Warframe has had a recent update with the
addition of a new warframe known as Atlas along
with a new quest to acquire the parts for him and
newly added equipment. Not too long after, a
workshop integration with Steam titled ‘TennoGen’
will allow the rather large community of Warframe
to create content and possibly have it added to the
game as new content.
Atlas is a warframe that has control over the
earth and uses it for both offensive and defensive
purposes. Each of his powers allow him to go from
defence to offense; Landslide allows Atlas to rush
to enemies from a distance, hitting them with the
force of a literal landslide and the power of the
punch increases further and further with usage
over time. Tectonics allows him to create a wall
of rock to defend against gunfire and incoming
danger before being able to reform the wall into a
boulder of death, rolling towards the enemy and
exploding, dealing radial damage. Petrify allows
Atlas to slow down his enemies eventually turning
them into stone.
Whilst in this state, enemies are more susceptible
to damage and they are pretty much immobile
during this. Finally, Rumblers allows Atlas to
summon two golems made from the earth to fight
alongside him. These golems will be able to survive
most dangers but if they were to perish, in a last
ditch attempt, they will explode and deal damage
within a radius. Alternatively, they can be disabled
manually, still exploding during the processes,
damaging enemies they were near by.
The Jordas Precept quest concerns Ordis, the
players sentient companion, which finds a fellow
Cephalon (Ordis’s kind) which had its ship taken
over by an infestation. The quest follows several
missions eventually leading towards the Cephalon
in question. The missions will go from the ground
on foot in to the vacuum of space with the archwing.
New Archwing expansions such as the mobile
defence missions, defending against waves of
enemies in certain locations and archwing defence;
defend a single point of interest. Along with the
new additions of the archwing missions, a new
boss was added to fight in space. It is known as the
J-3 Golem, a hulking infestation that appears after
completing the Jordas Precept Quest. With a new
boss usually means new enemies have been added,
to which there has been; mainly Corpus based.
With new enemies means new ways to fight them
off: Tekko, iron fists and are Atlas’ signature weapons;
Convectrix, a weapon that shoots 2 converging
lasers towards a target; Sonicor, a weapon that
creates a wave of sonic energy and blasts away
enemies; Phaedra, an automatic rifle fitted on to
the archwing and finally Kaszas, a scythe enlarged
and made specifically for the archwing.
Along with the new weapons, don’t forget to jump
in to missions with new customisation items. Two
syandanas (Cape-like attachments) have been
added which are Igaro Syandana and Opulas Robe.
The Igaro Syandana is a pair of Ceresean butterfly
wings that represents agility and the Opulas Robe,
the cape that Corpus elites wear that displays privilege
amongst the Corpus. Ships have new customisation
options too: players must craft a Landing
Craft Segment (The blueprints are available in
the market) to gain access to the Mantis and Liset
landing crafts.
Unit 14 - Producing a Print Based Product
Thursday, 2 June 2016
LO3: Body copy of double page spreads (Metal Gear Solid V)
What took you so long?
That phrase will always remind me of Mr. Kojima
asking that very question when I saved him from
an enemy camp.
Metal Gear Solid V: The Phantom Pain, shortened
to MGSV: TPP or MGSV due to the rather long
name and possibly easily confused by people, is an
open-world tactical espionage that follows from a
line of tactical espionage games known as the Metal
Gear franchise.
My experience from the other Metal Gear Solid games is not quite what it felt like playing MGSV. The main reason for this was most likely the freedom of an open world on two rather large maps (There’s a reason for only having 2 maps). All Metal Gear Solid games featured instances in a single level which emulated the feeling of open world but the danger was mostly exclusive to that instance rather than elsewhere.
Due to the open world mechanic of MGSV, an example of how the rest of my gameplay was affected was how an enemy spotted me during my small incursion on an enemy camp. After dealing with the situation however, the other camps in the area was alerted to an enemy presence (which in this case is myself) they made their soldiers more alert and they were more defensive than those who were unaware.
On to the summarised story before the events of MGSV: MGSV is the continuation of the events that happened during Ground Zeroes (The prologue of MGSV: TPP), which happened after the Peace Walker Incident. After saving Chico and Paz, Mother Base is under attack from XOF, another private military company guised under as the inspection group checking on the apparent ‘threat’ of MSF, Big Boss’ own private military company. After being almost wiped out by the sneak attack, Big Boss and Miller and the rest of the MSF survivors attempt to escape the danger that befell them. However, nothing is at seems and Snake was setup and Paz was in fact operated on forcefully and had a bomb surgically placed in her. The medic was able to get the bomb out but Paz had woken up in a sudden daze to warn Snake of another bomb that was inside her.
