Wednesday 28 March, 2018
In my final session, one key game-play aspect really interested and surprised me. This small feature was the the developing of photos in a black room. The game keeps tracks of the amount of photos you take during a certain event, and leaves blank spaces on a roll of film when you forgot to take a certain photo. The game has certain requests when developing film.
One request was to find the photo of where another character, Abbas, gets stabbed. It seems that the game prompts the chance that while you are in certain events. You may miss photos and impact the story. The camera you use helps you progress the story through different ways, in this case it was solving a crime. I originally thought that this game was just going to be point-and-click, but I was completely wrong. Another sort of feature that is similar to the photo system, is also with collectibles you notice on the street. Examples include Abbas' wallet and the knife that stabbed him.
These sort of situations are quite different in the case of choosing to be good. Now the choice of lying arises. In the photo scenario, you could have easily pointed out a photo that had nothing to do with Abbas' stabbing. In this case you could thwart the case. Sure, telling the truth is more favorable then lying to those that we believe are good. You even had the option to pick anyone within the group that you believed to be the man who stabbed Abbas. In this case, that character dies. I wonder if any of the characters actually stabbed Abbas. Maybe none of them did, and this result was just "fake freewill".
The game is interesting. I really do want to write about this idea of decision making, and how a game can force you to pick a certain answer through ethical and moral presentation.