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The Mystery Trip
A Mobile Game to Structure a 4-Day Hike
The Mystery Trip
A Focus on Game Goals and Mechanics
A Focus on Game Goals and Mechanics
AR situates game play in the physical place surrounding the body.

  Crappy PDA graphics are supplemented by amazing sensory-rich effects
  (sun, wind, rain, bugs, cramps, etc.) unparalleled in other types of video
  games.




John Martin, regardingjohn.com                                   Photo by Mystery Trip 2008 Group   2
Original Plan




John Martin, regardingjohn.com                   3
Original Plan

    • 3-5 campers (boys age 10-16)




John Martin, regardingjohn.com                   3
Original Plan

    • 3-5 campers (boys age 10-16)
    • 4-day hiking trip over a 16 square mile
      area.




John Martin, regardingjohn.com                      3
Original Plan

    • 3-5 campers (boys age 10-16)
    • 4-day hiking trip over a 16 square mile
      area.
    • play an AR game to understand
      affordances and limitations .




John Martin, regardingjohn.com                      3
Original Plan

    • 3-5 campers (boys age 10-16)
    • 4-day hiking trip over a 16 square mile
      area.
    • play an AR game to understand
      affordances and limitations .
    • critique and redesign game, adding
      own sub-culture.




John Martin, regardingjohn.com                      3
Original Plan

    • 3-5 campers (boys age 10-16)
    • 4-day hiking trip over a 16 square mile
      area.
    • play an AR game to understand
      affordances and limitations .
    • critique and redesign game, adding
      own sub-culture.
    • Group-collaborated design naturally
      causes a game narrative portraying
      community narratives on three levels:
       – camp history
       – current population
       – trip group
    • Freedom for inside jokes, community-
      building, puzzle creation -- slightly
      competitive.




John Martin, regardingjohn.com                      3
Narrative
• Narrative: sets the stage for the game.
  Typically introduces Object of game (goal),
  and story line that ties in game mechanics
  (e.g. "You wake up in a strange cell block
  with no memories. There's a chair in the
  room with a loose leg that might come off")

• Narrative in a place-based game should
  account for (almost) anything players might
  encounter.
                                         5
Mystery Trip Narrative
        You feel a buzzing in your backpack. You take out your Communicator, and tune in.




        It’s John. His face is               It’s John. His face is               It’s John. His face is
        scratched and bloody,                scratched and bloody,                scratched and bloody,
        battered and bruised.                battered and bruised.                battered and bruised.
Whoa! I didn’t think I’d get you!     After you left, camp was            I’m not sure why they
This Communicator is whacked          overrun by men in green.            attacked. Head up Great
pretty badly.                                                             Pond Mountain. I’ll try to
                                      We tried to fend them off.
                                                                          communicate with you there.
Hello? Can you hear me?
                                      There were five of them on          Stay out of sight, and off the
Well, it says it’s transmitting, so   Noah at one time, and Addie         open faces — and don’t take
if you can hear me, listen up.        took out eight or so, but the       the main trails; I think they’re
I’m not sure what’s going on,         sheer numbers overcame us.          monitoring them.
but don’t come back to camp!
                                                                          Go! and be careful!
And stay low!




                                                                                     6
Mechanics
• Mechanics: what you can and cannot do in
  the game (e.g. walk, run, look, turn, pick up,
  throw, hit, drive, etc.)

• Mechanics in a place-based game should
  account for all the actions a body can do in
  place.


                                           7
Mystery Trip Mechanics
                                   The Communicator buzzes again...




        John Martin, looking                    John Martin, looking              John is visibly
        really really tired.                    really really tired.              frustrated …

They’re setting up some kind of         I’ll try to program it to accept   It’s no use — there’s some kind
base station here. There’s all          them from my end.                  of encryption.
sorts of radio gear.
                                        Do not return to Craig Pond, or    However, I think the key is
If you can get to one of the            Great Pond mountain — they’re      directional and time-based.
nearby peaks, you might be              swarming with Greenies.
able to intercept a transmission                                           If you can gather transmissions
with your Communicator.                                                    from another peak or two, I
                                                                           think we can extract the key and
                                                                           decode the messages.




