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    Feb 14th, 2018 at 19:17:31     -    This is the Police (PC)

    February 14, Wednesday
    My second session of This Is The Police was quite interesting. I went from a casual police simulator with maybe somewhat adult themes to a full force HBO television series. During this gameplay session I kept in mind the idea of Utilitarianism because most people associate the idea of maintaining happiness for citizens with police since they help create peace within a city.
    This idea of Utilitarianism for the citizens dissipated however with this second session when I realized that the police chief that we play as is not so in it for the citizens. In fact he works with the Mafia. Playing as a "corrupt" cop isn't the craziest stance to dissuade the playerbase to think that police are not utilitarian, but probably the most interesting proof of my original idea came from the city government within the game.
    In order to appeal to citizens who may have appeared to have this sort of racist bias in the game. The city government wanted me to fire all african american cops in order to appeal to the city itself.
    The idea of utilitarianism is to make the majority happy. To make decisions that will make as many people as happy as possible. The game has really made me consider that sometimes utilitarian ideas are not always moral.

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    Feb 13th, 2018 at 21:16:23     -    This is the Police (PC)

    February 13, Tuesday
    Today I started the game, This is the Police. It was actually quite enjoyable with it's incredibly depressing overtones. In the game you play as a 60 year old officer who I think got moved to the position of police chief. In the game you manage your own police HQ. The types of crimes in the game seemed plausible and also didn't seem exaggerated in anyway. My favorite crime that I sent police to was to stop a drug dealing crown selling crack.
    The game got me urked at times dealing with police officers who couldn't handle a certain job. My strategy was to try to get police officers with low success rate to complete easier jobs, such as vandalism and noise complaints. But they seemed to always fail.
    One thing we learned in class was the concept of Utilitarianism. The idea that some people see it as a goal to maximize happiness. However, the game really shows that this isn't possible since crimes often end with an assailant escaping.
    My goal for this game analysis is to consider the attempts of cops to maintain satisfaction within a city and with there career partners.

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    Jan 18th, 2018 at 21:32:36     -    Firewatch (PC)

    I don't think my third gamelog for Firewatch got properly uploaded so I'm just going to rewrite it. The character Delilah in the game is quite interesting to interact. Her character progresses from sarcastic and friendly, to dangerous and paranoid. During the campaign it is mentioned that you, Henry, and Deliliah's conversations have been recorded by some secret third party. This sudden realization of espionage creates a change in character for Deliliah. It kind of reminds me of how citizens react in forms of government with heavy censorship. That people who don't think about the NSA are more happier then those that think about them. That the ignorance of someone listening to you makes you feel more secure, rather than annoyed and vulnerable. The game really plays into this interesting idea of censorship.

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    Jan 17th, 2018 at 21:01:01     -    Firewatch (PC)

    Today is the second day of Firewatch, and the game gets really interesting. There is a lot of things to talk about within the days 3-72, before the fire occurs. The main characters seems to get a radio call at night from his early-stage Alzheimer wife Julia during midnight or very early in the morning around 2:00. Two days later within the game. Delilah mentions that the main character was talking in his sleep. I'm just really confused on how that was possible within the game.
    It really starts to make the player wonder what is real and what is not, and also start to question the sanity of the character they play as, or the sanity of the person that they talk to.
    The game is starting to get very weird, and I'm really excited to keep playing. One of the topics we talked about in class was coverage of sensitive topics. I think the main topic that is clearly mentioned throughout the narrative is mental illness. As previously stated, since the game almost mirrors a film it really makes the audience forgive the seriousness of the topics coverage.
    I can't wait to keep playing.

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