The document discusses gameplay and design issues for outdoor augmented reality (AR) games. It presents three case studies: ARQuake, an outdoor first-person shooter; a 3D moon landing game demonstrating the capabilities and limitations of consumer-level AR hardware; and 3D Sky Invaders, an outdoor AR adaptation of Space Invaders. Key challenges discussed include limited field of view, registration errors, and interaction difficulties. The document advocates for designing games around hardware limitations and prioritizing intuitive, simple gameplay over graphics to create fun, socially-oriented outdoor AR experiences.
A-Rage AGDC (The Australian Game Developers Conference)
1. Gameplay and Design Issues in Outdoor Augmented Reality Games Joe Velikovsky, Creative Director, A-Rage Pty Ltd Australian Game Developer’s Conference
2. SPEAKERS: Assoc. Prof. Bruce Thomas Director of Wearable Computer Lab, UniSA Chief Technical Officer, a_rage pty ltd Dr. Wayne Piekarski, Assoc Director, WCL Director of Research, a_rage pty ltd Benjamin Avery UniSA Computer and Information Science Honours student, WCL Lead Game Programmer, a_rage pty ltd Joe Velikovsky Creative Director & Game Design Lead, a_rage pty ltd
3. OVERVIEW: 3 AR Game Case Studies ARQuake – Assoc Prof Bruce Thomas 3-D Moon Lander & the ARAGE Hardware – Ben Avery 3-D Sky Invaders – Joe Velikovsky
4. Gameplay & Design Issues in Outdoor Augmented Reality Games Case Study: ARQuake Assoc. Prof. Bruce Thomas, WCL UniSA
23. A Study of Performance of Consumer Level Hardware for Outdoor Augmented Reality Gaming by Benjamin Avery Supervisor: Assoc Prof Bruce Thomas Assoc. Supervisor: Dr Wayne Piekarski
45. IDG 2003 GAMES INDUSTRY WHITE PAPER "I hope that peripheral companies start to look at opportunities for getting the joystick out of peoples’ hands and doing something different, - or getting us away from the TV screen with something like Head-Mounted Displays. I would love to see someone take on this challenge of establishing a real virtual environment with the power that the new consoles should provide." Ted Price, CEO, Insomniac Games Spyro, Ratchet & Clank from IDG 2003 Games Industry White Paper p. 94-95
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47. GAME DESIGN 1) USER-FOCUSED GAMES (`Plug & Play’) 2) SIMPLE ADDICTIVE GAMEPLAY = FUN FACTOR 3) HIGH REPLAY VALUE 4) Age: 15+ - for physical co-ordination 5) SAFETY - in goggle view is never `off ’