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''[[http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html Every Day The Same Dream]]'' is a 2009 UsefulNotes/AdobeFlash game by Paolo Pedercini. He describes it as "a short existential game about alienation and refusal of labor."
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''[[http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html Every Day The Same Dream]]'' is a 2009 UsefulNotes/AdobeFlash game by Paolo Pedercini.Pedercini of Creator/{{Molleindustria}}. He describes it as "a short existential game about alienation and refusal of labor."
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''Every Day The Same Dream'' is a 2009 UsefulNotes/AdobeFlash game by Paolo Pedercini. He describes it as "a short existential game about alienation and refusal of labor."
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''Every Day The Same Dream'' is a 2009 AdobeFlash game by Paolo Pedercini. He describes it as "a short existential game about alienation and refusal of labor."
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''Every Day The Same Dream'' is a 2009 AdobeFlash UsefulNotes/AdobeFlash game by Paolo Pedercini. He describes it as "a short existential game about alienation and refusal of labor."
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* ComicallyMissingThePoint: If you show up for work in your underwear, your boss gets mad at you... for not wearing a tie.
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* DisproportionateRetribution: Later on in the game, your boss fires you for not wearing a tie. Oddly enough, he doesn't comment on the fact that you're in nothing but your underwear .
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Every Day The Same Dream is an interactive flash game created in 2009 by Paolo Pedercini. He's described the game as "a short existential game about alienation and refusal of labor."
The game is considered by many to be an important proponent of the 'games as art' movement, although some critics, including Jim Sterling, have criticized the game for it's strictly linear structure, ambiguous ending, and an inherit lack of interactivity.
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This video game provides examples of:
The game is considered by many to be an important proponent of the 'games as art' movement, although some critics, including Jim Sterling, have criticized the game for it's strictly linear structure, ambiguous ending, and an inherit lack of interactivity.
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This video game provides examples of:
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The game is considered by many to be an important proponent of the
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* DrivenToSuicide: [[spoiler:It's implied that after your character does this, the entire population follows suite.]]
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* DrivenToSuicide: [[spoiler:It's implied that after your character does this, the entire population follows suite.suit.]]
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* CrazyHomelessPeople: {{Downplayed}} with the homeless man who takes you to the "quiet place." At least, he's quite [[NightmareFuel creepy]]. Possibly {{deconstructed}} in that his seeming insanity is really the wisdom gained only by being disconnected from the corporate world: one can only find peace from the monotony and pressure of society in death.
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* {{Jerkass}}: Your boss. Literally his entire range of dialogue consists of yelling at you for being late, and [[spoiler: firing you for not wearing a tie]].
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* NeedsWikiLoveMagic
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The game is considered by many to be an important proponent of the 'games as art' movement, although some critics, including Jim Sterling, have commented on the strictly linear structure, the ambiguous ending, and the lack of interactivity.
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The game is considered by many to be an important proponent of the 'games as art' movement, although some critics, including Jim Sterling, have commented on criticized the game for it's strictly linear structure, the ambiguous ending, and the an inherit lack of interactivity.
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A description of this video game is needed!
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[[caption-width-right:199:"Good morning dear."]]
Every Day The Same Dream is an interactive flash game created in 2009 by Paolo Pedercini. He's described the game as "a short existential game about alienation and refusal of
The game is
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* DeliberatelyMonochrome: Used to emphasize how boring your office job is. Subverted with the occasional SplashOfColor.
* DrivenToSuicide: [[spoiler:After you've achieved every other possible outcome.]]
* DrivenToSuicide: [[spoiler:After you've achieved every other possible outcome.]]
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* DeliberatelyMonochrome: Used to emphasize how boring your office job is. Subverted with the occasional SplashOfColor.
* DrivenToSuicide:[[spoiler:After you've achieved every other possible outcome.[[spoiler:It's implied that after your character does this, the entire population follows suite.]]
* DrivenToSuicide:
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A description of this video game is needed!
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This video game provides examples of:
* DeliberatelyMonochrome: Used to emphasize how boring your office job is. Subverted with the occasional SplashOfColor.
* DrivenToSuicide: [[spoiler:After you've achieved every other possible outcome.]]
* GroundhogDayLoop: Arguably, the entire game.
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This video game provides examples of:
* DeliberatelyMonochrome: Used to emphasize how boring your office job is. Subverted with the occasional SplashOfColor.
* DrivenToSuicide: [[spoiler:After you've achieved every other possible outcome.]]
* GroundhogDayLoop: Arguably, the entire game.
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