Art 321 Assignment 8 - Iftekhar Mahbub
Every Day the Same Dream
Day the Same Dream is a small interactive game that illustrates the repetitiveness of our daily lives. It strongly drives home the idea repetition and the decline that comes with it with the help of interactivity helping highlight how repetitive our actions are.

The narrative starts with an undressed man in his bedroom. The alarm clock is blinking red; I walk over to turn it off, it stops blinking. I walk over to the wardrobe, interacting with it cuts the screen to black and returns with the man dressed in formal attire and holding a suitcase. I walk to the edge of the screen; it takes me to the next room.
It appears to be the kitchen of the house; there is a TV , emitting strobing lights and a woman holding and occasionally shaking a pan on the oven. I interact with the TV to turn it off and walk over to the woman, she is the man's wife. She tells us we're late (for work). There are no other responses from the wife. I walk to the edge of the room again to progress the narrative.
The next room seems to be the hallway, filled with 3 lamps and an elevator, along with a circular button. Walking to the edge of this room does not move it to the next scene. I walk over to the elevator and press the button, the black ring around it turns red to indicate the elevator has been called. After a few seconds, the elevator doors open and reveals a woman inside. I get in the elevator.
The elevator has a few horizontal lights above the doors to indicate the floor. The woman inside is labeled “Elevator lady”, I did not interact with her. The indicator lights hit the leftmost as the screen cuts to black.
The screen returns with the scene set to the outside of the building. There is a blue P sign on the right side of the screen, occasionally blinking, to indicate the car park. I move towards the sign.
The next scene is that of a highway, the man is in his car. There are cars in front and behind the man's car. We must wait for the cars in front to move before the man car. The cars behind the man also have to wait for him to move.
The next scene shows the mans parked car and a bare tree. There is no interaction in this scene.
We walk into the workplace where we are greeted by the man's boss. He tells the man he's late. Speaking to him, he asks us to get to our cubicle. There is a whiteboard that shows a red line graph, showing a decline.
The cubicle shows many men, looking exactly like the man we've been controlling so far. They are all bent over at their desk, working on their computers in sync.
The cubicle continues in a zoomed-out view, showing even more of the same looking character.
The view zooms out even further in this next scene, there is an empty seat which is the playable man's cubicle. Interacting with it seats him down. The screen cuts to black.
The scene returns to the starting bedroom with the flashing alarm.