However, before they could take action, Paz jumps out of the helicopter in an attempt to prevent the bomb from exploding inside the helicopter but was too late and the bomb exploded just outside of the helicopter heavily injuring everyone inside of the helicopter and eventually sent crashing from the force.
It has been 9 years since that event and Snake has woken up from his 9-year coma. Placed in a hospital bed in a location he has no knowledge about, Snake is recovering from wounds 9 years ago. After a few weeks of recovery and learning about his condition, he finds out that the same people who invaded his PMC are hunting him and are killing people in the hospital to get rid of the evidence and any form of witness as to why the XOF was there.
MGSV plays just like how Ground Zeroes did but on a larger scale and several features that a Metal Gear Solid game has such as the recurring and iconic cardboard box, now with a new feature which allows you to have a poster stuck on the cardboard box to emulate certain effects such as a saluting soldier which other soldiers will salute to for a certain amount of time, giving the player enough time to choose the method of elimination whether it be lethal or non-lethal.
“With enough upgrades to the cardboard box, they can even take enough bullet shots to be called a riot shield.”
I somehow found using the wormhole fulton upgrade fun somehow and used it as often as possible. It’s extremely useful though since it can be used within buildings and things with roofs.
D-Dog grows up and develops into some kind of dog-wolf hybrid. Not the only awesome thing about having D-Dog as a companion.
This brings me to another feature of MGSV that most likely comes from one of its predecessors (MGS: Peace Walker) where you are able to develop your items and equipment. This includes all forms of weaponry ranging from pistols, sub machine guns, rifles, sniper rifles, light machine guns, rocket launchers, grenade launchers and so on. The R&D development isn’t only exclusive to weaponry which means it also includes several items that can provide certain tactical advantages such as smoke grenades to cover your assault, stun grenades to stun several enemies within a vicinity, an invisibility device that renders the user completely invisible for a length of time, EMP mines that stops vehicles in its tracks ready for capture or you can opt in to using AT mines which will destroy tank treads or destroy vehicles completely. As it shows, equipment development plays quite a role in MGSV although in such a way that the game can be played with the minimum items or with every single item upgraded to its highest potential.
This can result in many different ways to approach every mission available in MGSV. MGSV may be the game that allows other people who have never played a MGS game before as it is far more lenient in the way missions and other such encounters can be handled. A person could go all in guns blazing, forsaking the stealth mechanic to take out all the people who are potential witnesses. As they say, dead men tell no tales. Whereas another person could play as the most invisible operative known to man, taking out objectives and finishing their mission as cleanly as possible, with no evidence of their existence ever emerging... or a person could play between the two extreme play styles and create their own ways of handling the situations they are given in which case, most people would tend to go for without actually realising it.
However, there is one feature that everyone will be constantly doing all the same: the Fulton Recovery System. During gameplay, players will constantly be using the Fulton Recovery System to ‘borrow’ resources, gun emplacements, vehicles and even people? Well, it’s not exactly stealing but more on taking people to persuade them into joining Snake’s own new PMC, Diamond Dogs. Each person persuaded will be placed in his or her appropriate speciality such as the Combat Unit, R&D Unit or the Medical Unit. The units will provide different functions; the combat unit periodically provides the PMC with GMP (ingame currency used to research and develop equipment), the medical unit increases the efficiency and how quickly an injured or sickly soldier recovers when in the sickbay or the Intel team provides information on the field, updating the players map to any immediate danger or any other information concerning other things in the proximity (Which will then give the player a sound prompt notifying them that the “Map has been updated”).
My only concerns from the game would have been the missing content or content that was late to be added and a story that was quite abrupt, even though it is a Metal Gear Solid game. There was also the issue of losing a certain character after progressing through the story enough. After all the development costs and wait time, only to have them taken away with no compensation. They have been fixing these slight concerns that has the MGSV community have been waiting to be readdressed. Hopefully the progress of content additions and bug fixing continues.
Overall though, the positives have heavily outweighed the negatives (Which is not exactly good in all cases but for this matter, it actually worked out because they’re working towards amendments in adding more content and fixing the very small and rare bugs. Let’s hope that’s the last teleportation across Afghanistan.)
