The ultimate irony of the original Bioshock is that while all the marketing boasted about how many choices the player had in the world of Rapture, the big twist of the game was that the main character had no choice. One of the best scenes in the game not only hangs a lampshade on this ludo-narrative dissonance, it pretty much tells players that it was all completely intentional.

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However, while there were fixed points in the narrative, players were able to choose what to do with the inhabitants that they came across in the city of Rapture. These choices affected how the game concluded.

10 Good Ending: Use The Tools That Are Available

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Adam isn't that necessary to players who make the most of the available tools. There are numerous ways players can get the edge on the many splicers, turrets, and Big Daddies that they'll encounter on their trip to Rapture. One of the most useful methods is to take research pictures of foes.

With the proper research, players can dish out more damage and consume less ammo and EVE in the process. Players who upgrade wisely can hack any safe, turret, or camera with no fuss. Hacked cameras and turrets can aid players in combat, and unlocking safes give players valuable rewards.

9 Bad Ending: Don't Bother To Strategize

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Should Jack or Delta bite the dust in Rapture, they'll be brought back by one of the many Vita-Chambers nearby. Players can patronize these miracle machines as much as they wish, with the only real penalty being a small fee. However, the same money players use for the Vita-Chambers is also what they'll need for the many vending machines scattered throughout Rapture.

If players just go in guns blazing towards splicers and Big Daddies without any strategy, they're sure to be short on funds and be forced to harvest little sisters to make the game easier.

8 Good Ending: Pay Attention

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When players get new abilities in the original Bioshock, they would be well-advised to revisit previous areas to look for hidden goods tucked away. These bonuses can make up for all the Adam that players lose by rescuing little sisters. Players should also take the time to listen to the comments the sisters make in the sanctuary.

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If they say something along the lines of "He's the one that's going to save us all," that's the game's indication that Jack is on his way to the good ending. Conversely, Bioshock 2 doesn't allow backtracking, so Delta should explore areas thoroughly before moving on.

7 Bad Ending: Just Keep Mashing Buttons

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Players who just mindlessly mash buttons and don't pay attention to the story or button prompts will discover that this is a one-way ticket to the game's bad endings. The buttons to save and harvest the little sisters were swapped between the first and second Bioshock games, so players might accidentally harvest a little sister if they're not paying close attention to the prompts.

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Characters also give the players useful tools and tips that can help the player save up on resources such as ammo and Adam. If players don't take their advice to heart, harvesting little sisters may become necessary.

6 Good Ending: Show Mercy To Those Who Might Not Deserve It

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In an attempt to make doing the right thing significantly harder, the rewards for doing so are significantly less than just looking out for number one. To survive Rapture, players will be tempted to kill, steal, and execute anyone who betrays them. However, resisting the urge to do so won't be unnoticed by those who aid players in their quest.

Friendly characters such as Dr. Tenenbaum and Elizabeth are like the angels on Players' shoulders, imploring them to do the right thing in a world that seems to reward cruelty and selfishness.

5 Bad Ending: Reward Traitors With What They Deserve

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Harvesting little sisters in the original Bioshock is a sure-fire way to make Jack irredeemable, but later entries in the series put other lives in the player's hands. Many of these people betrayed the player's trust and have a lot of blood on their hands.

Players have the opportunity to deliver out their own personal justice if so inclined. However, the player's not exempt from this. Refusing to show mercy to others makes it less likely for the player to be spared once the tables are turned.

4 Good Ending: Manage Resources

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Players may get more Adam in the short term by harvesting little sisters, but if they're careful with their cash and their ammo, then Adam won't really be a problem. Vita-Chambers deduct some of the player's money when they die, making buying equipment significantly harder.

If players are careful when approaching combat and frugal with their money, they won't need all that extra Adam to make things easier. In addition, with every third little sister rescued, players are rewarded with 200 Adam, significantly more than if they had simply harvested them.

3 Bad Ending: Spend Like There's No Tomorrow

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To get the maximum amount of Adam in the game, players will have no choice but to harvest all of the little sisters. Access to Adam means more access to plasmids and gene tonics, which can really come in handy when trying to avoid a trip to the Vita-Chamber. There's a far greater incentive to splurge and experiment with all of that disposable income.

A bad ending run is probably the most ideal way to accumulate lots of Adam and check out the more strange plasmids that otherwise might have been avoided.

2 Good Ending: Save The Little Sisters

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Ultimately, this is the defining factor as to what path Jack or Delta will follow. Players who choose to rescue little sisters rather than harvest them will only get 80 Adam, so it's crucial that they strategize, conserve their resources, and utilize the available tools.

A good ending run may be more restrictive as players won't be able to experiment with as many plasmids, but it's not too difficult to pull off. Players who got the bad ending can try New Game Plus, where they keep all the plasmids from their previous run and have an easier time getting the good ending.

1 Bad Ending: Harvest The Little Sisters

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The player can achieve two variations of the bad ending in the original Bioshock based on how many little sisters they managed to harvest. If the player spares some but harvests at least two little sisters, Dr. Tenenbaum sadly lambasts Jack for what he did. Should the player harvest all of them, she takes on a much angrier tone.

Bioshock 2 has two basic outcomes with some mild variations. For example, depending on how many characters the player kills, Eleanor may choose to drown her mother, Sophia Lamb.

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