Based on geographic location design, determine the success or failure of AR games

Augmented reality games are still in the early stages of development. In July 2016, the emergence of Pokemon GO made most people experience AR games. At 2018, game designers are thinking about a question at this time: how to combine the narrative of role-playing games with the emerging platform of AR?

基于地理位置的设计,决定AR游戏的成败 AR游戏 第1张

Tag of joy co-founders Zilvinas and Sarunas Ledas shared some tips related to this. In the GDC meeting in Los Angeles on March 20th, they mentioned in their chat about the idea of ​​designing an RPG story in a real-world scenario. Tag of joy Studio has launched a game called "Monster Buster: World Invasion", where players can collect and play monsters in the game.

It sounds like something similar to Pokemon GO. that's the truth. However, through some of the technologies used in the "Monster Buster" released on Windows Phone in 2014, they found a way to add some basic plots in the AR version of "Monster Buster".

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The co-founder of Lithuanian AR Studios emphasizes that AR games are not significantly different from large multiplayer online games (MMO RPG) such as World of Warcraft.

"Location-based AR is actually an MMO game because it has a server to simulate the game world, just like a PC-side MMO game." Sarunas said: "This game has maps, all MMO games are the same, the game world also has Its map. The difference is that the map in AR is the game world you are in."

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Among them, the avatar in the game represents each real player, not the character in the game world. "You are playing games and are in the virtual world and in the real world," he explained.

In order to interpret the game story, game developers usually make full use of the game's content composition, such as tasks, world view settings, character characters and cutscenes, etc., in addition to blog posts and video content, etc. Fill in, and these methods work equally well in AR game narratives. The only thing to note is the location of the mission. For example, if you set up a real-world museum or zoo as a mission location, you may need to replace them with similar locations for cities that do not have such facilities.

Tag of joy said: The quest chain is also a way to build a story in an AR game. “We add exploration missions and goals through challenges, then chain the challenges together through the task chain – finding roles in different regions, exploring the region, harvesting loot through different targets, and each discovery provides a message,” Sarunas said. .

基于地理位置的设计,决定AR游戏的成败 AR游戏 第4张

At the same time, he also reminded developers how to set game challenges in AR and in the real world. "Don't abuse, try to find a balance," he said. This is especially important when designing a task. You need to consider where the player is, in the city, in the cemetery or at the lake? What's nearby? Are players close to monuments, supermarkets or bookstores? The next step is to consider whether the player in this location has to go? Is it too far? And how the weather, even the corresponding time points, will affect the production of the game.

"If your players are in the summer, it is unrealistic to ask them to go to the snow." Sarunas said that if players are used to playing during the day, then the task of designing at night is certainly not reliable. Also, don't design any tasks that need to be fed by the water, because "if no one stays nearby, if the players have to run 100 or 1000 kilometers to get to the water's edge, this design can't motivate the player to play the game. ."

The challenge of cutscenes is even more impressive - for AR games, more work is required to be done, designers can add overlays to play cutscenes in real-world view, and additional media content works; Content, players will be pulled out of the game, the game's immersion also disappears. But the good point is that it is not difficult to make the AR character talk, basically the same as the traditional game.

基于地理位置的设计,决定AR游戏的成败 AR游戏 第5张

Zilvinas pointed out that AR game designers can learn from ARG creators and overlay the fictional world's plot with the real world. Thus, "the behavior of the player in the real world will affect its state in the fictional world," he said. "In the ARG, go to different places to find clues and targets, find other players, explore each other, discover new The clue that this idea fits into all location-based games."

However, they once again reminded the designers to avoid applying the location upgrade settings to such games.

"Players can't change their position to other countries or cities. This is different from MMO games," Zilvinas said. Players can be upgraded in World of Warcraft and players can move from one area to another. However, this feature cannot be designed in a location-based game, and cannot be played because of frequent changes in location.

“In the same area, low-level and high-level players must be allowed to experience the game.”

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