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Every Day the Same Dream

Every Day the Same Dream (stylised in sentence case) is a short, 2D art game by Paolo Pedercini. The player is put in the role of a man whose monotonous life is about to change. Developed for the Experimental Gameplay Project at Carnegie Mellon University in 2009, the game has been described as "a beautiful game with a very bleak outlook."[1] Pedercini says it is "a short existential game about alienation and refusal of labor."[1] It has been compared to Passage by Jason Rohrer and Don't Look Back by Terry Cavanagh in that it is "an interesting, potentially fascinating experience."[2] The game is offered as freeware under the Creative Commons license CC BY-NC-SA 2.5.[3]

Every Day the Same Dream
Developer(s)Molleindustria
Designer(s)Paolo Pedercini
Platform(s)Flash
Release2009
Genre(s)Art game
Mode(s)Single-player

Plot edit

While the game lacks a traditional storyline, the course of events has the player control a white collar worker and guide this avatar through the daily grind. If the avatar gets dressed, drives to work, and sits at his cubicle, the dream will restart from the initial bedroom scene. An old woman in the elevator offers the cryptic message: "5 more steps and you will be a new person." Once the player deviates from the predetermined path and initiates five specific interactions, the dream restarts in a new state with the player's avatar as the only person in the game world. When the player next returns to the office and passes the empty cubicles, the avatar stops to watch an identical character leap from the rooftop, and the game ends.[4][5]

Gameplay edit

The game gives the player simple controls, only enough to walk left or right using the arrow keys and interact using the spacebar.[5] Using these limited controls, the gameplay encourages the player to "subvert the limitations of the world" however possible until the narrative changes.[4]

Critical response and analysis edit

Many media outlets noticed the game.[6][7][8][9][10]

Interactive experience edit

Some find the label "game" unfit for this work, offering "interactive experience" as a more accurate definition.[2][4]

Interactive media and design edit

Gamasutra hosts an article discussing the importance of the game as an example of an interactive medium's capacity "to offer experiences that passive media can't possibly."[4] The game plays especially well on "natural player tendencies" and the expectation that the player will seek to "push the boundaries" of the game as far as possible.[4] Despite its brevity, the game highlights the value and importance of interactivity, both as a game design principle and for mechanics-as-metaphor.[4][11]

Interactive media and meaning edit

The game demonstrates how an interactive work can convey meaning "every bit as effectively as linear media, perhaps even more so."[12] The unique experience of taking agency over someone else's narrative, in this case that of the avatar, allows the player to relate directly to events in the avatar's life, superimpose those events onto the player's own life, and in so doing apply the message of the game to the player's own reality.[12]

Traditional analysis edit

Soderman's essay uses the game to argue that the focus on meaning inferred from game mechanics has caused "new hermeneutical methods" of interpretation to supersede "visual and narrative representations" in terms of importance and consideration.[5] A mechanics-exclusive interpretation of the game ignores key allegoric elements, such as the gradual failure of the company with each act of refusal of labour as presented on the graph at the office, or the simulation of purgatory in the final state devoid of the other characters encountered during previous days.[5] An approach that fails to analyze "the object from every possible angle" will inevitably miss the most "meaningful facets" of the work.[5]

Soundtrack edit

Pedercini originally produced a soundtrack consisting of "crappy drones [on] an electric guitar."[1] The "thunderous pulsing" heard in the final version of the game, produced by Jesse Stiles, ultimately replaced Paolo's track.[12][13]

See also edit

References edit

  1. ^ a b c Pedercini Paolo 2009 Every Day the Same Dream 2010-05-10 at the Wayback Machine
  2. ^ a b McWhertor, Michael. (2009). Play Every Day the Same Dream, feel bad. Kotaku
  3. ^ everydaythesamedream on molleindustry.org "CC BY-NC 2.5 IT"
  4. ^ a b c d e f Alexander, Leigh. (2010). Analysis: Every Day's not the same 'art game'. Gamasutra.
  5. ^ a b c d e Soderman, Braxton. (2010). Every game the same dream? Dichtung Digital.
  6. ^ McWhertor, Michael. "Play Every Day The Same Dream, Feel Bad". Kotaku. Retrieved 2017-11-22.
  7. ^ . 2012-04-18. Archived from the original on 2012-04-18. Retrieved 2017-11-22.
  8. ^ "Friday Freebies: Every Day the Same Dream". n4g.com. Retrieved 2017-11-22.
  9. ^ Gillen, Kieron (2009-12-23). "The 9-to-5 Scale: Every Day The Same Dream". Rock, Paper, Shotgun. Retrieved 2017-11-22.
  10. ^ W., Tim. "Best Of Indie Games: It Came in a Dream". Retrieved 2017-11-22.
  11. ^ Portnow, James & Floyd, Daniel. (2012). Mechanics as metaphor. Extra Credits.
  12. ^ a b c B., Gregg. (2010). Every day the same dream. Tap-Repeatedly.
  13. ^ Stiles, Jesse. (2009). Every day the same dream. jts3k.com 2013-08-25 at the Wayback Machine.

