Day in the Life

A story about loneliness and monotony

molleindustria via file.org.br

Day in the Life

A story about loneliness and monotony

  • Replay a linear series of everyday moments representing a day in the life of an urban office worker
     
  • Player has extremely limited choices – movement and a single interaction button, including for interacting with NPCs

Day in the Life

A story about loneliness and monotony

  • Interactions mostly the same every day but subtle differences appear from one day to the next
     
  • Around 5-7 days/cycles
     
  • Total gameplay around 15 minutes

Possible Directions

Special moments that reward exploration

Alternate endings

Dynamic/generative music

In-game text or narration

References

Stardew Valley and The Sims represent a different kind of labor: sometimes repetitive but self-directed and meaningful. Games like Diner Dash offer an uncritical, idealized representation of service-industry work. Games like Cookie Clicker represent clicks as labor.


Fight Club addresses similar themes. Groundhog Day employs a similar narrative structure.

Questions

Gameplay

What are the everyday interactions? How is it clear to the player that a day has ended and another has begun?

 

Technical/Aesthetic

Can we incorporate dynamic or generative sound?

 

Aesthetic

How does the story end?

About Me

Strengths: level design, coding, production, communication

Weaknesses: visual design, sound design

Would also like: other action puzzles, platformers, tower defense

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