{"id":118,"date":"2008-02-27T19:20:43","date_gmt":"2008-02-27T18:20:43","guid":{"rendered":"http:\/\/t-machine.org\/index.php\/2008\/02\/27\/gdc08-lessons-learned-in-location-based-gaming\/"},"modified":"2008-02-27T19:25:15","modified_gmt":"2008-02-27T18:25:15","slug":"gdc08-lessons-learned-in-location-based-gaming","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2008\/02\/27\/gdc08-lessons-learned-in-location-based-gaming\/","title":{"rendered":"GDC08: Lessons Learned in Location-based gaming"},"content":{"rendered":"<h4>Summary<\/h4>\n<p>Speaker: Jeremy Irish, Groundspeak<\/p>\n<p>Entertaining, with a lot of very small anecdotes, but nothing non-obvious in this talk. Everything he gave as advice you&#8217;d probably work out for yourself within your first project without losing time from doing so.<\/p>\n<p><!--more--><\/p>\n<h4>Control&#8230;<\/h4>\n<p>You are unable to control many of the environmental factors (e.g. weather (!)) in location-based game-design.<\/p>\n<p>[Adam: &#8230;then he explained <a href=\"http:\/\/en.wikipedia.org\/wiki\/Geocaching\">GeoCaching<\/a> for newbies, not going to re-hash it here&#8230;]<\/p>\n<p>The reward for people doing the hiding was the logging aspect: seeing people visit your cache.<\/p>\n<p>Seeding a critical-mass of locations AND players to interact with seems to be a very good way to get a game running early on.<\/p>\n<p>Multi-caches and puzzle caches: used a sequence of caches that you have to go to one to find the address of the next, etc. Or puzzles to give you intermediary co-ordinates.<\/p>\n<p>[Adam: like TreasureHunt, or <a href=\"http:\/\/perplexcity.com\">PerplexCity<\/a>&#8216;s use of puzzles\/interactions (those as very distinct types!) to allow web to become a more interesting game. Lots of common-ground with <a href=\"http:\/\/igda.org\/arg\">Alternate Reality Games<\/a> here; not q required part of ARGs, but something that several of them have done in the past, like <a href=\"http:\/\/ilovebees.com\">I Love Bees<\/a> using GPS locations of payphones for players to find and answer]<\/p>\n<p>Waymarking, as a differnt kind of geocaching: mark something interesting or valuable in real life which isn&#8217;t a cache, but instead is something interesting in the world.<\/p>\n<h4>Wherigo<\/h4>\n<p>Using polygons to map areas of real world to places in the game<\/p>\n<p>[Adam: like an HTML image-map?]<\/p>\n<h4>Location<\/h4>\n<p>Zork shows the value of &#8220;location&#8221; as a tool in game-design<\/p>\n<p>You become a lot more reliant on the game-logic to provide the gameplay experienece [it&#8217;s the only thing you really control, in fact]<\/p>\n<p>Avoid relying too much on the visual aspect (e.g. of the in-hand game-client)<\/p>\n<p>Can&#8217;t control player movements, can&#8217;t control time flow, etc<\/p>\n<h4>Embrace the chaos<\/h4>\n<p>Uncontrollable, unpredictable factors:<br \/>\n &#8211; weather<br \/>\n &#8211; time (roads, shops open and closed at certain times)<br \/>\n &#8211; detours and barriers (often unexpected \/ unknown in advance by designer)<br \/>\n &#8211; other people (obstructing the gameplay accidentally)<br \/>\n[Also deliberately, if your game becomes popular!]<br \/>\n &#8211; environmental disasters<br \/>\n[this should include political instability in regions, etc]<\/p>\n<h4>Motivation is key<\/h4>\n<p> &#8211; reward the player often to keep them moving, to keep them bothering to go outside<br \/>\n &#8211; eing lost takes n the original meaning &#8211; player cannot just &#8220;eject&#8221; the game and be back home, they may really be stuck in the middle of nowhere<\/p>\n<h4>&#8220;Junkyard Wars&#8221; game-design<\/h4>\n<p> &#8211; pick elements of the physical location to guide your game-design; use what&#8217;s available<br \/>\n &#8211; blend physical themes with your game-design ot help suspend disbelief<\/p>\n<h4>Keep games short<\/h4>\n<p> &#8211; 