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    We are all Trevor

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    • cobitoC Desconectado
      cobito Administrador
      Última edición por

      I wanted to share a C&P of this thread. It's about a GTA 5 player's experience (I must admit I haven't played it yet) and I found it a fascinating story. From what I could understand from the comments on that same thread, in the game there are several main characters: Trevor (a sadistic killer), Franklin (if you don't bother me, nothing happens to you, but if you do something to me, you're screwed) and Michael (a more sentimental character).

      Here it goes:

      If you haven't played GTA 5 online yet, that's fine, this will probably make sense to you.

      GTA 5 online is incredible despite having a disastrous interface. The most interesting part is the "freeroam" mode. It's full of non-violent ways to interact with other GTA 5 online players, but generally the only thing people do is kill everyone they see. You get a small amount of money for killing other players, but not enough to explain that rampant violence. People do that because they are generally animals. Mostly sick. Mainly Trevor.

      So last night I was playing online and I found a place where I could get a helicopter easily. I wanted to see if anyone would want to ride in the helicopter with me so I took it and landed in front of another player. As expected, he shot me, killed me and took my helicopter. However, it wasn't a problem because I could get another helicopter easily, so I did it a few more times with the same result: I took the helicopter, landed, they shot me, stole me and repeated. After 6 or 7 attempts, someone finally decided not to shoot me and rob me. Instead, timidly and cautiously he approached the helicopter and got in with me. At that moment I took off.

      I like to think of myself as someone like Michael. A more sentimental person. So I took my new friend/guest/hostage for a ride around the map to cool places I had found. I showed him how to rob a liquor store very easily and escape the police in my helicopter. I took him to the top of a mountain, to some places under construction, to the wind farm, to the amusement park, we went to all those places and he seemed to be truly enjoying the experiences. At each stop, he got out and politely looked around, as a thank you, and then got back in the helicopter with me. We didn't exchange words as neither of us had a microphone but it wasn't necessary to say anything.

      After about 15 minutes, I took him to the top of the tallest building in the game. He stood on the edge and looked out over the city. The sun was setting; it was beautiful. He was enjoying the view. Everything was serene. Before I realized it, I had my gun in my hand pointing it at the back of his neck. I wondered "am I really any different from all the other animals playing here?" And when his lifeless body fell from the roof, I laughed at myself and thought "no, I'm not different".

      I wonder what the other player must have thought when he saw his character betrayed on top of that building. I like to think it was an experience where we both learned. I realized that we are all really Trevors.

      Toda la actualidad en la portada de Hardlimit
      Mis cacharros

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      • whoololonW Desconectado
        whoololon Veteranos HL
        Última edición por

        I don't know, the fact that while playing a game in "everyone against everyone" mode (or "deathmatch" for the English-speaking), the game gives you a reprieve to have one of those epiphanies can only be attributed to two causes: either it became repetitive and boring or the author took something outdated.

        In any case, that of using a game session to pose a reflection…:hangover:

        I was recommending a couple of Japanese games, those naughty ones, of the latest generation, to see what he came out "clear" with.

        Edit: Are you proposing an event of compositions about a game session that could be labeled as epic? ?

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        • Bm4nB Desconectado
          Bm4n
          Última edición por

          So that they can later say that video games have no effect, what a load of rubbish for reflection. What is scary is to think that it leaves in the subconscious of thousands of teenagers the hours and hours spent in front of this kind of rubbish…

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          • cobitoC Desconectado
            cobito Administrador @whoololon
            Última edición por

            The text reminded me of my younger days when I spent hours in front of the screen playing Counter Strike. There were some games in which, for no apparent reason, I would collaborate with a completely unknown player to do unusual things like climb onto rooftops or carry out simple strategies. Without saying anything. And many of the acts that one or the other of us did in the form of a "protocol" were identical to those mentioned by the author.

            In this case, the narrative goes a step further and here one could almost conduct a sociological study on why certain behaviors occur: both on the part of the guest accepting to go for a walk to see what happens and carrying out that protocol act when he could have done what everyone else was doing (boredom? maybe) and on the part of the author when he decides to end the game after having been crying non-stop because people behaved in the same way.

            @whoololon:

            In any case, using a game session to pose a reflection…:hangover:

            I am struck by the fact that these behaviors are difficult to observe and carry out in real life and a game can be used as a simulator to experience them. In general, I like simulators because I can experience what would happen in real life without having to spend millions, destroy anything or hurt or kill anyone: Flight Simulator, RFactor, ROR… In all cases, they are "technical" tests. But when the human factor is introduced into the simulation, I think things can get really interesting.

            @whoololon:

            Edit: Are you proposing an event of compositions about some game that could be labeled as epic? ?

            It was not my intention but if there is an interesting story behind it, why not?

            @Bm4n:

            For them to say that video games have no effect, what a load of rubbish for reflection. What is scary is to think that it leaves in the subconscious of thousands of teenagers the hours and hours spent in front of this type of rubbish…

            Do you mean rubbish in the sense of the online mode specifically, GTA5 or violent games in general?

            Toda la actualidad en la portada de Hardlimit
            Mis cacharros

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            • Bm4nB Desconectado
              Bm4n @cobito
              Última edición por

              @cobito:

              The text reminded me of my younger days when I spent hours in front of the screen playing Counter Strike. There were some games in which, for no apparent reason, I would collaborate with a completely unknown player to do unusual things like climb onto rooftops or carry out simple strategies. Without saying anything to each other.

              I agree with that, but it's getting harder to find polite players who want to have fun exploring the game, in shooters and more in games like GTA and others where online play is just about shooting each other without a second thought. That doesn't happen unless you play with friends.

              In CS, even when playing with strangers, there was a group strategy and you looked for the best positions. I feel the same way about Left 4 Dead; with the first one, I played in a group to survive and took risks to revive my partner and make it to the end with everyone. Now, when I enter, I usually find people who go it alone and don't interact or follow orders.

              Of all of them, I still think it's silly the experience of that player. If a game is bad, don't expect to have a great online experience because people will just pass the time killing characters without a second thought... On the other hand, there are games like Minecraft, or RPGs and strategy games that appeal to a slightly more intelligent side, where you could get something more out of it.

              That would be another good question: games that set up an online without any kind of argument or relation to the game's SP plot.

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              • whoololonW Desconectado
                whoololon Veteranos HL @Bm4n
                Última edición por

                It's that, in those all-against-all matches (a mode I hate because it bores me exceedingly), the intelligent thing is to ally with at least one other player. You'll be ahead in no time.
                Which reduces the issue to finding those "who know how to play", the so-called "pros". And they're not the ones who kill because they have lower latency, but the ones who know how to use tactics and strategy. You see them when you play and end up getting close to them, doing well, and that tacit pact mentioned in that story is established.
                In my case, going as an engineer (my favorite) in Team Fortress using the gunner as a shield.

                But it's true that the "lore play" thing is nice, but it ends up being ruined by the rest of the geeks who only go to max out their stats, the ones who camp like snipers, the ones who go to take away your kills, the ones who wait for a vehicle to appear and if you get ahead of them they leave you in pieces... the ones who play only to come in first, and they don't care about the rest of their team, ultimately. ?

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                • T Desconectado
                  tongya
                  Última edición por

                  ¡Esta publicación está eliminada!
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                  • whoololonW Desconectado
                    whoololon Veteranos HL @tongya
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