My experience from the other Metal Gear Solid games is not quite what it felt like playing MGSV. The main reason for this was most likely the freedom of an open world on two rather large maps (There’s a reason for only having 2 maps). All Metal Gear Solid games featured instances in a single level which emulated the feeling of open world but the danger was mostly exclusive to that instance rather than elsewhere.
Due to the open world mechanic of MGSV, an example of how the rest of my gameplay was affected was how an enemy spotted me during my small incursion on an enemy camp. After dealing with the situation however, the other camps in the area was alerted to an enemy presence (which in this case is myself) they made their soldiers more alert and they were more defensive than those who were unaware.
On to the summarised story before the events of MGSV: MGSV is the continuation of the events that happened during Ground Zeroes (The prologue of MGSV: TPP), which happened after the Peace Walker Incident. After saving Chico and Paz, Mother Base is under attack from XOF, another private military company guised under as the inspection group checking on the apparent ‘threat’ of MSF, Big Boss’ own private military company. After being almost wiped out by the sneak attack, Big Boss and Miller and the rest of the MSF survivors attempt to escape the danger that befell them. However, nothing is at seems and Snake was setup and Paz was in fact operated on forcefully and had a bomb surgically placed in her. The medic was able to get the bomb out but Paz had woken up in a sudden daze to warn Snake of another bomb that was inside her.
However, before they could take action, Paz jumps out of the helicopter in an attempt to prevent the bomb from exploding inside the helicopter but was too late and the bomb exploded just outside of the helicopter heavily injuring everyone inside of the helicopter and eventually sent crashing from the force.
It has been 9 years since that event and Snake has woken up from his 9-year coma. Placed in a hospital bed in a location he has no knowledge about, Snake is recovering from wounds 9 years ago. After a few weeks of recovery and learning about his condition, he finds out that the same people who invaded his PMC are hunting him and are killing people in the hospital to get rid of the evidence and any form of witness as to why the XOF was there.
MGSV plays just like how Ground Zeroes did but on a larger scale and several features that a Metal Gear Solid game has such as the recurring and iconic cardboard box, now with a new feature which allows you to have a poster stuck on the cardboard box to emulate certain effects such as a saluting soldier which other soldiers will salute to for a certain amount of time, giving the player enough time to choose the method of elimination whether it be lethal or non-lethal.
“With enough upgrades to the cardboard box, they can even take enough bullet shots to be called a riot shield.”
I somehow found using the wormhole fulton upgrade fun somehow and used it as often as possible. It’s extremely useful though since it can be used within buildings and things with roofs.
D-Dog grows up and develops into some kind of dog-wolf hybrid. Not the only awesome thing about having D-Dog as a companion.
This brings me to another feature of MGSV that most likely comes from one of its predecessors (MGS: Peace Walker) where you are able to develop your items and equipment. This includes all forms of weaponry ranging from pistols, sub machine guns, rifles, sniper rifles, light machine guns, rocket launchers, grenade launchers and so on. The R&D development isn’t only exclusive to weaponry which means it also includes several items that can provide certain tactical advantages such as smoke grenades to cover your assault, stun grenades to stun several enemies within a vicinity, an invisibility device that renders the user completely invisible for a length of time, EMP mines that stops vehicles in its tracks ready for capture or you can opt in to using AT mines which will destroy tank treads or destroy vehicles completely. As it shows, equipment development plays quite a role in MGSV although in such a way that the game can be played with the minimum items or with every single item upgraded to its highest potential.
This can result in many different ways to approach every mission available in MGSV. MGSV may be the game that allows other people who have never played a MGS game before as it is far more lenient in the way missions and other such encounters can be handled. A person could go all in guns blazing, forsaking the stealth mechanic to take out all the people who are potential witnesses. As they say, dead men tell no tales. Whereas another person could play as the most invisible operative known to man, taking out objectives and finishing their mission as cleanly as possible, with no evidence of their existence ever emerging... or a person could play between the two extreme play styles and create their own ways of handling the situations they are given in which case, most people would tend to go for without actually realising it.