2 hours was way too long for a gameplay experience<br \/>\n &#8211; 15 minutes is about ideal, it seems<br \/>\n &#8211; Serialize your game into 15-minute chapters if you want long games; gives players convenient stopping points<br \/>\n[Adam: the save-point equivalent for an LBG]<br \/>\n &#8211; simplify at all costs<br \/>\n[Adam: good advice for an ARG, actually&#8230;]<\/p>\n<h4>Use local-environment\/physical elements<\/h4>\n<p> &#8211; Combine with virtual items<br \/>\n &#8211; use codes from placed or existing items [Adam: e.g. text on a plaque as part of puzzle solution]<br \/>\n &#8211; Interact with real-world people, not just objects<br \/>\n[Adam: That&#8217;s just standard ARG event stuff]<\/p>\n<p>Make players look up<br \/>\n &#8211; i.e. get players to look where they&#8217;re walking, i.e. straight-ahead, not literally &#8220;up&#8221;<br \/>\n &#8211; Use vibration and sound as notification tools<br \/>\n[Adam:  &#8211; Too easy to walk around staring at your palm, where your device is]<\/p>\n<h4>Reward and punish users<\/h4>\n<p> &#8211; Making people walk back \/ backtrack physically is the nastiest punishment of all<br \/>\n &#8211; Grading, giving a score based on time-to-complete is a more gentle punishment \/ risk\/reward item<\/p>\n<p>Create real-world timers<br \/>\n &#8211; Game can&#8217;t stop because the real world doesn&#8217;t start<br \/>\n &#8211; Players will happily pause \/ exit the app, to then cheat<br \/>\n &#8211; But also powerful for plot advancement, and for increasing the sense of a &#8220;world&#8221; taking place in-game<\/p>\n<h4>GPS<\/h4>\n<p>Challenges<br \/>\n &#8211; some GPS phones require cell phone signal for GPS to function (argh)<br \/>\n &#8211; GPS signal-bounce can make the client suddenly report instantaneous massive jumps &#8211; must be careful not to dump them out of interaction by taking the reported signal literally<br \/>\n &#8211; Bugs can include e.g. infinite loop that had players run back and forth between two spots. They weren&#8217;t impressed<br \/>\nPhysical<br \/>\n &#8211; physical game-pieces can be moved unexpectedly: even massive statues get moved<br \/>\n &#8211; geocaching after 9\/11 met lots of societal problems<br \/>\n &#8211; Marketing campaign for Aqua Teen Hunger Force caused fears of bombs<\/p>\n<p>Alternatives to GPS<br \/>\n &#8211; Wi-fi positioning<br \/>\n &#8211; cell towers<br \/>\n &#8211; [+ a bunch of others that weren&#8217;t worth mentioning really]<\/p>\n<h4>Cheats<\/h4>\n<p> &#8211; NMEA output faking<br \/>\n &#8211; Physically moving Wi-Fi hotspots<br \/>\n &#8211; &#8220;Dark&#8221; areas<br \/>\n &#8211; &#8230;some of these may be UNintentional<br \/>\n[Adam: you need to recognize early on that the player has primary power, you do NOT: the player may choose at any time not to play, and anything you do to try and prevent that is doomed to failure and also a really bad idea from game design perspective. c.f. Majestic and some of the scathing criticism]<\/p>\n<p>[Adam: very powerful for selling the increased footfalls to e.g. a particular shopping mall]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Summary Speaker: Jeremy Irish, Groundspeak Entertaining, with a lot of very small anecdotes, but nothing non-obvious in this talk. Everything he gave as advice you&#8217;d probably work out for yourself within your first project without losing time from doing so.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[25,13,7,9,26],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/118"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=118"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/118\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=118"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=118"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=118"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}