JSLATER2's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1677Super Columbine Massacre RPG (PC) - Tue, 14 May 2013 22:30:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=5668Coming to an end of my time with this game, I have come to realize what the game is really about. Although the actions of these boys are morally repulsive and I do not condone their actions in any way, the game seems to be making a commentary on the reaction of the media to these events. While media outlets and the news were quick to label these boys as monsters and pure evil, little attention seems to have been paid to mental and emotional health of these boys. Although we decry their actions as evil, we do not also see that they believed their actions to be just punishment for the people who reportedly bullied and ostracized them for years. It's really a more humane way of looking at it to see them as people in need of help rather than villains to be scorned. By placing this message in the guise of a game is an inspired decision as well, since it places the player in the shoes of the shooters, rather than just having them view the action from an outsiders perspective. Although I think I understand the game now, I still believe it to be a rather cruddy game, though I believe that to be a blessing in disguise.Tue, 14 May 2013 22:30:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5668&iddiary=10009Super Columbine Massacre RPG (PC) - Mon, 13 May 2013 21:11:17https://www.gamelog.cl/logs/LogPage.php?Log_Id=5668Well, I've been stuck in the game for a while now. From a design standpoint this game isn't very well structured. For instance, I had no clue for about 30 minutes that after killing people I was supposed to manually set off the bombs in the cafeteria. Objectives like this should be made much clearer to the player. Aside from that, I still feel uncomfortable playing this game since I have spent the last 30 minutes killing dozens of people who had no way to fight back. It's kind of hard for me to discern what exactly the developer was trying to get across in this game. Is he making the case that school shootings are bad by making the player feel uncomfortable? If so, he has been quite successful. I am unsure if I should be feeling responsible for the killings or if the game is taking the weight of the responsibility for me. However, I have just killed myself in the game and woken up in hell, so I will see where this game takes me tomorrow.Mon, 13 May 2013 21:11:17 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5668&iddiary=9995Super Columbine Massacre RPG (PC) - Tue, 07 May 2013 19:07:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=5668Aside from the questionable ethics of this game, my first impression was that it wasn't a very good one. The game was very pokemon-esque and it was very confusing trying to understand what the game wanted you to do. However, all design aspects aside, the game can be construed as highly offensive in light of the Columbine shootings. The biggest issue for me is that, unlike San Andreas, the player doesn't have the option to be a good citizen. The game forces the player to commit unjustified murder, which rubbed me the wrong way. This raises the question of whether or not the player is immoral because of his/her actions in the game, since the player is not given a choice in whether or not to commit the murders. I've just reached the point in the game where the player must commit suicide, but my first impressions are not favorable.Tue, 07 May 2013 19:07:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5668&iddiary=9978Grand Theft Auto: San Andreas (PS3) - Tue, 23 Apr 2013 21:18:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=5653What I noticed during my last session with GTA San Andreas today was that there is a very conspicuous lack of guilt in the game. Many games attempt to make choices about immoral things, such as killing innocent bystanders, a difficult decision for the player to make. For instance, Bioshock attempts to make harvesting the little sisters a difficult choice for the player since they look and act like frightened young girls, which provokes a guilty response in the player if they go through with it. Likewise, shooting from the hip in the Mass Effect series can lead to key characters dying and affecting the outcome of the story. This causes the players to feel guilty since they have grown attached to those characters over the course of the game. San Andreas, on the other hand, doesn’t provoke these same feelings of uncertainty in the face of immoral action. Killing a prostitute in San Andreas barely causes players to bat an eye. Some thing as horrible as running over countless bystanders in a tank is simply par for the course. What is it about San Andreas that fails to provoke the same emotional responses? It could be because of a lack of characterization in the NPCs. In those other games, the victims in question seemed human and capable of emotion, whereas the denizens of San Andreas do not. They are depicted as being closer to set dressings than actual