[go: nahoru, domu]

Jump to content

Every Day the Same Dream: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
+cats
mNo edit summary
 
(31 intermediate revisions by 20 users not shown)
Line 1: Line 1:
<!-- LOOK AT REFS SECTION FOR MORE REFS TO BUILD FROM. -->
<!-- LOOK AT REFS SECTION FOR MORE REFS TO BUILD FROM. -->
{{Infobox video game
{{Infobox video game
|title = Every Day the Same Dream
| title = Every Day the Same Dream
|image=Every Day the Same Dream Screenshot.png
| image = Every Day the Same Dream Screenshot.png
|developer = [[Molleindustria]]
| developer = [[Molleindustria]]
|publisher =
| publisher =
| platforms = [[Adobe Flash|Flash]]
|modes =
| released = 2009
|designer = Paolo Pedercini
| genre = [[Art game]]
|released = 2009
|genre = [[Art game]]
| modes = [[Single-player]]
| designer = Paolo Pedercini
|platforms = [[Adobe Flash|Flash]]
}}
}}
'''''Every Day the Same Dream''''' is a short, [[2D computer graphics|2D]] [[art game]] that puts the [[Player (game)|player]] in the role of a man whose life is about to change. Developed for the Experimental Gameplay Project in 2009, the game has been described as "a beautiful game with a very bleak outlook."<ref>Experimental Gameplay Project. (2009)</ref> The creator, Paolo Pedercini, claims it is "a short existential game about [[Marx's theory of alienation|alienation]] and [[Refusal of work|refusal of labor]]."<ref>Pedercini. (2009)</ref> It has been compared to ''[[Passage (video game)|Passage]]'' by [[Jason Rohrer]] and ''[[Don't Look Back (video game)|Don't Look Back]]'' by [[Terry Cavanagh (developer)|Terry Cavanagh]] in that it is "an interesting, potentially fascinating experience."<ref>McWhertor. (2009)</ref> The game is offered as [[freeware]] under the [[Creative Commons license]] [[CC BY-NC-SA]] 2.5.<ref>[http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html everydaythesamedream] on molleindustry.org '"CC BY-NC 2.5 IT"''</ref>
'''''Every Day the Same Dream''''' (stylised in [[sentence case]]) is a short, [[2D computer graphics|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."<ref name="paolo">Pedercini Paolo 2009 [http://experimentalgameplay.com/blog/2009/12/every-day-the-same-dream Every Day the Same Dream] {{Webarchive|url=https://web.archive.org/web/20100510052913/http://experimentalgameplay.com/blog/2009/12/every-day-the-same-dream/ |date=2010-05-10 }}</ref> Pedercini says it is "a short existential game about [[Marx's theory of alienation|alienation]] and [[Refusal of work|refusal of labor]]."<ref name="paolo"/> It has been compared to ''[[Passage (video game)|Passage]]'' by [[Jason Rohrer]] and ''[[Don't Look Back (video game)|Don't Look Back]]'' by [[Terry Cavanagh (developer)|Terry Cavanagh]] in that it is "an interesting, potentially fascinating experience."<ref name="mcw">McWhertor, Michael. (2009). Play [http://kotaku.com/5432261/play-every-day-the-same-dream-feel-bad ''Every Day the Same Dream'', feel bad.] [[Kotaku]]</ref> The game is offered as [[freeware]] under the [[Creative Commons license]] [[CC BY-NC-SA]] 2.5.<ref>[http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html everydaythesamedream] on molleindustry.org "CC BY-NC 2.5 IT"</ref>


==Plot==
== Plot ==
While the game lacks a traditional [[Narrative|storyline]], the course of events has the player control a [[white collar worker]] and guide this [[Avatar (computing)|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 (arts)|character]] leap from the rooftop, and the game ends.<ref>Alexander. (2010)</ref><ref>Soderman. (2010)</ref>
While the game lacks a traditional [[Narrative|storyline]], the course of events has the player control a [[white collar worker]] and guide this [[Avatar (computing)|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 [[Virtual world|game world]]. When the player next returns to the office and passes the empty cubicles, the avatar stops to watch an identical [[Character (arts)|character]] leap from the rooftop, and the game ends.<ref name="alexander"/><ref name="soderman">Soderman, Braxton. (2010). Every game the same dream? Dichtung Digital.</ref>


==Gameplay==
== Gameplay ==
The game gives the player simple controls, only enough to walk left or right using the [[arrow keys]] and interact using the [[spacebar]].<ref>Soderman. (2010)</ref> Using these limited controls, the [[gameplay]] encourages the player to "subvert the limitations of the world" however possible until the [[narrative]] changes.<ref>Alexander. (2010)</ref>
The game gives the player simple controls, only enough to walk left or right using the [[arrow keys]] and interact using the [[spacebar]].<ref name="soderman"/> Using these limited controls, the [[gameplay]] encourages the player to "subvert the limitations of the world" however possible until the [[narrative]] changes.<ref name="alexander"/>


