In addition, the game does not include a mechanism for responding to the incoming letters, so the rate information inflow is fixed. Consequently, the player is deprived of even a normal amount of stimulation. The letters achieve this by abnegating the player of things they would normally receive in video game dialogue such as, visual context clues, sound designed dialogue, body language, and facial expressions. As established previously, the game wants to oppose new media conventions in order to call attention to the story’s themes. The letters are reminiscent of paper letters sent between friends before the mainstreamed use of telephones. Despite the restrictive nature of the game, reading letters gives the game enough personality and suspense to propel the audience. The actions are restricted to moving around the cell, reading letters, and playing handheld games unlike in other games where players can explore as well as interact with objects and characters. There is only a handful of moving parts in this game. The fact that the cell should be moving up and down like an elevator, but is quite purposefully not, allows for parallels to be drawn to the real world’s mundanity and calls for us to re-evaluate our dreary day-to-day surroundings. This knowledge further stabilizes the metaphor that the cell is part of the office setting. The cell the player is trapped in is revealed to be an elevator. The final metaphor found in the setting of “Presentable Liberty” reveals itself at the end of the game. The belief that this video game may have provided unnecessary data is expected, which leaves the story open to this dynamic sort of ambiguity. Being able to come to that conclusion by oneself is a direct result of new media’s wealth of information. However later you can make the conclusion that it is a purposeful metaphor for equating the office - or work - with prison. At first this seems like poor game design. Within the minimal range of view beyond the barred window of the cell door everything looks to be a normal office building. This cautionary tale is important because it calls the global workforce’s efficacy and ethicality into question and demands change. This game imposes player constraints associated with older media in order to portray its narrative, and as a result it reinforces the message that monopolies cause inexorable feelings of helplessness and anhedonia. At the end of the game, the player has the option to leave, or stay in the cell forever. This is paramount to the corporation as they consider the inmate complacency a necessary asset. ![]() These letters create empathy, tell of a plague spreading through the world, and explains that a corporation employs happiness buddies to help inmates reach their happiness quota so that they don’t commit suicide. The character wakes up in a cell and proceeds to read letters slipped under the cell door by various other characters including: Salvador, Charlotte, Dr. The game is 2 hours long and meant to be played in one sitting. “Presentable Liberty” is a video game that calls attention to the effect large monopolies have on everyone’s fulfillment.
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