Having Philip K. Dick’s book "Do Androids Dream of Electric Sheep?" as a reference, and interpreting the core descriptive and narrative elements of his environment, a new adaptation of the story is examined through a videogame’s interactive environment. The primary intent of this adaptation is to clarify all the hidden meanings inside his imaginary world but also transform them into architectural form, capable of reminding but not duplicating Dick’s world. The social structure, the inner dilemmas of the major character as well as the double-standard of the human-machine constitute the basis of this procedure.
The social structure is expressed both in the environment as a whole and in each unit contained in it, evidently composing the narrative context of the game. The user’s self - identification with the major character of the book and his inner challenges is enabled through controlling an unknown avatar inside the game, following its efforts to identify visual stimuli. The existence of the human-machine double-standard is recognized both in the nature of the digital world and its elements of simulated reality, as well as inside the progress of the game’s plot.
By utilizing an alternate means of narration and representation of architectural space, the relationship between architecture and its notional output is facing a new approach as the narrative elements depend on interaction and rely on the user’s willingness to explore this new virtual environment.