Phosk's GameLogBlogging the experience of gameplay (PC) - Thu, 09 Nov 2017 23:48:18 November 9th 2017 The other ethical problem that should be explored in the game is the difficulty of 'being good'. The game is significantly more difficult to play the game with 'low chaos'. Additionally, it is objectively less fun. Of course that is just an opinion (however a popular one), but there are possible moral implications for 'having fun' while killing people, or the alternative of 'being good'. It feels as if the game punishes the world for having fun being a murder hobo, while making the world better if you play the more boring way.Thu, 09 Nov 2017 23:48:18 CDT (PC) - Thu, 09 Nov 2017 23:42:54 October 20th 2017 Dishonored is rife with ethical dilemmas and problems, chief among them is the 'chaos' system of the game. The world alters as the player makes choices about how they proceed through the level; do they kill people or just neutralize them. The player is always given the option to deal with a target non-lethally, or they can murder them outright. The gameplay implications of these choices is the most outstanding, as the world as you know it shifts depending on your choices.Thu, 09 Nov 2017 23:42:54 CDT (PC) - Thu, 09 Nov 2017 23:33:25 October 2nd, 2017 Dishonored is a first person "shooter" set in a very stylized universe. In fact, the universe the game takes place in is one of the most enjoyable parts of this franchise. From the get-go, Dishonored makes it clear that this will be a world with harsh choices, and harsher consequences. The game starts you off with being framed for the murder of the queen, and promptly being locked up and waiting execution; you are Corvo, the grand assassin/spymaster for the monarchy. Now, you use your skills to escape, and wreck 'justice' on your enemies.Thu, 09 Nov 2017 23:33:25 CDT Last Guardian (PS4) - Thu, 28 Sep 2017 23:26:18 Thursday, September 28th I've been trying to find why this game was one of the options for this class. Meaning I've been looking for a moral or ethical question this game explores or asks, and I can't find it. Perhaps how the player treats this seemingly real animal is indicative of the moral question the game is meant to raise. Is the game supposed to frustrate you until you mistreat Trico, and then shame you? Cause this game is definitely frustrating. The similar and exhaustive level design is becoming grating, and though the world has a grand, dark souls-like vibe, I don't know if this game actually breaks any ground besides the realness of Trico. If this game was to pose any kind of moral question, I think it would be how you as the player treat Trico, and how your attitude changes, if it changes at all. Trico can betray you, and how does that effect your gameplay? After playing this game for more than a few hours now, I'm starting to feel I have some sort of answer to that vague question.Thu, 28 Sep 2017 23:26:18 CDT Last Guardian (PS4) - Thu, 28 Sep 2017 23:16:45 Wednesday, September 27th So Trico enjoys eating these barrels filled with a glowing goop? Like some sort of Trico snack. Trico loves these barrels, so I didn't give him the barrels because he's being a dick. I then realized that was insane. The Last Guardian does such a good job of tricking the player into believing Trico is an actual animal.Thu, 28 Sep 2017 23:16:45 CDT Last Guardian (PS4) - Thu, 28 Sep 2017 15:44:12 Thursday, September 21st. The Last Guardian's most notable aspect is of course Trico. After playing the introduction, it is obvious the main appeal of the game is the realistic and believable behavior of the strange creature. Even though the game is centered around a fantasy animal, the stubborn attitude of Trico lends the beast a certain amount of realism that I find somewhat uncomfortable. This is the intended effect for Trico to have on the player, but it is unsettling nonetheless. Trico's sporadic behavior doesn't feel random, but rather bound by the chaos that living things adhere to.Thu, 28 Sep 2017 15:44:12 CDT Architect (PC) - Wed, 30 Aug 2017 19:16:14've played a few hundred hours of Prison Architect over the course of a few years, and in that time, I have decided that I am content with the fact that Iím a corrupt and evil prison warden. My prison is a for-profit fortress. It is a hungry machine that is only sated when filled with maximum threat prisoners (the most profitable kind of prisoner). Escape is impossible, and if somehow, a prisoner does make it past my dog patrols and armed guards, they still canít leave. A prisoner escaping costs me money, and potentially my prison; so they canít ever escape. When they make a break for the outer wall, four snipers simultaneously plant four shells into the inmate's brain cage. I pay a fee to the deceasedís family, and the hungry machine keeps eating. I, as the player, have actively decided to do this to my prisoners. I feed them terrible food because itís cheaper. I give them less exercise to keep them weak. I threaten them with armed riot guards because it keeps them scared. At the beginning, I felt horrible for my prisoners. I thought of them as a kind of ally, I would give them everything they wanted, and they would behave; that was the deal. But that was a long time ago, and the monster Iíve become has seen too much to care whether my prisoners are happy. Iíve been fired in the crucible of ethics, and I burned away. The warden I was died hundreds of hours ago, after my prisoners betrayed me too many times. I used to care if they were rehabilitated after their stay in my prison. I used to care about if they saw their families. Now all I care about is feeding the machine. Prison Architect forced me to decide if I was a good person. And I failed.Wed, 30 Aug 2017 19:16:14 CDT