Another neat little indie game:
http://www.molleindustria.org/everydayt ... dream.html
In case you're wondering: it DOES have an ending! ![]()
Another neat little indie game:
http://www.molleindustria.org/everydayt ... dream.html
In case you're wondering: it DOES have an ending! ![]()
Very neat indeed. Really nice presentation, music fits it perfectly, and although it is hardly the most challenging of games it does give you a little "oh cool!" kick each time you find one of the changes
I really enjoyed it.
Didnt expected this. Did enjoy it. Want to see more of this.
yeah , neet lil game for sure. liked the presentation and the music super fit
!
~Pion!
i got frustrated at the slowness after 15 minutes and quit. i giggled when he pet the cow though
I quit after 5 minutes from the slowness. I jumped off a roof though.
Took me a few minutes to realize what the entire point was, and then a moment of "but whah, no way there are 5 different paths" and then finally a smile on my face while finding the remaining changes.
Pretty cool game, excellent music. Pretty depressing tho ![]()
maybe i am stupid but that made no sense.
Quote from Rick_Dmaybe i am stupid but that made no sense.
Its cool but what a long build up to such a pointless ending. At least the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested, the music kept me interested,the music kept me interested,the music kept me interested, the music kept me interested........ end
So does anyone else play these games out of the same obligation to figure out where the creators are coming from or is that just me? Cause thats pretty much all I'm thinking about while playing anyway...
I mean it in the most negative way possible as well.
My only real motivation for playing the game was to find out if it was as dumb as I thought it would be. I played it before I saw this thread, went through the day two or three times before getting bored. Today I beat the whole thing in about 15 minutes.
It's really weird and I don't know how I feel about it. I wasted more time on this game than many arguably "better" flash games but I didn't get any real satisfaction out of finishing it. I mean it barely qualifies as a game...it's like reading a book that requires you press buttons to progress in the story. I'm pissed that I spent the time to beat it but I'm confused as to why I even gave it the time of day. Does that make it a good game?
On the one hand it would be more enjoyable without some of the monotony.....on the other hand without the monotony is there even a game?
i beat it first try in about 10 minutes. it has some nice idea about narration but you can easily screw it (jump right at the begining doesn't affect you at all and stuff).
thumbs up for experimentation and presentation
thumbs down for implentation
Yeah first time I played it I went all the way to the end and jumped...
I guess these sort of games are always quite controversial. Some love them for attempting to use the medium to tell a story or convey a message, rather than simply an excuse to shoot at things. Other people hate them because they ignore one of the fundamentals of the medium - gameplay.
It's hard to deny the latter point. There is no "fun" to be had in holding right until you are prompted to press space. There is no challenge, no risk, and arguably no reward. But does every game need to fulfill that?
I remember a friend and fellow game developer say something to the effect of "if you're putting story above gameplay, then you should be making a movie not a game". I can't say that I agree with that statement. I think that it depends entirely on what it is you are trying to achieve. I find games like this one interesting not because of the gameplay, but because they present a story, or a message, in an interesting and novel way. The interactivity can be an integral part of the storytelling, such that you can't just say "might as well have been a movie" because by making it so you'd be detracting from the experience. I strongly believe that watching this play out automatically wouldn't have the same effect. By making the player themselves decide to rebel against the monotony of the daily routine the game becomes a far more personal experience than you could have as a spectator in a movie of the same events.
I can see why some people wouldn't enjoy the game, as if you approach it looking for a gameplay experience you're pretty much destined to leave disappointed. I personally like seeing projects like this, however, for showing the potential of games as a truly unique way of presenting a story.
I think I'll agree with what others said: idea/concept interesting but implementation fail.
The implementation fails because the idea is boring. It's like a game version of those posters and sayings people put online. If you use stumble upon you know what I'm talking about. They're pictures of hollow or desolate places with some emo glimmer of hope. A quote that says "I need you" or a piece of paper on a telephone pole that says "I love you" where you can tear off "telephone numbers" that say "I love you too." American Beauty, fight club, michael clayton, "free hugs", a guy sitting a booth with a sign that says "I'll talk to anyone about anything."
This is the game version of all of the above. Maybe I only played through it because the music was hypnotically soothing.
Quote from ReNoI guess these sort of games are always quite controversial. Some love them for attempting to use the medium to tell a story or convey a message, rather than simply an excuse to shoot at things. Other people hate them because they ignore one of the fundamentals of the medium - gameplay.
I think "controversial" is maybe too strong of a word.
QuoteIt's hard to deny the latter point. There is no 'fun' to be had in holding right until you are prompted to press space. There is no challenge, no risk, and arguably no reward. But does every game need to fulfill that?
This all boils down to semantics and the word 'game' is one with a thousand vague meanings where everybody has their own definition (interestingly like the word 'art,' making the question "are games art?" devoid of any substance and/or worth). Since we can’t really reach for a dictionary, I will point out something I found interesting: Titles like The Passage, The Path and Every Day the Same Dream are exhibited as games; usually with some shtick about the story, pushing boundaries, being innovative, having a meaning or a message, and that how interesting someone finds them must be directly proportional to how much the person gets it. Yet when Yahztee said that visual novels weren't games, which are arguably the most established way of displaying story with minimal user interaction, the people who played them shrugged their shoulders and said they never saw them as games anyway.
QuoteSo does anyone else play these games out of the same obligation to figure out where the creators are coming from
I think yes, because that's why they are made for in the first place
And.. to me figuring out is actually already fun in itself
(if i agree or not with the meaning of a creation is another story). It's a bit like people who say that 2001 a space odyssey is a boring movie; or contemporary art is useless.
The demarch of an artist is in itself something very egoistical, he do it first to say what he has on his mind, express an idea, perpetuate a bit of himself in the others; but nobody actually give a fuck about what someone is thinking if it's told simply like that.
So you make it "controversial" or "impressive" or "exotic" or "pleasant to look at" or "entertaining" and making the meaning vague enough between the lines so the public have to find it by itself; all that in order to be heard.
There is actually something very parallel to seduction in that haha
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