However, there is one feature that everyone will be constantly doing all the same: the Fulton Recovery System. During gameplay, players will constantly be using the Fulton Recovery System to ‘borrow’ resources, gun emplacements, vehicles and even people? Well, it’s not exactly stealing but more on taking people to persuade them into joining Snake’s own new PMC, Diamond Dogs. Each person persuaded will be placed in his or her appropriate speciality such as the Combat Unit, R&D Unit or the Medical Unit. The units will provide different functions; the combat unit periodically provides the PMC with GMP (ingame currency used to research and develop equipment), the medical unit increases the efficiency and how quickly an injured or sickly soldier recovers when in the sickbay or the Intel team provides information on the field, updating the players map to any immediate danger or any other information concerning other things in the proximity (Which will then give the player a sound prompt notifying them that the “Map has been updated”).
My only concerns from the game would have been the missing content or content that was late to be added and a story that was quite abrupt, even though it is a Metal Gear Solid game. There was also the issue of losing a certain character after progressing through the story enough. After all the development costs and wait time, only to have them taken away with no compensation. They have been fixing these slight concerns that has the MGSV community have been waiting to be readdressed. Hopefully the progress of content additions and bug fixing continues.
Overall though, the positives have heavily outweighed the negatives (Which is not exactly good in all cases but for this matter, it actually worked out because they’re working towards amendments in adding more content and fixing the very small and rare bugs. Let’s hope that’s the last teleportation across Afghanistan.)
Sunday, 17 January 2016
Monday, 19 October 2015
Magazine Article - Metal Gear Solid V Review
Review Article – Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V: The Phantom Pain, shortened to MGSV: TPP
or MGSV due to the rather long name and possibly easily confused by people, is
an open-world tactical espionage that follows from a line of tactical espionage
games known as the Metal Gear franchise made by Hideo Kojima.
My experience from the other Metal Gear Solid games is not
quite what it felt like playing MGSV. The main reason for this was most likely
the freedom of an open world on two rather large maps (There’s a reason for
only having 2 maps). All Metal Gear Solid games featured instances in a single
level which emulated the feeling of open world but the danger was mostly
exclusive to that instance rather than elsewhere.
Due to the open world mechanic of MGSV, an example of how
the rest of my gameplay was affected was how an enemy spotted me during my
small incursion on an enemy camp. After dealing with the situation however, the
other camps in the area was alerted to an enemy presence (which in this is myself)
they made their soldiers more alert and they were more defensive than those who
were unaware.
On to the summarised story before the events of MGSV: MGSV
is the continuation of the events that happened during Ground Zeroes (The
prologue of MGSV: TPP), which happened after the Peace Walker Incident. After
saving Chico and Paz, Mother Base is under attack from XOF, another private
military company guised under as the inspection group checking on the apparent
‘threat’ of MSF, Big Boss’ own private military company. After being almost
wiped out by the sneak attack, Big Boss and Miller and the rest of the MSF
survivors attempt to escape the danger that befell them. However, nothing is at
seems and Snake was setup and Paz was in fact operated on forcefully and had a
bomb surgically placed in her. The medic was able to get the bomb out but Paz
had woken up in a sudden daze to warn Snake of another bomb that was inside
her. However, before they could take action, Paz jumps out of the helicopter in
an attempt to prevent the bomb from exploding inside the helicopter but was too
late and the bomb exploded just outside of the helicopter heavily injuring
everyone inside of the helicopter and eventually sent crashing from the force.
It has been 9 years since that event and Snake has woken up
from his 9-year coma. Placed in a hospital bed in a location he has no
knowledge about, Snake is recovering from wounds 9 years ago. After a few weeks
of recovery and learning about his condition, he finds out that the same people
who invaded his PMC are hunting him and are killing people in the hospital to
get rid of the evidence and any form of witness as to why the XOF was there.
Gameplay:
MGSV plays just like how Ground Zeroes did but on a larger
scale and several features that a Metal Gear Solid game has such as the
recurring and iconic cardboard box, now with a new feature which allows you to
have a poster stuck on the cardboard box to emulate certain effects such as a
saluting soldier which other soldiers will salute to for a certain amount of
time, giving the player enough time to choose the method of elimination whether
it be lethal or non-lethal. With enough upgrades to the cardboard boxes, they
can even take enough bullet shots to be called a riot shield.
