Bioshock Has 3 Main Endings With 6 Potential Variations

To answer the question simply – the original Bioshock game has three primary endings, with two possible variations of each based on additional in-game choices. So there are ~six total conclusions the player can reach.

Before diving into the specifics, here is an at-a-glance table summarizing Bioshock‘s endings and what influences them:

Ending TypeVariation Determined ByTotal # Little Sisters Harvested
GoodSaving all Little Sisters0
NeutralSaving some but harvesting a few Little Sisters1 – 16
BadHarvesting many/all Little Sisters17-21

Now let‘s explore what exactly leads to each ending possibility…

Rescuing All Little Sisters Leads To Best Outcome

As foreshadowed by Dr. Tennenbaum over Rapture‘s intercoms, freeing all 21 of the ADAM-enhanced Little Sisters from their grotesque fate results in Bioshock‘s happiest ending variation.

Although choosing to rescue rather than harvest the sisters provides less ADAM for Jack‘s genetic upgrades, it allows him to retain more of his humanity. And Dr. Tennenbaum richly rewards players for their mercy and sacrifice.

Creature Comforts

For each Little Sister spared, Jack receives a teddy bear in a vent somewhere in Rapture. Hidden inside are gifts from Dr. Tenenbaum:

  • 200 ADAM tokens (80 ADAM each, 4200 ADAM total)
  • 5+ unique gene tonics

This non-violent approach grants almost as much raw ADAM as harvesting all 21 sisters directly (4320 ADAM).

So ultimately the player loses out on only ~800 ADAM – well worth it to unlock Bioshock‘s most uplifting and picturesque conclusion!

A Family Of His Own

In the best ending, Jack breaks free of Fontaine‘s mental conditioning, returns to the surface world, and adopts five rescued sisters as his own daughters. He lives joyfully with them until finally passing away peacefully in old age, comforted on his death bed by his loving family.

Truly a fitting end for a protagonist who retained his principles and humanity until the very end.

Little Sisters Rescued: 21 
Total ADAM Gained: 3080
End Result: Jack escapes Rapture with 5 rescued sisters and raises them as his daughters in the surface world    

Canon Series Conclusion

Bioshock Infinite‘s Burial at Sea DLC confirms this full rescue/good ending to be the canonical series storyline moving forward.

So while players can experience multiple endings themselves through different choices – the tale of Jack saving all the misfortunate girls of Rapture is considered the factual account of events.

Harvesting 1-16 Sisters Yields Bittersweet Outcomes

If Jack harvests at least one but less than seventeen of the 21 Little Sisters throughout the game, the result is Bioshock‘s medium/neutral ending.

Within this range, the tone of the conclusion varies slightly based on how many Little Sisters the player actually chooses to sacrifice.

Harvests 1-7 Sisters

If only one to seven Little Sisters are harvested, Jack still breaks free of Fontaine‘s control and returns to the surface with some of rescued sisters:

Little Sisters Harvested: 1-7
Little Sisters Rescued: 14-20  
Total ADAM Gained: 3080-4200 
End Result: Jack escapes Rapture with some rescued sisters

Dr. Tennenbaum reflects solemnly on Jack‘s deeds and reminds that every Little Sister was once somebody‘s daughter – but ultimately thanks him for saving more than he killed.

Harvests 8-16 Sisters

On the darker end of the neutral outcomes, harvesting half or more of the Little Sisters results in a more negative, melancholy ending.

Jack does finally break Fontaine‘s mental conditioning – but Tiffany, one of the few Little Sisters the player actually rescues, will be heard mourning the loss of her friends who were harvested.

The ending mural is more bleak as well:

Little Sisters Harvested: 8-16  
Little Sisters Rescued: 5-13
Total ADAM Gained: 4320-5320
End Result: Jack escapes Rapture alone, broken free of mind control  

So in summary – harvesting up to around half of Rapture‘s innocent Little Sisters leads to a bittersweet, solemn ending in which Jack ultimately escapes – but pays a moral price.

Harvesting Most or All Sisters Yields Darkest Outcome

Finally, if Jack harvests seventeen or more of the Little Sisters he encounters, Bioshock‘s darkest conclusion plays out.

With so much ADAM consumed from so many young girls, Jack becomes corrupted beyond return. He fully embraces the twisted ideology of Rapture‘s founder Andrew Ryan.

Jack violently seizes control of the underwater dystopia – becoming its sinister, power-obsessed new leader. With an army of splicers fanatically following his command, this tyrannical turn truly caps off Bioshock‘s most sinister ending.

Little Sisters Harvested: 17-21 
Total ADAM Gained: 5320+  
End Result: Jack becomes corrupted by ADAM overdose and stays in Rapture as its ruthless, splicer-commanding overlord

So in sum – harvesting more than sixteen innocent Little Sisters for their ADAM pays off in genetic power, but ultimately costs Jack his soul.

Deeper Meaning – Humanity vs. Rational Self-Interest

Bioshock‘s morality system with the Little Sisters serves as an insightful microcosm representing the overarching philosophical debate posed throughout the game world of Rapture itself.

On the surface, harvesting the sisters can appear the shrewd, prudent choice – it provides more immediate, tangible personal gain for Jack in the form of raw ADAM power. Customizable abilities, health, damage resistance – these have clear practical value for the player.

Yet despite the utilitarian advantages, repeatedly making this selection gradually destroys Jack‘s humanity, morphs him into a vicious ADAM-obsessed mutant devoid of empathy or virtue.

Thus emerges one of Bioshock‘s central themes around morality:

  • Is the rational, self-interested path the wisest – even if that mindset leads down a dark road over time?
  • Or does retaining principles of human dignity and mercy ultimately reap greater intangible rewards – freedom, integrity, part of one‘s soul?

Rapture‘s deceased founder Andrew Ryan would certainly argue the former. Yet Jack‘s story arc and the diverging endings suggest otherwise.

It‘s these layers of subtle philosophical commentary woven intelligently throughout all facets of Bioshock that elevate it to an artistic triumph destined to be analyzed by critics and fans alike for decades hence!

Canceled Big Screen Adaptation

At one point, a Bioshock feature film was in active development under Pirates of the Caribbean director Gore Verbinski. It was even reported to have secured a hefty production budget of $200 million dollars.

However the R-rated project eventually stalled and was declared canceled around 2018 – eight full years after first being announced.

In discussing the film‘s failure to launch, Verbinski cites its prohibitive expense paired with hard R rating as causing cold feet for risk-averse studio executives.

Such a shame the movie‘s production dissolved like Rapture itself! One can only imagine what visionary direction Game of Thrones‘ scrapped duo Benioff & Weiss might have brought to adapting this masterful dystopian universe.

But perhaps it is for the best that Bioshock‘s myriad complex themes remain explored primarily through its unmatched interactive medium – granting players agency in directing their own thought-provoking experience.

Conclusion – An Enduring Masterwork of Choice & Consequence

At its core, Bioshock is a creative triumph because the path the player takes indirectly shapes their own ending. Free will and its consequences are central themes, woven deftly through both story and gameplay mechanics.

Yet most admirably, the game pulls off this branching morality system without ever lecturing or judging the player‘s actions outright. Subtle touches like grieving orphan Tiffany crying over her harvested friends convey the message more elegantly.

Ultimately, Bioshock grants fans an enriching, unforgettable dive into Rapture however they choose to experience it. Whether rescuing all the little girls or mercilessly harvesting them – this artistic tour de force offers meaningful choices to ponder well after leaving its immersive, Art Deco halls.

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