==Critical Response & Analysis==
== Critical response and analysis ==
Many media outlets noticed the game.<ref>{{Cite news|url=http://kotaku.com/5432261/play-every-day-the-same-dream-feel-bad|title=Play Every Day The Same Dream, Feel Bad|last=McWhertor|first=Michael|work=Kotaku|access-date=2017-11-22|language=en-US}}</ref><ref>{{Cite web|url=http://www.gamezebo.com/games/everyday-same-dream/review|archive-url=https://web.archive.org/web/20120418234756/http://www.gamezebo.com/games/everyday-same-dream/review|url-status=dead|archive-date=2012-04-18|title=Everyday the Same Dream Review {{!}} Gamezebo|date=2012-04-18|access-date=2017-11-22}}</ref><ref>{{Cite web|url=http://n4g.com/news/575360/friday-freebies-every-day-the-same-dream|title=Friday Freebies: Every Day the Same Dream|website=n4g.com|language=en|access-date=2017-11-22}}</ref><ref>{{Cite web|url=http://www.rockpapershotgun.com/2009/12/23/the-9-to-5-scale-every-day-the-same-dream/|title=The 9-to-5 Scale: Every Day The Same Dream|last=Gillen|first=Kieron|date=2009-12-23|website=Rock, Paper, Shotgun|language=en-US|access-date=2017-11-22}}</ref><ref>{{Cite news|url=http://www.gamasutra.com/view/news/26653/Best_Of_Indie_Games_It_Came_in_a_Dream.php|title=Best Of Indie Games: It Came in a Dream|last=W.|first=Tim|access-date=2017-11-22|language=en}}</ref>


===Interactive Experience===
=== Interactive experience ===
Some find the label "game" unfit for this work, offering "interactive experience" as a more accurate definition.<ref>McWhertor. (2009)</ref><ref>Alexander. (2010)</ref>
Some find the label "game" unfit for this work, offering "interactive experience" as a more accurate definition.<ref name="mcw"/><ref name="alexander"/>


===Interactive Media and Design===
===Interactive media and design===
[[Gamasutra]] hosts an article discussing the importance of the game as an example of an [[Interactive media|interactive medium's]] capacity "to offer experiences that [[Media Control Charts|passive media]] can't possibly."<ref>Alexander. (2010)</ref> 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.<ref>Alexander. (2010)</ref> Despite its brevity, the game highlights the value and importance of [[interactivity]], both as a [[game design]] principle and for mechanics-as-metaphor.<ref>Alexander. (2010)</ref><ref>Portnow & Floyd. (2012)</ref>
[[Gamasutra]] hosts an article discussing the importance of the game as an example of an [[Interactive media|interactive medium's]] capacity "to offer experiences that [[Media Control Charts|passive media]] can't possibly."<ref name="alexander">Alexander, Leigh. (2010). [http://www.gamasutra.com/view/news/26714/Analysis_Every_Days_Not_The_Same_Art_Game.php Analysis: ''Every Day's ''not the same 'art game']. ''[[Gamasutra]].''</ref> 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.<ref name="alexander"/> Despite its brevity, the game highlights the value and importance of [[interactivity]], both as a [[game design]] principle and for mechanics-as-metaphor.<ref name="alexander"/><ref name="portnow">Portnow, James & Floyd, Daniel. (2012). [https://www.youtube.com/watch?v=4QwcI4iQt2Y Mechanics as metaphor]. ''[[Extra Credits]].''</ref>


===Interactive Media and Meaning===
=== Interactive media and meaning ===
The game demonstrates how an interactive work can convey meaning "every bit as effectively as linear media, perhaps even more so."<ref>Gregg B. (2010)</ref> 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.<ref>Gregg B. (2010)</ref>
The game demonstrates how an interactive work can convey meaning "every bit as effectively as linear media, perhaps even more so."<ref name="greg">B., Gregg. (2010). Every day the same dream. ''[http://tap-repeatedly.com/2010/01/every-day-the-same-dream/ Tap-Repeatedly].''</ref> 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.<ref name="greg"/>


