pring99's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=2008A Way Out (PS4) - Fri, 09 Nov 2018 00:41:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=6891Today I played this game for two hours. As the game story progresses, I find that the same man frames both characters. So they escaped not just for a purpose, but for revenge, in a sense to prove their innocence. However, I still hold a negative attitude towards the question of the morality of intentional escape from prison. Because in the plot of the game, the main characters in the escape in order not to be arrested back to jail, they hurt the prison officers who came to hold back them, robbed the farmer's car and even killed people. So also if they want revenge and prove their innocence, they have committed more crimes on the way out. Besides, the problem can be analyzed with Kantianism. First, I make a moral rule: "A man can escape prison when he has a purpose or wants to prove his innocence." Then we universalize the rule. If all men could break out of prison for their purposes, the prison could not be trusted, for it could not hold the prisoner at all. By that, it leads to a logical contradiction. So, it is wrong to follow that rule, and the problem I made should be unethical.Fri, 09 Nov 2018 00:41:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6891&iddiary=12330A Way Out (PS4) - Thu, 08 Nov 2018 00:36:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=6891Today I played it for one hour. When I played the game, I found that the reason why the two protagonists escaped from the prison was to revenge on the same person. So what this means is that this escape is not just an escape from the prison, it's an escape for a specific purpose. So that raises the question: is a prison break with some particular goal moral? It should be unethical from my personal point of view. Anyway, there's a reason to go to jail. For example, various forms of crime and to a very serious extent to go to prison. That being the case, even if there is a specific purpose, does not justify a prison break. In addition, we can also use utilitarianism. In this case the stakeholder should have the protagonist, the protagonist's family, and others in society. There is a positive outcome here for both the protagonist and his family. However, the rest of the community should not want an inmate to escape from prison. So it's negative overall. So the outcome of this question is also immoral in terms of utilitarianism.Thu, 08 Nov 2018 00:36:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6891&iddiary=12288A Way Out (PS4) - Tue, 06 Nov 2018 23:47:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=6891Today I have played A Way Out for one hour. This game is a two-player cooperative game. Players need to control two different characters to get out of prison. The first thing I've heard about this game so far is that it strikes me as a homage to The Shawshank Redemption. Both the plot and the setting are very much like those shown in the movie. However, the Escape method designed in the game is more like the Escape Plan. Maybe it's because I played for a short time, and now the two main characters have not escaped from prison. So I haven't found any questions about morality so far. Perhaps by far, the most morally controversial issue is whether it is ethically acceptable for the warden to do excessive punishment prisoners when they first enter the prison. In my opinion, this act is immoral. The warden's excessive punishment of the prisoners was determined in her mind. It's like he's taking himself as the god of this prison. This behavior is too much into subjective factors and personal emotions. Of course, this game does not have a full expansion of this problem, so I can not conduct a more detailed analysis of examples.Tue, 06 Nov 2018 23:47:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6891&iddiary=12240Nier: Automata (PS4) - Fri, 28 Sep 2018 00:26:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=6829Today I spent two hours playing this game. In this game, everything looks for the value and meaning of its existence. While collecting human data, artificial people are influenced by these data and gradually find the meaning of their existence. They were created to kill for their creator, and when these artificial humans evolved, they killed their master, and the creator died. In this way, their existence is meaningless, so individuals who are separated from the network of mechanical life began to interpret their presence in different ways. Besides, as for the question of whether to continue using emotional artificial people as tools, I think it can be explained by utilitarianism. Firstly, there should be several stakeholders: builders, merchant, human beings who use the artificial people to complete something they want. For the builder, if someone uses the artificial person that he or she built, they will have the positive outcome. For merchants, if there are people who are willing to buy the artificial people they sell, they will have the positive outcome. Moreover, for humans who use artificial people as tools, they also have a positive outcome because artificial people help them solve things they cannot do. Also, the number of humans using them as tools should be the largest. When we multiply all the outputs, the results should be positive. According to this result of using utilitarianism, the question which I made should be moral.Fri, 28 Sep 2018 00:26:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6829&iddiary=12186Nier: Automata (PS4) - Thu, 27 Sep 2018 00:50:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=6829Today I spent one hour playing this game. I was shocked by a game plot: The main character's teammate, also an artificial person, was virtually obliterated by the enemy attack. The main character is very excited when he sees such a situation, and is very anxious to give first aid to her teammates. So I think the protagonist has feelings. However, in the end, the two of them used self-implosion to complete the task. Because they are artificial, all the memories can be uploaded to the