kylewilkin's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1319Super Columbine Massacre RPG (PC) - Mon, 01 Nov 2010 15:23:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=4449Day 3 On my third day of playing the game seemed a little boring at first. It was the same thing over and over again. It was not until reaching upstairs that the game injected a something different in. When they showed the Clinton speech I found it reminiscent of when I first heard this speech. A lot of the emotions came back just like when I played the beginning of the game. It also gave you a view of one of Dylan as a lighting director of a school play and showed that not even in the theater crowd did he fit in. It also said something about the Denver water supply but I don't see what the maker of the game was trying to say with that. Other than the few clips the maker put into the upper floor the third day of playing seemed pretty uneventful and the game had turned into just clicking buttons in a repeated pattern for the best results.Mon, 01 Nov 2010 15:23:49 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4449&iddiary=8401Super Columbine Massacre RPG (PC) - Mon, 01 Nov 2010 15:23:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=4449Day 2 I've notice that playing the second day I found it very similar to the second part of day one. I find it impossible to place myself in the shoes of the killers as they are actually killing people. I find this impossible because I was in high school when these killings happened and they hit very close to home for me. To put my mind in the place of the killers would be to put my mind in the place of killing people I know. But what I did notice while playing the second day was that the game had a very different message embedded in the programming. It makes a direct statement at inadvertent segregation in society. I attended an affluent suburban high school in the Chicagoland area which sadly reflects the society portrayed in the game. There were many different cliques in our high school but all of the cliques were all white kids. The black kids in our school hung out with all different groups but were not a part of any one group. The game very discretely portrays this problem with Middle American society; the ostrazation of minorities in affluent areas of society and how it seems a norm of American life.Mon, 01 Nov 2010 15:23:19 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4449&iddiary=8400Super Columbine Massacre RPG (PC) - Tue, 26 Oct 2010 00:01:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=4449First day of playing Super Columbine Massacre and I have had two very different experiences playing the game. The first experience came at the beginning of the game. It made me realize that games can have an effect on your conscious. During the entire beginning of the game it felt like I was being put into the minds of “Reb and Vodka.” Luckily I am old enough to have my view of what is right and wrong already set enough in my mind to know that a couple kids of getting picked on most their life is not grounds for a mass murder. However, I could not help but imagine a more accurate and informative game on the reasons these two guys went on their rampage affecting the minds of any young children feeling oppressed by their peers. Having said that I am not saying games like these should be banned. In actuality I am saying that games like these need to be made more; or turned into movies or something to make sure the public stays aware that this can be a problem. Being a child who was picked on as a young child I could relate to the feeling of ostrization that Dylan and Eric felt; however this is where the relation ended and part two of day one began. Part two of the game started very early in the game but coincided with part one for the entire part leading up to the killings. Part two is entirely based on acting out the events of Columbine. While Part one was based off getting to know the minds of the killers. Part two of day one seemed like playing a normal RPG game of which I have no way to relate my life to. Like playing an army game or any other game that does not directly relate to my life I simply found the best way to beat the game. I stopped myself from playing because I need more to write about on my next diary entries, but before I stopped I was able to get passed the beginning stages, completed the setup of the bombs that didn’t explode, and kill jocks, nerds, preps, and all other the game threw at me without remorse because it was easy to realize I was playing a game at that point. The game had an good transition period in it when you have to traverse the halls of the school to plant the bombs in the cafeteria. This part turned it into a game because there was a set way you should go through the school and it turned the experience from one that pulled me into the minds of the killers into one of a person trying to accomplish a task. The only time in “part two” that I found ethically pulling on me was when the game asked whether to play manual or auto. I chose to play manual because I realized it was still a game and nobody was really dying but it took a few minutes to choose that option because just the thought of killing teenagers did not resonate well with me. But once I chose that the game allowed me once again to realize that I was not playing in reality but let me just find the best course of action to beat the programming.Tue, 26 Oct 2010 00:01:22 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4449&iddiary=8278Grand Theft Auto: San Andreas (PS2) - Tue, 05 Oct 2010 13:11:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=4359For my third and final day of playing Grand theft auto San Andreas I choose to test out the police reaction to crime. The police of San Andreas do not seem to care about people because unless they see you or over ten people are killed they do not react to crimes. They do, however, react to explosions even if no one is killed. If even one grenade or Molotov cocktail is thrown the warrant level goes up to one star. To move beyond one star a major mass slaughter is needed or just the killing of one cop. The reaction from police does not increase much with two stars. With one star they barely chase you, if at all. With two stars the chase is noticeable but the amount of police is not significant. It is also notable that with either one or two stars if you run away long enough police interest will slowly wane and the stars will disappear. With three stars, which comes by killing a few cops (3-10), the police attention grows significantly in both rate of the chase and police officers involved in the chase. Helicopters with snipers also join the chase at three stars. With the amount of heath in the main character it is difficult to move above three stars. The only way I found possible is to find a spot where you are elevated with a roof over your head. This way it is difficult to be shot from the helicopters or the ground police force. Once the spot is found the helicopters can be taken out easily and the ground force is not much of a threat. Once four stars are reached the only noticeable difference is the number of police on the ground and helicopters in the sky. I was not able to achieve a criminal status above four stars. From the police reaction to crimes in San Andreas it is apparent that the only thing the police are programmed to care about are other police officers.Tue, 05 Oct 2010 13:11:09 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4359&iddiary=8197Grand Theft Auto: San Andreas (PS2) - Mon, 04 Oct 2010 16:04:47https://www.gamelog.cl/logs/LogPage.php?Log_Id=4359*did not put this in the correct spot. Should have been posted last Thursday but I put it under open gamelogs instead of a diary submission. To verify submission date you can check under my open gamelogs. The beginning of the game seemed to be based on the "morality" implemented in the low income urban area. They value bravery and loyalty more than “doing the right thing” according to the game. The main character was looked down upon for leaving the “hood” when times got tough. It seems the main purpose of the game is to get his “street cred” back. I don’t know how accurately the game is displaying life in the hood, but it is interesting to see what life might be like with a different set of moral guidelines.Mon, 04 Oct 2010 16:04:47 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4359&iddiary=8167Grand Theft Auto: San Andreas (PS2) - Mon, 04 Oct 2010 15:50:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=4359For my second day of playing I decided not to use the story mode. I choose to do this because I had to play in the gaming lab and had no saved data so I would have been playing the same missions. Instead I choose to test the “ethics” of the people in the game. I had the playable character stay in a semi limited area and punch specific non-playable characters to see whether they would run or fight back; and if they fought back if they had a weapon. The areas I stayed at were the beginning, around the hospital (as I found myself there a lot) and the beach. The most violent characters in the game were the young women dressed provocatively. The race did not seem to make a difference but clothing did. The young Latina woman in the red top and the young Caucasian woman in the plaid mini skirt did not run away once and had a weapon exactly fifty percent of the time. The male on the beach with green shorts also did not run away once, however, he never brandished a weapon. The only other people I was able to consistently find were the young male with a collared blue striped shirt and the female in a black pant suit. Both ran one third of the time and never had a weapon.Mon, 04 Oct 2010 15:50:08 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4359&iddiary=8165