


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.