server and reimplanted into the same artificial person. This leads me to question: is it ethical to use emotional artificial people as tools? I don't think it's ethical. It's like asking a dog to die. When a creature has feelings, no matter what kind of existence it was before, what kind of task or mission it had. It should be a completely independent existence, just like human beings.Thu, 27 Sep 2018 00:50:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6829&iddiary=12128Nier: Automata (PS4) - Wed, 26 Sep 2018 00:33:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=6829Today I spent half an hour playing Nier: Automata. This is a kind of ACT game. Players need to manipulate an artificial character to complete the main task. What surprises me about this game is that all the characters are artificial people. Both the commanding officer in the base and his own teammates are artificial people. Most of the game scenes are in ruins. I guess that it may have been many years ago that these artificial people were created, but in the end, something happened that led to the end of humanity, leaving only ruins and artificial people. Besides, these artificial people give me an authentic feeling. When some of them die, I feel like real people die. This makes me wonder: is it moral to create a nearly perfect, sentient artificial person? At least from my point of view, it is likely that these artificial people led to the demise of humanity and the ruin of the world. So maybe it is unethical to create artificial people.Wed, 26 Sep 2018 00:33:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6829&iddiary=12092This is the Police (PC) - Thu, 30 Aug 2018 22:11:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=6741If you divide the people who play the game into two. One is a fully immersive player. When playing games, these people often can't distinguish between the characters being manipulated and themselves. They think that the characters they control are themselves, and they experience the same experience as him. The same feeling as him; and another person, it is clear that he is himself. The character in the game may be just the puppets under their line. Different from the previous storytelling mode of text games, this game is more like letting you write a story yourself. There are also many moral choices: players can choose to help their deputy to escape the mafia's claws. But they themselves have to be the mafia's eyeliner; or because they found that the mayor had raped their favorite female prosecutor, so they made various choices against the city government and ousted the mayor in the first half of retirement. The source of these stories is the player itself, and the player is the only one who decides it. However, the player will find that when they are immersed in the game, they are not just you who have just opened the game. The pressure and moral principles of the various parties force them to make choices that would otherwise make them unable to look directly. Finally, they became a puppet, perhaps a puppet of money, perhaps a gangster's puppet, or an emotional puppet. The moment when the game gives players the best experience is not the moment when they get out of the gangsters, not the moment when they successfully retire and care for themselves, but the moment they close the computer. When players think about themselves in the game, they will find that they can make that choice at that time. It was originally under such pressure from all sides that they were such a person, a person who was paralyzed on the edge of morality.Thu, 30 Aug 2018 22:11:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6741&iddiary=11996This is the Police (PC) - Wed, 29 Aug 2018 23:23:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=6741Today I spent half an hour on this game and I obtained some deeper thoughts. First of all, I finally figured out the purpose of the game: make half a million dollar before the police chief retired. It is very difficult to make under the normal circumstance as the regular salary is only 1200 dollar per week. So the players have to make some choice that is ethical: selling some stuff which officer found after police tasks by the gang or helping some people which are not from the government to obtain certain profits. I think it is hard to define how far it is from the limit of morality to be a corrupt police chief. Another situation is that the players have to strike a balance between the government and the gang. They must help both at the same time and not affect the interests of each. I think it is a bit like trying to find a balance between morality and depravity because the police have no choice, he is just a nobody.Wed, 29 Aug 2018 23:23:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6741&iddiary=11962This is the Police (PC) - Tue, 28 Aug 2018 22:33:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=6741This is the Police is a kind of Simulation Games and I have played for more than three hours. The reason why I choose this game is that I was attracted to the minimalist game cover. I was amazed after getting into the game. It is not just like traditional Simulation Games, it has rich game plot and purpose. Players have to be a retired police chief in the middle of the night to assign daily police tasks. However, it is not as simple as it looks. There are lots of ethical choices which player can choose. For instance, players can choose whether or not they have a connection to the local gang, or they can murder employees which they cannot fire through a trap quest. What makes me interesting is the idea of the police chief in the game plot, called "eight of ten". It means that the police chief consents officer's privacy twice when there are ten things in total. The police chief thinks his officers will be more supportive and the ratio will not exceed his moral limit. I think that is a quite realistic representation of ethical choice. People who properly ignore certain unethical actions will become more smooth and evasive in the society.Tue, 28 Aug 2018 22:33:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6741&iddiary=11926