Sunday 7 August, 2011
I am continuing to play Super Columbine Massacre RPG. My characters have begun carrying out their plan to set off bombs inside the school. The objective is to plant two bombs inside the cafeteria, one under each of two tables near the vending machines. You must sneak around the school's hallways while avoiding cameras and other students. When you are caught or make a mistake, however, there is no real penalty; you are simply forced back outside and given the opportunity to try again. Even if you manage to trip the fire alarm, you simply teleport back to the school's entrance. It is seemingly impossible for the characters to be forced to deal with the consequences of their actions, as the entire mission is simply treated like the game it is. Video games are not usually expected to be completely realistic, because they are just simulations. More recent games, however, present the player with choices that have a clear impact on the story's outcome. If the game's world had a version of a social contract, the characters would be punished for breaking society's agreed-upon rules, as people in real life are.
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