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	<title>Comments on: Game Security &#8211; Part II: Policing</title>
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	<link>http://resolution-magazine.co.uk/content/game-security-part-ii-policing/</link>
	<description>Resolution Magazine: Diverse commentary on video games. Previews, reviews, articles and more.</description>
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		<title>By: Game Security Part III Is Live &#171; Wordcore</title>
		<link>http://resolution-magazine.co.uk/content/game-security-part-ii-policing/#comment-25802</link>
		<dc:creator>Game Security Part III Is Live &#171; Wordcore</dc:creator>
		<pubDate>Mon, 04 Jan 2010 22:07:49 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=1826#comment-25802</guid>
		<description>[...] of day themselves. In the meantime here are those links again for Game Security&#8217;s Part I, Part II and Part [...]</description>
		<content:encoded><![CDATA[<p>[...] of day themselves. In the meantime here are those links again for Game Security&#8217;s Part I, Part II and Part [...]</p>
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		<title>By: Game Security - Part III: Militarism &#124; Resolution Magazine &#124; Diverse Commentary on Videogames</title>
		<link>http://resolution-magazine.co.uk/content/game-security-part-ii-policing/#comment-19416</link>
		<dc:creator>Game Security - Part III: Militarism &#124; Resolution Magazine &#124; Diverse Commentary on Videogames</dc:creator>
		<pubDate>Wed, 19 Aug 2009 09:38:01 +0000</pubDate>
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		<description>[...] Part 1 &#124; Part 2 [...]</description>
		<content:encoded><![CDATA[<p>[...] Part 1 | Part 2 [...]</p>
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		<title>By: Rock, Paper, Shotgun: photoshopped his head onto a dustbin &#187; The Sunday Papers</title>
		<link>http://resolution-magazine.co.uk/content/game-security-part-ii-policing/#comment-10469</link>
		<dc:creator>Rock, Paper, Shotgun: photoshopped his head onto a dustbin &#187; The Sunday Papers</dc:creator>
		<pubDate>Sun, 12 Jul 2009 12:13:26 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=1826#comment-10469</guid>
		<description>[...] The second part of Resolution Magazine&#8217;s look at how Real World Security Issues in games. [...]</description>
		<content:encoded><![CDATA[<p>[...] The second part of Resolution Magazine&#8217;s look at how Real World Security Issues in games. [...]</p>
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		<title>By: Christos Reid</title>
		<link>http://resolution-magazine.co.uk/content/game-security-part-ii-policing/#comment-9853</link>
		<dc:creator>Christos Reid</dc:creator>
		<pubDate>Wed, 08 Jul 2009 15:23:58 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=1826#comment-9853</guid>
		<description>Brilliant article, I was looking forward to this so much that, come the power cut earlier today, I sat and read the entire thing on a BlackBerry.

I&#039;m curious as to your thoughts on Crackdown, too - perhaps an over-glamorization of a role in governmental society that is tantamount to complete fiction? Not of the weapons or super-cars, but of the actual role the police play?

I find police are always either obstacles to liberal, experimental gameplay (i.e. GTA IV) or Bruce Willis idealistic stereotypes, more at home in Time Crisis than downtown Los Angeles. I look forward to exploring the role of the police in All Points Bulletin, and I&#039;m hoping it&#039;ll be a more &quot;go your own way&quot; experience than the somewhat disappointly Crazy Taxi-esque vigilante experience offered by Rockstar&#039;s GTA III.

I&#039;ve never played SWAT, but I plan to after hearing your description. The idea that a player could be punished or penalized for the unjust use of force is nothing short of a fascinating concept, and one I think developers should be more willing to explore if they are to break out of the mould set for them by people like Thompson and the Daily Mail.

I love your highlighted portion of GTA IV - the cops chasing random criminals down the street -  well, if they even ARE criminals in the first place, as you quite rightly asked. I used to follow them on foot for blocks at a time, just to see where they&#039;d go, eventually intervening and allowing the cop to make his arrest. Oddly, when you take the cop out, the AI of the citizen entity being chased simply defaults back to &quot;pedestrian&quot; - there&#039;s no thankful attitude or sprinting, just an AI &quot;shrug&quot; equivalent and a return to normality, which I found disappointing after the alternative been given some form of closure, even if the handcuffed criminal never actually moved for hours after being apprehended.

Again, great article, and I&#039;d love to see your take on the reality and game takes on the role of a special agent at some point.</description>
		<content:encoded><![CDATA[<p>Brilliant article, I was looking forward to this so much that, come the power cut earlier today, I sat and read the entire thing on a BlackBerry.</p>
<p>I&#8217;m curious as to your thoughts on Crackdown, too &#8211; perhaps an over-glamorization of a role in governmental society that is tantamount to complete fiction? Not of the weapons or super-cars, but of the actual role the police play?</p>
<p>I find police are always either obstacles to liberal, experimental gameplay (i.e. GTA IV) or Bruce Willis idealistic stereotypes, more at home in Time Crisis than downtown Los Angeles. I look forward to exploring the role of the police in All Points Bulletin, and I&#8217;m hoping it&#8217;ll be a more &#8220;go your own way&#8221; experience than the somewhat disappointly Crazy Taxi-esque vigilante experience offered by Rockstar&#8217;s GTA III.</p>
<p>I&#8217;ve never played SWAT, but I plan to after hearing your description. The idea that a player could be punished or penalized for the unjust use of force is nothing short of a fascinating concept, and one I think developers should be more willing to explore if they are to break out of the mould set for them by people like Thompson and the Daily Mail.</p>
<p>I love your highlighted portion of GTA IV &#8211; the cops chasing random criminals down the street &#8211;  well, if they even ARE criminals in the first place, as you quite rightly asked. I used to follow them on foot for blocks at a time, just to see where they&#8217;d go, eventually intervening and allowing the cop to make his arrest. Oddly, when you take the cop out, the AI of the citizen entity being chased simply defaults back to &#8220;pedestrian&#8221; &#8211; there&#8217;s no thankful attitude or sprinting, just an AI &#8220;shrug&#8221; equivalent and a return to normality, which I found disappointing after the alternative been given some form of closure, even if the handcuffed criminal never actually moved for hours after being apprehended.</p>
<p>Again, great article, and I&#8217;d love to see your take on the reality and game takes on the role of a special agent at some point.</p>
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