bc's Super Columbine Massacre RPG (PC)
| [February 22, 2009 07:03:41 PM]
| Media played an interesting role in the game. There were two main sources, which influenced the boys. Those were the media in which the boys drew their inspiration for the act, and the medias opinion of this malicious act. There was no doubt the boys had a skewed vision of the media, but nonetheless it would be interesting to analyze the role of media within each context.
There were several references to different sources of media during the game play. In the room of Eric Harris, there was a copy of the video game DOOM and a Marilyn Manson CD. Throughout the game there were several references to specific aspects of those two mediums, which in the boys perspective, desensitized violence. The boys also used those various sources to justify the heinous act. After the point in the game where the two boys committed suicide, lyrics from a Marilyn Manson song appeared on the screen. The song was about hopeless and the desire to fit it. The problem was that if one were not beautiful, one would never fit in. One could see, the effects that song could have on a certain person who was constantly picked on constantly for his or her outward appearance. That person could listen to the song as an escape. The factor absent from that previous sentence was that songs like Marilyn Mansonís had to be listened to within a certain context. Without a specific context to keep the song in perspective, a disturbed child could misinterpret the intension of the artist. According to DeVane and Squire meanings of media came from interactions of people, local practices, identity, and discourse models. It was unfair to solely blame the media because there was a plethora of other influences, which determined meaning. One could blatantly see the dangers this could present if certain actions are not interpreted in a specific context.
Through the game, the boys showed a great deal of curiosity for the way the media would perceive the act. The boys had a very positive outlook. The boys were excited at the notion of being famous for this act. The boys showed no concern for the affects of their actions. Dylan and Eric did not care because both of them have been ignored for their entire high school life. It was evident the boys wanted attention or to be noticed. Neglect drove them to commit such a horrendous act.
Media played an important role within the game. It was evident the two boys were deeply disturbed and had a skewed interpretations of video games and music that the boys enjoyed. It was clear the danger that the media contained without a specific context. The media has a certain creative responsibility, but it was unfair to only blame the media for this act. Media has to be interpreted within a certain context in order to be fully comprehended.
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| [February 21, 2009 03:40:38 PM]
| The role of language played a key role in the conceptualization of Super Columbine Massacre RPG! Language could be analyzed through a couple of different scopes. By looking at the language used within the context of the title and game play we could draw some conclusions about the intensions of the games designer. Depending on the context in which people play this game, determines the way in which people would interpret the actions of this game.
The title itself contained some very interesting qualities. Super Columbine Massacre RPG sounded like a typical arcade game. By looking at the context of the word super, super made this game sound like a fun, fantasy-type thriller. The exclamation point at the end of the title also gave the connotation of fun or exciting. In reality, this game documented a very tragic event. I think that the designer deliberately chose this title to convey a deeper social comment about video game designerís responsibility. Through the language used in the title the designer showed the insignificance in violence. Super Columbine Massacre RPG! sounded like a fun, thrilling game that people would endure many exciting adventures. In reality, this game documented the massacre of innocent high school students by two deranged boys.
The dialog during game play, further illustrated the boys lack of sensitivity toward violence. During game play, the boys talk about revenge, and the sorrows people were going to feel. The notion that taking innocent peoples lives were wrong was absent in this equation. The boys joked about this act in a manner that desensitized this act. It was interesting the boys listened to KMFDM to get ready because this German Goth band was one of the sources of blame for the boy mental instability. The language used during the game play portrays a distinct message that these boys were truly desensitized to violence.
Language is a very powerful tool. The structure and syntax of sentences can provide a deeper analytical insight. This also illustrated the importance of design responsibility. It was interesting to analyze the language because of the deeper meanings hiding within the game.
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| [February 20, 2009 08:24:52 PM]
| Realism was a very interesting concept used to analyze the computer game Super Columbine Massacre RPG. Realism is generally defined as a quality or fact representing a person, thing, or situation accurately or in a way that is true to life. The Columbine Massacre was a tragic event in American history. A large majority of people blamed violent video games because of the preconceived notion that the violence in video games heightened the propensity of the players who played those games to engage in violent acts themselves. It was very interesting that a video game would be modeled after Columbine because of the controversy, which surrounded the event.
Realism could be analyzed in two different ways, through the technical design of the game and through the storyline of the game. It was interesting to look at the technical design of the game because the games graphics are not digitally stunning. The movements of the characters within the game and the scenery of the game were very primitive. This game does not have the typical realistic graphics that most contemporary computer games. The graphics were reminiscent of the Game Boy color graphics. However, the storyline and the dialog of the game were very realistic. During game play, I truly felt the haunting sense of this malicious act. Playing the game as the antagonist definitely changed the method of play because instead of feeling a sense of accomplishment when I completed a mission, I felt remorse knowing the effects of my actions. Reading the dialog between Eric and Dylan was horrifying because it showed the level of dysfunction within the two boys. In a sense, the game does a good job of portraying the disturbed nature of the boys, but I did not like the fact it was so realistic, playing this atrocious character.
Although I have not progressed very far in the game, the game does display some realistic characteristic and fictional characteristics. It will be interesting to see the dialog and actions of the game to follow. One has to play this game within a certain context to truly understand this game, and be able to differentiate the realistic and the fictional characteristics.
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