people within the game. It’s as if the developers were trying to create a moral blank slate for the players to interact with as they wish. Also, since the protagonist of the San Andreas is depicted as being a thug who is at home around intense violence, it may be that the player doesn’t feel as if it is them committing the action, rather the virtual avatar that they are controlling. Overall, GTA San Andreas is a time wasting-ly fun, if morally questionable game, that is perfect for exploring the moral actions of a player in a sandbox universe.Tue, 23 Apr 2013 21:18:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5653&iddiary=9952Grand Theft Auto: San Andreas (PS3) - Mon, 22 Apr 2013 17:00:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=5653Today I’d like to talk a little bit about the stereotypes depicted in San Andreas. Right from the start it’s clear that this game using highly stereotyped characters as representatives of real world races and cultures. Almost exclusively, the gangs that prowl the fictional state of San Andreas are either black or Mexican. All of them are depicted as gangsters with complete with stereotypical dress style for that sub-culture. This game has a fantastic soundtrack to it, but what stood out to my about the radio stations was the talk show on one particular station that consistently said several highly offensive things. At one point the host talked about the number of illegal immigrants from Mexico in San Andreas and then proceeded to make racist comments about them. Another radio station kicked off a playlist by stating that they were all classic rock and, “none of that rap crap.” This game just seems to be a highly exaggerated caricature of real world racist and stereotypical sentiments. I noticed this to such an extent that during my session I was tempted to act like an upright citizen so as to not perpetuate negative stereotypes about black people within the game. On another note, I noticed a surprising lack of consequences in San Andreas. Although players are punished by increasingly difficult to survive police wanted levels, there seem to be little other incentive not to commit crimes. Players do lose all of their weapons and some money while in lock-up if they’ve been put down, but that doesn’t really seem like an adequate consequence. I once planted remotely detonated bombs along a 500 meter stretch of a busy highway and destroyed upwards of 10 cars along with their inhabitants. This type of action would get a person life in person, or worse, in the real world, but in the game I just shrugged my shoulders, walked out of jail and replenished my stockpiles with cheat codes. Zero consequences.Mon, 22 Apr 2013 17:00:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5653&iddiary=9935Grand Theft Auto: San Andreas (PS3) - Mon, 22 Apr 2013 16:41:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=5653I had a rather unproductive session of GTA San Andreas this afternoon. While many people were undoubtedly going through the story missions or commenting on the racial stereotyping and sexism, I immediately jumped into using cheat codes in the game to unlock flying cars and to give me unlimited weapons. I then proceeded to go on a rampant killing spree across the city that could be labeled as nothing other than an act of terror. Sandbox games like GTA seem to be a simulation in escapism from morality and ethics. A perfectly mild-mannered person such as myself, who would never dream of breaking the law in real life, will almost immediately set out beating random people, stealing cars, and picking up prostitutes in said stolen car. Cheat codes only serve to increase the power available to the player to break the moral laws of society in the game. None of the actions of this play through could be labeled moral by any means. No one received any good or utility from my actions (Save maybe personal enjoyment from playing the game) so it wouldn’t be moral by a utilitarian standard, and my actions certainly wouldn’t pass Kant’s moral tests. So what causes otherwise upright citizens to rebel within this virtual world where every character, race, and culture is a wild caricature of real life? I would like to say that it is nothing more than mere curiosity. We as people are so bound be societal customs and rules that given the freedom to break those rules in a virtual world, we run with it. So should we be concerned about these incredibly immoral actions? I don’t believe so personally. There are many who would argue that these games desensitize people to violence and that may be true. If we were to use gameplay footage of people playing GTA as grounds for deciding mental health, I believe I would be labeled a psychopath. However, I would argue that this natural curiosity for what it would be like if we were to cut loose isn’t harmful in the least. It’s simply a fun game, albeit incredibly violent. Tomorrow I’ll talk about the racial and cultural stereotypes depicted within the game.Mon, 22 Apr 2013 16:41:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5653&iddiary=9934