This brings me to another feature of MGSV that most likely
comes from one of its predecessors (MGS: Peace Walker) where you are able to
develop your items and equipment. This includes all forms of weaponry ranging
from pistols, sub machine guns, rifles, sniper rifles, light machine guns,
rocket launchers, grenade launchers and so on. The R&D development isn’t
only exclusive to weaponry which means it also includes several items that can
provide certain tactical advantages such as smoke grenades to cover your assault,
stun grenades to stun several enemies within a vicinity, an invisibility device
that renders the user completely invisible for a length of time, EMP mines that
stops vehicles in its tracks ready for capture or you can opt in to using AT
mines which will destroy tank treads or destroy vehicles completely.
As it shows, equipment development plays quite a role in
MGSV although in such a way that the game can be played with the minimum items
or with every single item upgraded to its highest potential. This can result in
many different ways to approach every mission available in MGSV. MGSV may be
the game that allows other people who have never played a MGS game before as it
is far more lenient in the way missions and other such encounters can be
handled. A person could go all in guns blazing, forsaking the stealth mechanic
to take out all the people who are potential witnesses. As they say, dead men
tell no tales. Whereas another person could play as the most invisible
operative known to man, taking out objectives and finishing their mission as
cleanly as possible, with no evidence of their existence ever emerging... or a
person could play between the two extreme play styles and create their own ways
of handling the situations they are given in which case, most people would tend
to go for more naturally.
However, there is one feature that everyone will be
constantly using all the same: the Fulton Recovery System. During gameplay,
players will constantly be using the Fulton Recovery System to steal resources,
gun emplacements, vehicles and even people. Well, it’s not exactly stealing but
more on taking people to persuade them into joining Snake’s new PMC,
Diamond Dogs. Each person persuaded will be placed in his or her appropriate
speciality such as the Combat Unit, R&D Unit or the Medical Unit. The units
will provide different functions; the combat unit periodically provides the PMC
with GMP (in-game currency used to research and develop equipment), the medical
unit increases the efficiency and how quickly an injured or sickly soldier
recovers when in the sickbay or the Intel team provides information on the
field, updating the players map to any immediate danger or any other
information concerning other things in the proximity (Which will then give the
player a sound prompt notifying them that the “Map has been updated”). You will often get volunteers that will add to already growing list of 'employees'.
With an ever growing PMC means having a bigger base would help quite a lot; then a bigger base the players will have. The base will be introduced to the player as a growing feature, very much like how a player is gaining experience from doing their missions. Over the course of the game, the base will grow and expand under the commands of Snake. Each time a plant is built, you gain space for more of your persuaded comrades to work in, further increasing the level at which the players units are made up of. The more people in a unit, the better the level of work they can do.
With an ever growing PMC means having a bigger base would help quite a lot; then a bigger base the players will have. The base will be introduced to the player as a growing feature, very much like how a player is gaining experience from doing their missions. Over the course of the game, the base will grow and expand under the commands of Snake. Each time a plant is built, you gain space for more of your persuaded comrades to work in, further increasing the level at which the players units are made up of. The more people in a unit, the better the level of work they can do.
Ultimately, the game gives the player freedom of choice in what they do, how to deal with the situation that they are given and see how the world evolves around the way Snake adapts to his surroundings. The game would be almost perfect or in some way, one of the greatest games to be made if it wasn't for the missing content that prevented the players from learning the rest of the story that happens after the technical ending of MGSV. Having only 2 rather large maps is pretty expansive on their own but after a while, players will notice that they have eventually gone through the same area more than enough times to go through it blindfolded. Some could say it could be marked off as experience but some could say that it's slight overlook on the apparent repetitiveness of the map. Personally, I would have enjoyed maybe another map or two, even if smaller in scale just to change the pace slightly but it did not deter me from enjoying the game as much as possible.
However, as far as negative points go, from my experience there hasn't been much more, maybe a slightly higher difficulty curve later in to game may have changed the rather easy difficulty curve of the game but I thouroughly enjoyed playing through it and especially after piecing together the story and the reason for the ending made it the perfect good bye from Hideo Kojima.
However, as far as negative points go, from my experience there hasn't been much more, maybe a slightly higher difficulty curve later in to game may have changed the rather easy difficulty curve of the game but I thouroughly enjoyed playing through it and especially after piecing together the story and the reason for the ending made it the perfect good bye from Hideo Kojima.
Monday, 12 October 2015
LO3 - Peer Assessment
Current work reviewed:
Cover page of the magazine (Still a work in progress)
Feedback:
Grade: Merit
Reason:
1. The cover is appropriate for the type of magazine that I will be creating. It currently isn't finished which means a full judgement can't be made at the time if it's a distinction.