                                                                                     8
AR Game Mechanics




                    Play on location
AR Game Mechanics



 Play on
handheld


                               Play on location
AR Game Mechanics

                   Trigger game
                      objects
 Play on
handheld


                               Play on location
AR Game Mechanics

                     Trigger game
                        objects
 Play on
handheld

             collect clues and
                 objectives      Play on location
AR Game Mechanics

                     Trigger game
                        objects
 Play on
handheld

             collect clues and
                 objectives      Play on location
AR Game Mechanics

                     Trigger game
                        objects
 Play on
handheld

             collect clues and
                 objectives      Play on location
lake                                          Trip Goals
                                            mtn
                                                        1. Fill days
                                                           (Tue 9am - Fri 2pm)
                         swamp                    mtn   2. Camp at different
                                                           site each night

                                                        3. Explore as much land/
                               streams                     diversity as practical
                   mtn
4 miles




                                                        4. Low impact / Stay out
                                              mtn          of heart of Wildlands
                                                           (wildlife only)
                         mtn
                                                        5. Be Safe

            lake                                        6. Have Fun

                                                  mtn



                                  4 miles
A Linear Game                        Day One:
            • safety: group sticks together      1. Camp is under attack!
                                                    We don't know why.
    4       • we know (roughly) where they          Go to top of mountain,
                are at any time                     and await direction!
            •   can only camp at set sites
                                                 2. Stay off trails!
            •   must avoid center of game area
                (wildlife only)                  3. Here's what we know.

        3                                        4. Camp at Hot Hole
                                                    tonight!

        2


        1

start
Day Two:
                           5          4. They're setting up a
                                         transmitter. Go to
4                                6
                                         Flying Moose Mountain
                                         and capture signal.
    Simple quests                     5. Signal is garbled. Get
    • start easy                         two more from
    • focus is primarily on camping      mountain tops to
                                         triangulate.
    • we know (roughly) where they
      are at any time                 6. Stay here tonight.
Day Three:
                                             6. Get two more signals
                                                from Flag Hill and Owl
                                     6
                                                Peak.
Diverse Landscapes
                                             7. Get one more from
•   plan around land             7              Owl Peak.
•   bushwacking is slow
                                             8. Great! Will try to
•   swamps are slow
                                                decode. Head to
•   gravel roads are boring                     Mitchville!
•   stream trails are exciting
                                         8   9. Stay here tonight.



                    9
Day Four:
 Pacing                  9. We decoded the
                            signals. Head back to
     • take up 4 days
                            Craig Pond.
                         10. Look out for snipers!
                             (s)
                         11. Get stashed canoes
                             from Day 1 and head
                             to middle of lake.
               s
                         12. Transmit anti-signal.
                         13. Mission accomplished!
                             We're cleaning camp.
     13         10           Come back at 2pm.
11                   9


     12
               s
lake                                               Trip Goals
                               mtn
                               5                   1. Fill days
 4                                         6          (Tue 9am - Fri 2pm)
               swamp                 mtn           2. Camp at different
                                     7                site each night

                                                   3. Explore as much land/
                     streams                          diversity as practical
       3 mtn
                     s                             4. Low impact / Stay out
                                 mtn           8      of heart of Wildlands
     2
               mtn                                 5. Be Safe
         13           10
11 1                       9                       6. Have Fun
  lake
       12
                     s               mtn

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Mitchville game narrative design

