 3 of 4 digits and have to cycle thru the last/missing one to find the right one -- Or a Clue that gave you all the digits, but not their proper order ... ).
In the MMORPG we could have different locks for many different things. Splicers would use them to protect their possessions or part of their 'defenses' against you and other Splicers. Players would have them on the things they own ( Yes, there still is crime in New Rapture ). Of course the Player could have his Avatar automatically unlock such things to keep it from becoming bothersome. Fabrication of such locks and skills/tools manipulating them would be another game element.
As with all the rest of the MMORPG game Player Creators could come up with all kinds of odd (weird) mechanisms and effects for these locks the Players would encounter. This kind of thing also fits into the tablet/smartphone category of Mini-game activities.
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Another Thing 'HackDarts' Could Have Been Used For :
That Ammo/Tool in BS2 used to remotely Hack things. Potentially you could (MMORPG) use it to Temporarily Jam a door. Since many doors are automatic ( probably electronic with an electric eye ) you should have been able to shoot one at a door ( or a panel near a door ) and get it to jam for some short period of time. That would allow you to deploy other goodies ( or to run further away ). Possible something like a 10 seconds duration ( or longer with some Tonic enhancement ).
The MMORPG could have such a feature and work for numerous other machinery types and mechanisms ( and it could take the place of some uses of Electro-Bolt, since the Players mostly are no longer Splicers ). Use might also make permanent damage which the Player might have to repair.
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Almost as Soon as There were Computers, There was Computer Hacking :
There are Computer related Systems that reach all over Rapture accessible for everyday use ( to those willing to pay ) :
* Phone Systems ( control/monitor maintenance )
* Pneumo ( coordinating beyond simple load leveling solution )
* Sensors ( environmental/hazard monitoring )
* Security (coordination)
* Data Computing ( remote access to 'big' computers for business use/research )
* Traffic Control - traffic routing (Metro/AE) beyond default solutions
* Banking
Some Player activities (and missions) will deal with old computer systems still operating (out in ruins) :
* Finding the old system to grab some needed information/data, or salvaging it.
* Preferable to NOT have some "Rapture is going to Blowup/Self-Destruct in 5 minutes, if you don't stop the insane Computer.." scenarios.
* Evil AI - not so easy to create and definitely to self-create ( so won't be seeing too many scenarios like that, either )
* Hacking security/info systems ( automated/computer controlled ) of the larger, more organized Factions as a Spy for New Rapture ( It has been ~10 years since 'The Chaos' started, and with Brain Boost who knows what some of those Splicers came up with ).
Others :
* Investigating 'odd' computer use in New Rapture ( by criminals for example )
* Tracking a Hacker who is doing something bad ( stealing stuff, etc ... ) by hacking everyday systems 
* Secret missions for "the Five" ( New Rapture's Secret Guardians ) to find a Splicer out to destroy New Rapture via its computers.
* Steal that stack of computer punch cards and zap that Faction's computer ( Who don't know how to program or make new ones anymore ... ) - Some Splicers might somewhere worship a computer like a god ( Insanity... but then Splicers have alot of time on their hands ) -- Classic plot of the human behind the machine 'god' ...
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Making Something 'Hack-Proof' :
* Whatever damage you could inflict directly on the Perp has to be such as to not damage the machine or its contents.
* Accidental activation of 'hacking' counter-measures needs to be prevented (most of the time). Audio warnings for minor reactions ...
* The 'Hack' protected item has to be sufficiently built so as not to be vulnerable to 'smash and grab' attacks or the whole machine itself being easily stolen.
* Calling an 'enforcer' to deal with 'hacking' is a more complex system ( and greater expense )
* Physiological methods might be useful ( at least be cheap if partially effective )
* More valuable items would warrant greater hack-proofing counter-measures ( where more items might be a waste of effort to 'Hack-Proof' ) 
* As always there is no such thing as really being 'hack-proof', you just make things hard enough to dissuade most of the attempts as is practical.
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Computer Hacker Story - "The Great Ryan Announcement" (Thinker Mimic) :
"This Is Andrew Ryan and I Have a Message for You : Parasite are now to be Loved and given all that we Own ... They are the Way of The Future. That is All. Sincerely Andy Ryan"
Computer Hacking Factors : 
* Computers
* Remote Access ( the computers are an 'advanced' network based system )
* Bored Teenagers ( only a few can get hands on them though ... This isn't age of the PC, or quite that of there being 'Homebrew Clubs', yet ... )
* Sloppy Security - new things that not well understood ( Apparently many big companies and their customers even today haven't really a clue... )
* Criminals - Wire fraud, no ATMs yet, but Banks use the computers, and this kindof computer stuff still is too new to have so many security considerations being addressed. 
Being thwarted by The Thinker which was programmed smarter than the Hackers ( a 'Sting' operation to catch them, and a little time in Persephone to teach them about abusing the system ). Though "The Thinker's" AI stuff is more trickery and 'simulation' than actual intelligence. Some clever mainframe operator using "The Thinker" to "Put the fear of Ryan" into the Hacker miscreants would be more likely. ( The Voice Generation feature no doubt played a part. )
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A common posting on BioShock Forums was about the Hack mini-game having a blocked/impossible solution. Many get told to use the Hack related Tonics, and also that they CAN reattempt the Hacks as many times as they want and the pattern gets Randomized.
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Losing the Hacking in Infinite BS Was Just One More 'Dumbing Down' :
You had such a variety of options/alternative in the earlier games. But they pretty much eliminated that activity and Choice. Oh, they had 'Lockpicks' and that magic Insta-Zap "Possession" Vigor, which took little skill. I guess they figured such optional activities just 'got in the way' of their streamlined linear gameplay.
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Originally there was an idea similar to the previous games. Subsequently the 'hacking' was simplified to hurling a Vigor.
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They would be told about Hack Tonics and Randomized Retries and such.
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