2. It has a stylised form that a magazine cover usually has which allows it to catch potential readers.
3. The page has a relevant image but it only has that one photo. There currently isn't any other elements that could distinguish it as a Distinction grade.
Self Reflection:
I haven't worked on it as much as I should've which lead to it being half finished. I have a few stylised fonts and several parts that have the beginnings of a cover page. It just requires a few more things such as the maincover photo, small text areas which introduces particular articles contained in the magazine.
Cover page of the magazine (Still a work in progress)
Feedback:
Grade: Merit
Reason:
1. The cover is appropriate for the type of magazine that I will be creating. It currently isn't finished which means a full judgement can't be made at the time if it's a distinction.
2. It has a stylised form that a magazine cover usually has which allows it to catch potential readers.
3. The page has a relevant image but it only has that one photo. There currently isn't any other elements that could distinguish it as a Distinction grade.
Self Reflection:
I haven't worked on it as much as I should've which lead to it being half finished. I have a few stylised fonts and several parts that have the beginnings of a cover page. It just requires a few more things such as the maincover photo, small text areas which introduces particular articles contained in the magazine.
Monday, 28 September 2015
LO3 - Assets List
Page by page list all the assets you will need to fill that page as per your plan.
Page 1:
The first page will be the cover page and will be the first thing that people will be seeing. This means that this page is the most important part since it has to grab a potential readers attention.
- Photo to cover the entire cover page - This photo will most likely be edited heavily upon since it it will feature text regarding the contents inside.
- Header/Title - Large title located somewhere in cover page
- 'Puffs' - Small text pertaining information about the magazine and the content inside. Will be quite short as to catch people's attention instead of having to read a wall of text. The small size will have an increased potential to attracting a reader.
- Quotes - Possible quotes from known sources to back up some of the content I will be talking about.
Page 2:
The second page will be the editorial and will contain a photo of myself(?) and my signature(?). As far as content goes, there won't be anything else on this page.
Page 3:
This will be the contents page. This will contain an organised set of text locating the articles of the magazine. It will have a simplified layout to help create clarity between the location of the articles.
- Text pertaining the pages of the magazine.
- Small summary of the pages.
Page 4:
The fourth page will contain the fist main content on the magazine. This will feature images, information and small quotes linked to the content of the article.
- Photo/Background - For the article - This photo will have to be linked to the article subject.
- Article title - The title of the subject that is written about.
- Article text - The main part of the article which is the writing itself.
Page 5:
Page 5 will be a continuation of the article from the fourth page.
Page 6:
The sixth and seventh pages will be double page spread of photos, which will feature photos of games, midnight release, people picking up their games etc.
Page 7:
Continuation of the 6th page.
Page 8:
Back page containing an element different to the rest of the articles featured in the magazine.
Monday, 14 September 2015
LO2 - Legal and Ethical Issues
LO2 - Legal and Ethical Issues
3 ways in which my planned print-based media product could break the law:
- Defaming
- Fabricating (factual) information
- Stealing third party material
Obscene Publications Act of 1959 and 1964
Publishing any form of content that may 'deprave and corrupt' the reader is an obscene form of publication.
- I will try not to promote any form of behaviour and abuse of certain actions such as following examples of video games (GTA or Manhunt).
- I will not publish any form of content from video games that contain any obscene content.
The Defamation Act 2013
Any content that can damage the reputation of an individual/company which is not factual and is purely a negative form of writing.
- I will avoid talking purely negative about a subject but to try and stay neutral.
- Try to use facts instead of opinions when directly talking about a subject.
Copyright Law
The law that covers all forms of publications of content without explicit permission of the author/copyright holder.
- Universal truths are allowed as they are exempt of copyright.
- Public interests can avoid the copyright law as it can be argued that it was done for the greater good of the poeple.
- All content that will be produced will be completely original.
Negligent Publication
Publishing that will incite or replicate a certain action that will cause the reader any form of harm or causes something is a 'negligent publication'.
- I will avoid inciting any form behaviour from video games.
Ethical Issues
Similar to laws but not affected by them; ethical issues follows sociatal acceptance and the general public's moral compass. Ethical issues can vary between certain parts of society and not all people agree to the same ethical level as everyone else.
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