External links edit

  • Every Day the Same Dream game

every, same, dream, stylised, sentence, case, short, game, paolo, pedercini, player, role, whose, monotonous, life, about, change, developed, experimental, gameplay, project, carnegie, mellon, university, 2009, game, been, described, beautiful, game, with, ver. Every Day the Same Dream stylised in sentence case is a short 2D art game by Paolo Pedercini The player is put in the role of a man whose monotonous life is about to change Developed for the Experimental Gameplay Project at Carnegie Mellon University in 2009 the game has been described as a beautiful game with a very bleak outlook 1 Pedercini says it is a short existential game about alienation and refusal of labor 1 It has been compared to Passage by Jason Rohrer and Don t Look Back by Terry Cavanagh in that it is an interesting potentially fascinating experience 2 The game is offered as freeware under the Creative Commons license CC BY NC SA 2 5 3 Every Day the Same DreamDeveloper s MolleindustriaDesigner s Paolo PederciniPlatform s FlashRelease2009Genre s Art gameMode s Single player Contents 1 Plot 2 Gameplay 3 Critical response and analysis 3 1 Interactive experience 3 2 Interactive media and design 3 3 Interactive media and meaning 3 4 Traditional analysis 4 Soundtrack 5 See also 6 References 7 External linksPlot editWhile the game lacks a traditional storyline the course of events has the player control a white collar worker and guide this avatar through the daily grind If the avatar gets dressed drives to work and sits at his cubicle the dream will restart from the initial bedroom scene An old woman in the elevator offers the cryptic message 5 more steps and you will be a new person Once the player deviates from the predetermined path and initiates five specific interactions the dream restarts in a new state with the player s avatar as the only person in the game world When the player next returns to the office and passes the empty cubicles the avatar stops to watch an identical character leap from the rooftop and the game ends 4 5 Gameplay editThe game gives the player simple controls only enough to walk left or right using the arrow keys and interact using the spacebar 5 Using these limited controls the gameplay encourages the player to subvert the limitations of the world however possible until the narrative changes 4 Critical response and analysis editMany media outlets noticed the game 6 7 8 9 10 Interactive experience edit Some find the label game unfit for this work offering interactive experience as a more accurate definition 2 4 Interactive media and design edit Gamasutra hosts an article discussing the importance of the game as an example of an interactive medium s capacity to offer experiences that passive media can t possibly 4 The game plays especially well on natural player tendencies and the expectation that the player will seek to push the boundaries of the game as far as possible 4 Despite its brevity the game highlights the value and importance of interactivity both as a game design principle and for mechanics as metaphor 4 11 Interactive media and meaning edit The game demonstrates how an interactive work can convey meaning every bit as effectively as linear media perhaps even more so 12 The unique experience of taking agency over someone else s narrative in this case that of the avatar allows the player to relate directly to events in the avatar s life superimpose those events onto the player s own life and in so doing apply the message of the game to the player s own reality 12 Traditional analysis edit Soderman s essay uses the game to argue that the focus on meaning inferred from game mechanics has caused new hermeneutical methods of interpretation to supersede visual and narrative representations in terms of importance and consideration 5 A mechanics exclusive interpretation of the game ignores key allegoric elements such as the gradual failure of the company with each act of refusal of labour as presented on the graph at the office or the simulation of purgatory in the final state devoid of the other characters encountered during previous days 5 An approach that fails to analyze the object from every possible angle will inevitably miss the most meaningful facets of the work 5 Soundtrack editPedercini originally produced a soundtrack consisting of crappy drones on an electric guitar 1 The thunderous pulsing heard in the final version of the game produced by Jesse Stiles ultimately replaced Paolo s track 12 13 See also editThe Stanley Parable 3D interactive walking simulator game with some similar themes References edit a b c Pedercini Paolo 2009 Every Day the Same Dream Archived 2010 05 10 at the Wayback Machine a b McWhertor Michael 2009 Play Every Day the Same Dream feel bad Kotaku everydaythesamedream on molleindustry org CC BY NC 2 5 IT a b c d e f Alexander Leigh 2010 Analysis Every Day snot the same art game Gamasutra a b c d e Soderman Braxton 2010 Every game the same dream Dichtung Digital McWhertor Michael Play Every Day The Same Dream Feel Bad Kotaku Retrieved 2017 11 22 Everyday the Same Dream Review Gamezebo 2012 04 18 Archived from the original on 2012 04 18 Retrieved 2017 11 22 Friday Freebies Every Day the Same Dream n4g com Retrieved 2017 11 22 Gillen Kieron 2009 12 23 The 9 to 5 Scale Every Day The Same Dream Rock Paper Shotgun Retrieved 2017 11 22 W Tim Best Of Indie Games It Came in a Dream Retrieved 2017 11 22 Portnow James amp Floyd Daniel 2012 Mechanics as metaphor Extra Credits a b c B Gregg 2010 Every day the same dream Tap Repeatedly Stiles Jesse 2009 Every day the same dream jts3k com Archived 2013 08 25 at the Wayback Machine External links editEvery Day the Same Dream game Retrieved from https en wikipedia org w index php title Every Day the Same Dream amp oldid 1159601243, wikipedia, wiki, book, books, library,

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