Definite game of the year...raised the bar across all areas; game play, level design, art direction, storyline, music, voice acting..
Raised the bar for gameplay how?
I like this piece on bioshock, says it all to me mate...
http://www.custompc.co.uk/news/601283/opinion-phil-vs-bioshock/page1.html
"The enemies, aside from the Big Daddies are uninspiring. Mostly you’ve got a horde of maudlin zombie types, called Splicers, and gun turrets; pretty much the same sort of stuff anybody who played through System Shock 2 has killed enough of to last a lifetime. The Little Sisters are fairly unusual, but they really don’t count as enemies per se, and besides we’ve seen their like before in an FPS – FEAR – and even that lifted the idea from a horror movie that’s nearly ten years old.
Bioshock’s boring enemy design is further weakened by poor AI: the splicers’ basic tactic is just to run at you, weaving around and cackling. You may recognise this behaviour from, ooh, most PC games of the past fifteen years, and also schoolchildren at playtime."
"Let’s not forget the real peanut in the turd that is Bioshock’s gameplay though: the difficulty. Bioshock is a game where you can’t die. Not only are you a gun-toting, computer-hacking, psionic power blasting supermutant freakmaster, if you do manage to die, you also get to respawn close to the point where you died without penalty. This takes away any notions of challenge or character realism from the game and drowns them in a bucket of stale pee."
"The second major selling point that was rammed down the throat of the public by the hype machinery that preceded Bioshock was its story. It was said there was a moral aspect, different endings, the capacity to choose your fate and so on and so forth. This, again, might be new to an Xbox 360 user, but the PC has had multiple endings to games with a greater degree of sophistication than this for years. The difference in the case of Bioshock seems to be that the moral decision is whether or not you kill a bunch of cute little kids. That’s not really much of a moral decision though; it’s more like ‘Press This Key To Be Evil’. Even the Jedi Knight series – hardly a haven of sophistication – presented the possibility of a change to the Dark Side in a subtle, more gradual way. You might pick up a few Sith powers to make life easier as you went along because they kicked arse and it was a tough game, but overuse them and, before you know it, you’re pimping round the universe in a Star Destroyer with a Vote Palpatine bumper sticker. Deus Ex also found you taking a different path in the game depending upon how you carried out objectives. There was no big glaring screen with the Good or Evil clearly spelled out; you were simply judged on how you acted. You could say you were a good guy, but if you left a trail of corpses in your wake the game would respond accordingly."
I agree with all that bioshock bought nothing new to the gameplay stakes and raised no bars.