Inkeyes's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=868Super Columbine Massacre RPG (PC) - Tue, 04 Nov 2008 09:24:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=3436As I was playing through hell, the violence seemed to change. Even though the game play had not changed at all, the violence in the game shifted tone. Just because Eric and Dylan were shooting at demons instead of school children, the overall tone of the game was completely different. When I were killing the children and teachers in the school, I did it because you had to, but it left a weird feeling in me, when I was going through hell, I didn't care what I was shooting at, they were not human. The game was also a lot harder to play. From what I read online, unless you kill everyone in the school, which I did not, you will have a very hard time in hell. This subliminally tells you that more violence makes things easier later on. Not necessarily after you die, because people disagree on what happens then. It seems that I did not kill enough people this time through the game to be strong enough to make it through hell.Tue, 04 Nov 2008 09:24:09 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3436&iddiary=6448Super Columbine Massacre RPG (PC) - Sun, 02 Nov 2008 12:09:40https://www.gamelog.cl/logs/LogPage.php?Log_Id=3436Because I did not save before entering hell last time. I had to pretty much start over. After reading some forums, I figured out, if you want to stand a chance in hell, you must kill everyone in the school. Not kill exactly, but "collapse" them. That was an interesting thing, when you defeat people in battle, it does not say that they die, but rather it says they collapse. Another very powerful part of the game is when Eric and Dylan kill each other, the pictures of their dead bodies shows the consequences of their actions. Up to that point, the game was depicting all this violence with out any consequences, but in the end they die, and more over, they go to hell. I cant get much further, because I keep dying when I get there. What gives this game a message is the cut scenes showing that Eric and Dylan were normal people, but they were put under extreme situations and they took extreme action.Sun, 02 Nov 2008 12:09:40 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3436&iddiary=6426Super Columbine Massacre RPG (PC) - Sat, 01 Nov 2008 15:53:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=3436This was my first encounter with the game Super Columbine Massacre RPG! The first thing I noticed was that the words were really hard to understand, because the font was not sized correctly. After figuring out what they were saying, it became quickly apparent that these kids were serious about what they were doing. The tone they used made it feel very believable, and kept the story interesting. If they just said, lets go shoot some people, it would not sound as realistic. Instead they went deep into what they were going to do and gave reasons as to why. We don't exactly know all the details behind their actions, but the creators of this game did a great job taking what was know and building that up to create two sold characters. At the same time, I felt sorry for Eric and Dylan for what they went through, and that their only solution was to shoot up their school. I found the video clip they left, where they said "No one has a fucking clue. Don't arrest any of our friends, they didn't fucking know anything." It was very powerful and a little disturbing. I think all the cut scenes were more powerful than the game play.Sat, 01 Nov 2008 15:53:22 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3436&iddiary=6423Grand Theft Auto: San Andreas (PC) - Sat, 04 Oct 2008 12:32:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=3375Today I played some missions with Ryder. The first three of which involved stealing weapons. The first mission was to steal from this old man during the night. The second mission was to get to a train and steal weapons from the train, but you had to fight other gangs for it. The third was to steal from the army. When looking at these missions in a Utilitarianism view everything is ok, one or few people has some unhappiness, but many people, my gang, have a lot of happiness from the acquisition of these weapons. But from a Kant view, this would not be acceptable. The rule would be it is ok to steal if you want something. This rule would not work universally because then everyone would steal, so stealing would be pointless because whatever you just stole, would most likely be stolen. This Kantianism view would be the same for all missions. When looked at from an ethics of virtue, we get mixed results. Some aspects of these missions are virtuous and some are not. It takes bravery, intelligence, and cooperativeness to complete these missions, but there are some vises also like thievery or murder. Since there is no way to weigh the pros and the cons there is no real way to figure if these missions are morally correct based on virtue.Sat, 04 Oct 2008 12:32:42 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3375&iddiary=6297Grand Theft Auto: San Andreas (PC) - Fri, 03 Oct 2008 22:30:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=3375Durring my second Session playing GTA-SA, I focused on applying different moral theories to the missions I played. The first mission was "Drive By" where I had to drive my gang past some "Balla's" and gun them down. At first, this seems morally wrong. Under Kantianism, that would be true, you would not want a universal rule saying its ok to gun down people if they are in a different gang. The Utilitarian approach would also back this up, because you gun down 16 people who would get alot of unhappiness from dying, and only the 4 of us get happiness for killing them, the unhappiness out weights the happiness. This situation almost resembles the Prisoners Delema, we can choose to kill them or not, and they have the same choice. If we choose to not kill them and they choose the same, we all live, but if we choose to not kill and they choose to kill we end up dead. If we decide to kill and they decide kill, we have an advantage of surprise, and if they choose to not kill, we live and they die. This is a lot like Hobbes "state of nature". So since there is no "contract" between the two gangs, the right thing to do is look out for ourselves, and choose to kill them. The other mission I did was Sweets Girl. The objective was to rescue Sweet and his girl from some thugs. Analyzing under Kantianism seems to deem this ok, it would be a good universal rule to come to the aid of friends. Looking deeper it falls apart with the rule, it is ok to kill to save our friends. This rule could not be adopted universally because it is self defeating, If we kill someone to save our friend, that persons friends would try to kill us to save him, so we all end up killing each other. Utilitarianism could consider this mission morally correct depending on the sides. If I need to kill one or two people with no family to save 2 of my friends which have families, my side would have more happiness for the saving of them then the two dead people would unhappiness. But this could be reversed, If there are 6 people who will die, like in the mission and only 2 people would get happiness from my completing the mission, then there is more unhappiness created by killing then happiness. then there is the argument that dead people would not have any unhappiness, and the consequences saving my friends would not have any unhappiness.Fri, 03 Oct 2008 22:30:01 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3375&iddiary=6295Grand Theft Auto: San Andreas (PC) - Wed, 01 Oct 2008 20:57:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=3375Upon Starting up GTA San Andreas and watching the intro for the first time, I knew there would be a lot of stereo typing going on. The first thing that happens is some crooked cops pull you over, hand cuff you and take you money. Then you go back to the crib and hang with your hommies. So far the game is filled with racial profiling and slurs. Also it seems at least for now, as long as there are no cops around, you can get away with anything. For example, you can go up to a random person, and shoot him/her and take their money and nothing will come of it. On a more analytical level, it seems like a reversed cultural relativism rules this game. Your gang is always right, and everyone else is wrong. You are judging others ideals and because they are not your own, they are wrong and you either need to kill them or vandalize their property. That is what i have gotten from my firs encounter with GTA-SA.Wed, 01 Oct 2008 20:57:36 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3375&iddiary=6280