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Elias_Lumarda's A Mortician's Tale (PC)
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[September 27, 2018 01:43:30 AM]
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Because I played through the entire game over the course of my first two entries, I was told to play through it again for my third entry. Playing through the game again made me think about the other characters in the game, both the ones we see in person and the ones we interact with through email. When looking at Amy and evaluating her moral interactions, you could tell that all of the actions that she made were made with her employees in mind. Although some of her actions may have had to lower the happiness the employees the manner in which she did it made the damage minimal. Meanwhile, the megaCorp that acquired the funeral home did worse actions without a second thought to their employees. Matt, the friendly hearse driver, overall his actions are trending in the increasing happiness, of himself, Charlie, and the families of the victims. Charlie herself is in a grey area because the player's actions are really having no impact on any other people, except for the families happy with her work. But her work has no direct effects because all she’s cutting up are cadavers. So ultimately her actions are net positive, even though the player's decisions have no true outcome.
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[September 25, 2018 09:46:04 PM]
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I just want to start this by saying I hate the industry that takes over the Rose and Daughter’s funeral home. They do a good job at making sure they embody everything bad about big industries. When thinking about the company and their practices I couldn’t help but think about the consequences and result of their policies. The thing that I remember the most from their various policies is that we are always supposed to upsell and push their packages even if it against their client's wishes. When calculating these interactions with a utilitarian perspective they do not hold up. Firstly, the people involved are the company, Charlie, and the family of the deceased (and I guess the deceased themselves in a way). The only benefiting party the company, who gets a bigger paycheck; the other parties are all losing net happiness. The families are spending more money and not respecting the requests of the deceased, also Charlie who has to change how she acts around her own workspace and with other customers. Compared to the business that Charlie made that is cheap and respects the wishes of all parties involved.
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[September 25, 2018 12:04:16 AM]
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A Morticians Tale feels like nothing I’ve ever played before. Mainly due to the very serious nature of the jobs and responsibilities of morticians. Nevertheless, I’ve still been enjoying the gameplay, the simple visual style, mellow music, and the basic mechanics make for an almost meditative experience. I also enjoyed how the game trivialized human relations from priorities in many games to emails or nameless attendees of funerals, both of which the player is not even allowed to provide input to. Its almost as if the game is forcing the player character into caring more about the deceased that living, going through all the steps of preparing cadavers, while interacting with her extremely close sister is just looking at an email. I’m interested to see where the game takes human interactions further and what other mechanics develop as the game progresses.
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Elias_Lumarda's A Mortician's Tale (PC)
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Current Status: Playing
GameLog started on: Monday 24 September, 2018
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