===Traditional Analysis===
=== Traditional analysis ===
Soderman's essay uses the game to argue that the focus on meaning inferred from [[game mechanics]] has caused "new [[Hermeneutics|hermeneutical]] methods" of interpretation to supersede "visual and narrative representations" in terms of importance and consideration.<ref>Soderman. (2010)</ref> A mechanics-exclusive interpretation of the game ignores key [[Allegory|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 game|simulation]] of [[purgatory]] in the final state devoid of the other characters encountered during previous days.<ref>Soderman. (2010)</ref> An approach that fails to analyze "the object from every possible angle" will inevitably miss the most "meaningful facets" of the work.<ref>Soderman. (2010)</ref>
Soderman's essay uses the game to argue that the focus on meaning inferred from [[game mechanics]] has caused "new [[Hermeneutics|hermeneutical]] methods" of interpretation to supersede "visual and narrative representations" in terms of importance and consideration.<ref name="soderman"/> A mechanics-exclusive interpretation of the game ignores key [[Allegory|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 game|simulation]] of [[purgatory]] in the final state devoid of the other characters encountered during previous days.<ref name="soderman"/> An approach that fails to analyze "the object from every possible angle" will inevitably miss the most "meaningful facets" of the work.<ref name="soderman"/>


==Soundtrack==
== Soundtrack ==
Pedercini originally produced a [[soundtrack]] consisting of "crappy drones [on] an electric guitar."<ref>Paolo. (2009)</ref> The "thunderous pulsing" heard in the final version of the game, produced by [[Jesse Stiles]], ultimately replaced Paolo's track.<ref>Gregg B. (2010)</ref><ref>Stiles. (2009)</ref>
Pedercini originally produced a [[soundtrack]] consisting of "crappy drones [on] an electric guitar."<ref name="paolo"/> The "thunderous pulsing" heard in the final version of the game, produced by [[Jesse Stiles]], ultimately replaced Paolo's track.<ref name="greg"/><ref>Stiles, Jesse. (2009). Every day the same dream. [http://jts3k.com/site2/content/every-day-same-dream ''jts3k.com''] {{Webarchive|url=https://web.archive.org/web/20130825032450/http://jts3k.com/site2/content/every-day-same-dream |date=2013-08-25 }}''.''</ref>


==References==
==See also==
*''[[The Stanley Parable]]'' – 3D [[interactive storytelling|interactive]] [[Adventure game#Walking simulators|walking simulator]] game with some similar themes.


===Citations===
== References ==
{{Reflist|30em}}
{{Reflist|30em}}


== External links ==
===Sources===
* Alexander, Leigh. (2010). [http://www.gamasutra.com/view/news/26714/Analysis_Every_Days_Not_The_Same_Art_Game.php Analysis: ''Every Day's ''not the same 'art game']. ''[[Gamasutra]].''
* B., Gregg. (2010). Every day the same dream. ''[http://tap-repeatedly.com/2010/01/every-day-the-same-dream/ Tap-Repeatedly].''
* McWhertor, Michael. (2009). Play ''Every Day the Same Dream'', feel bad. ''[http://kotaku.com/5432261/play-every-day-the-same-dream-feel-bad Kotaku]. ''
* Pedercini, Paolo. (2009). ''Every Day the Same Dream''. [http://experimentalgameplay.com/blog/2009/12/every-day-the-same-dream/ Experimental Gameplay Project].
* Portnow, James & Floyd, Daniel. (2012). [https://www.youtube.com/watch?v=4QwcI4iQt2Y Mechanics as metaphor]. ''[[Extra Credits]].''
* Soderman, Braxton. (2010). Every game the same dream? ''[http://www.dichtung-digital.org/2010/soderman/soderman.htm Dichtung Digital].''
* Stiles, Jesse. (2009). Every day the same dream. [http://jts3k.com/site2/content/every-day-same-dream ''jts3k.com'']''.''<!--
<ref>http://kotaku.com/5432261/play-every-day-the-same-dream-feel-bad</ref>
<ref>http://www.gamezebo.com/online-games/everyday-same-dream/review</ref>
<ref>http://n4g.com/news/575360/friday-freebies-every-day-the-same-dream</ref>
<ref>http://www.rockpapershotgun.com/2009/12/23/the-9-to-5-scale-every-day-the-same-dream/</ref>
<ref>http://www.ugo.com/games/every-day-the-same-dream</ref>
<ref>http://www.gamasutra.com/view/news/26653/Best_Of_Indie_Games_It_Came_in_a_Dream.php</ref>
-->

==External links==
* [http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html ''Every Day the Same Dream'' game]
* [http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html ''Every Day the Same Dream'' game]


[[Category:2009 video games]]
[[Category:2009 video games]]
[[Category:Browser games]]
[[Category:Flash games]]
[[Category:Flash games]]
[[Category:Art games]]
[[Category:Art games]]
[[Category:Monochrome video games]]
[[Category:Video games about mental health]]
[[Category:Video games developed in Italy]]
[[Category:Video games developed in Italy]]
[[Category:Creative Commons-licensed video games]]
[[Category:Creative Commons-licensed video games]]
[[Category:Freeware games]]
[[Category:Freeware games]]
[[Category:Indie games]]

Latest revision as of 10:56, 11 June 2023

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

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]

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 Archived 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. ^ "Everyday the Same Dream Review | Gamezebo". 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 Archived 2013-08-25 at the Wayback Machine.
[edit]