  • 1. The Mystery Trip A Mobile Game to Structure a 4-Day Hike
  • 2. The Mystery Trip A Focus on Game Goals and Mechanics A Focus on Game Goals and Mechanics
  • 3. AR situates game play in the physical place surrounding the body. Crappy PDA graphics are supplemented by amazing sensory-rich effects (sun, wind, rain, bugs, cramps, etc.) unparalleled in other types of video games. John Martin, regardingjohn.com Photo by Mystery Trip 2008 Group 2
  • 4. Original Plan John Martin, regardingjohn.com 3
  • 5. Original Plan • 3-5 campers (boys age 10-16) John Martin, regardingjohn.com 3
  • 6. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. John Martin, regardingjohn.com 3
  • 7. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . John Martin, regardingjohn.com 3
  • 8. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . • critique and redesign game, adding own sub-culture. John Martin, regardingjohn.com 3
  • 9. Original Plan • 3-5 campers (boys age 10-16) • 4-day hiking trip over a 16 square mile area. • play an AR game to understand affordances and limitations . • critique and redesign game, adding own sub-culture. • Group-collaborated design naturally causes a game narrative portraying community narratives on three levels: – camp history – current population – trip group • Freedom for inside jokes, community- building, puzzle creation -- slightly competitive. John Martin, regardingjohn.com 3
  • 10. Narrative • Narrative: sets the stage for the game. Typically introduces Object of game (goal), and story line that ties in game mechanics (e.g. "You wake up in a strange cell block with no memories. There's a chair in the room with a loose leg that might come off") • Narrative in a place-based game should account for (almost) anything players might encounter. 5
  • 11. Mystery Trip Narrative You feel a buzzing in your backpack. You take out your Communicator, and tune in. It’s John. His face is It’s John. His face is It’s John. His face is scratched and bloody, scratched and bloody, scratched and bloody, battered and bruised. battered and bruised. battered and bruised. Whoa! I didn’t think I’d get you! After you left, camp was I’m not sure why they This Communicator is whacked overrun by men in green. attacked. Head up Great pretty badly. Pond Mountain. I’ll try to We tried to fend them off. communicate with you there. Hello? Can you hear me? There were five of them on Stay out of sight, and off the Well, it says it’s transmitting, so Noah at one time, and Addie open faces — and don’t take if you can hear me, listen up. took out eight or so, but the the main trails; I think they’re I’m not sure what’s going on, sheer numbers overcame us. monitoring them. but don’t come back to camp! Go! and be careful! And stay low! 6
  • 12. Mechanics • Mechanics: what you can and cannot do in the game (e.g. walk, run, look, turn, pick up, throw, hit, drive, etc.) • Mechanics in a place-based game should account for all the actions a body can do in place. 7
  • 13. Mystery Trip Mechanics The Communicator buzzes again... John Martin, looking John Martin, looking John is visibly really really tired. really really tired. frustrated … They’re setting up some kind of I’ll try to program it to accept It’s no use — there’s some kind base station here. There’s all them from my end. of encryption. sorts of radio gear. Do not return to Craig Pond, or However, I think the key is If you can get to one of the Great Pond mountain — they’re directional and time-based. nearby peaks, you might be swarming with Greenies. able to intercept a transmission If you can gather transmissions with your Communicator. from another peak or two, I think we can extract the key and decode the messages. 8
  • 14. AR Game Mechanics Play on location
  • 15. AR Game Mechanics Play on handheld Play on location
  • 16. AR Game Mechanics Trigger game objects Play on handheld Play on location
  • 17. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 18. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 19. AR Game Mechanics Trigger game objects Play on handheld collect clues and objectives Play on location
  • 20. lake Trip Goals mtn 1. Fill days (Tue 9am - Fri 2pm) swamp mtn 2. Camp at different site each night 3. Explore as much land/ streams diversity as practical mtn 4 miles 4. Low impact / Stay out mtn of heart of Wildlands (wildlife only) mtn 5. Be Safe lake 6. Have Fun mtn 4 miles
  • 21. A Linear Game Day One: • safety: group sticks together 1. Camp is under attack! We don't know why. 4 • we know (roughly) where they Go to top of mountain, are at any time and await direction! • can only camp at set sites 2. Stay off trails! • must avoid center of game area (wildlife only) 3. Here's what we know. 3 4. Camp at Hot Hole tonight! 2 1 start
  • 22. Day Two: 5 4. They're setting up a transmitter. Go to 4 6 Flying Moose Mountain and capture signal. Simple quests 5. Signal is garbled. Get • start easy two more from • focus is primarily on camping mountain tops to triangulate. • we know (roughly) where they are at any time 6. Stay here tonight.
  • 23. Day Three: 6. Get two more signals from Flag Hill and Owl 6 Peak. Diverse Landscapes 7. Get one more from • plan around land 7 Owl Peak. • bushwacking is slow 8. Great! Will try to • swamps are slow decode. Head to • gravel roads are boring Mitchville! • stream trails are exciting 8 9. Stay here tonight. 9
  • 24. Day Four: Pacing 9. We decoded the signals. Head back to • take up 4 days Craig Pond. 10. Look out for snipers! (s) 11. Get stashed canoes from Day 1 and head to middle of lake. s 12. Transmit anti-signal. 13. Mission accomplished! We're cleaning camp. 13 10 Come back at 2pm. 11 9 12 s
  • 25. lake Trip Goals mtn 5 1. Fill days 4 6 (Tue 9am - Fri 2pm) swamp mtn 2. Camp at different 7 site each night 3. Explore as much land/ streams diversity as practical 3 mtn s 4. Low impact / Stay out mtn 8 of heart of Wildlands 2 mtn 5. Be Safe 13 10 11 1 9 6. Have Fun lake 12 s mtn

Editor's Notes

  1. Elsewhere we show that playing AR games increases motivation and situates learning.
  2. Elsewhere we show that playing AR games increases motivation and situates learning.
  3. Elsewhere we show that playing AR games increases motivation and situates learning.
  4. Elsewhere we show that playing AR games increases motivation and situates learning.
  5. Elsewhere we show that playing AR games increases motivation and situates learning.