Thursday, April 2, 2020

Augmented Reality Gamebook Adventures

The phrase "Augmented Reality" became very popular when Pokemon Go was released just a few months ago, but I've liked the word "Augmented", long before that game made it famous, because of another use apart from computer gaming. Being an average traditional male specimen and also very proud of it, I like women as well as cars quite a bit, but I enjoy both of them even more when they are shown topless. That explains why I have always liked the use of "augmented" associated with the word "breasts" in cosmetic surgery terminology. Don't blame me for being honest here! Have you not noticed that almost all women characters in computer games have undergone some excessive breast enlargement procedures? Lara Croft in Tomb Rider is the perfect, but definitely not the only example here. There is a good reason for that, but I will discuss it in another post later on.
Lara Croft in Tomb Rider is a great example of the average gamer preferences.
Actually, augmenting the world didn't start with the first breast implants back in 1962 either. It predates this miracle of the modern medicine by thousands of years. It has been documented that about two millenniums ago, every fall season, the ancient Celts celebrated the Samhian Festival. They believed that the boundary between the worlds of the living and the dead became blurred and the ghosts of all recently deceased returned to earth. To ward off those roaming spirits, the Celts would make frightful lanterns for their homes and put on dead-like masks and disguises. It is widely believed that these are the very origins of our modern Halloween parties when we decorate our surroundings to look like a graveyard or some other scary scene of evil descent. This is exactly what Augmented Reality is all about: converting the real world into something else by using decorations or electronic devices.
Halloween is the perfect example of Augmented Reality
Come to think about it, Pokemon Go is not at all what it pretends to be. It fits the description of a location based game much better than Augmented Reality (for more info on this subject, see this article by Sunny Dhillon), but even if it was AR, it would still not be the first game of this kind. My first Augmented Reality gaming experience happened back in 2005 while I was visiting "the waterpark capital of the world": Wisconsin Dells. I remember walking through the main entrance of Wizard Quest and instantly leaving the 21 century. All of a sudden, I found myself in the middle of a fantasy world that was beyond my belief and I fell in love with it from first sight. No, I didn't misspell the name. The Wizard Quest facility in Wisconsin Dells is one of a kind experience and it has nothing to do with the MagiQuest franchise. Although, they both represent the genre of Augmented Reality pretty well and they have very similar game mechanics, MagiQuest uses two-dimensional printed walls to change the environment while Wizard Quest is a much more believable non-computerized three-dimensional experience which makes you feel that you just found yourself right in the middle of the planet Pandora from the movie Avatar.
A real photo taken at the Wizard Quest facility in Wisconsin Dells, USA
But enough about history and theory of Augmented Reality. Lets talk games now! Yes, you can create an adventure for your family and friends fairly easy without having any programming skills. However, you would have to be creative or be willing to spend some money for decorations. The process will consist of three parts: creating the environment (decorating the play area), designing the game (coming up with adventures and tasks for the players) and, of course, playtime.
Medieval Castle Scene Setter

1. Create a parallel world (decorate the play area): You can set the game up in your backyard or at your home. To make it more interesting, challenging and time consuming, I recommend using as much room as you have. First, you would have to decide the setting and the theme of your game. Second, you would have to create (buy cardboard and start drawing) or purchase (find and buy online) enough decorations to be able to augment your game area. You could order scene setters, backdrops, playtents and cardboard cutouts that fit your theme from a party store or on the Internet. Here is just an example of how you can set up one of your rooms as a castle using scene setters: Medieval Scene Setter.
Knight Miniatures Scene
Chances are that you may not be willing to spend that much money, so as an alternative, you could use your kids miniatures to create the game scenes on shelves or tables in different rooms. For an example, one of your rooms could be the fairytale castle, while another one could represent the enchanted forest and a third one can be set up as the evil forces stronghold and so on. Just put your imagination to work! As another alternative to scene setters and miniatures, you could use your computer to print some paper castles, knights, evil creatures, wizards, dragons and everything else you can possibly think of, then cut them out and use glue or tape to create the desired scenes for your game. Whatever you do, make sure that you have enough pieces to design a good storyline and challenges for your game.
The Evil Forces Stronghold
2. Design the game and the game tasks
2.1. Storyline: Your scenario could be as simple as "the dark forces have invaded the earth and you must collect specific artifacts and put an army of creatures together to defeat the evil hordes and free your land of darkness", but the more complex and engaging of a story you have, the more interesting game your friends and family would experience.
2.2. Game Mechanics: Create multiple tasks that have to be completed to win the game. Naturally, to keep the players interested for a long time, you should make them as diverse as possible. Example: Have the kids collect (discover) a fishtail, wing of bat and a mistflower, so they can boil a potion of strength to be able to remove the rock blocking the entrance to the cavern dungeon.
2.2.1. Implement Treasure Hunt Mechanics: find the following items (they would be spread out in multiple scenes and rooms): a magic sword, cloak of invisibility and so on.
2.2.2. Include Collecting Resources: find 100 gold, 5 wood and 10 knights (they should also be spread throughout all rooms and scenes)
2.2.3. Integrate Economics: your players should be able to spend the gold on purchasing magic spells, equipment, healing potions, army units or other things.
2.2.4. If you have multiple players, you could include some boardgame techniques and have them race against each other in completing the tasks.
2.2.5. To make the game even more interesting, design it as a gamebook adventure:
2.2.5.1. collecting information (example: tell the players what clues and items the wicked witch gives them when they find her or when they help her by completing a certain task for her)
2.2.5.2. making difficult meaningful decisions (example: would they spend resources on helping the old farmer defend his home, would they side with the honest king or with his sneaky brother)
2.2.5.3. logic puzzles and riddles (players would gain information or items when solving them)
2.2.5.4. dice battles (the outcome would depend on the items collected and skills gained during the adventure).
You can save a lot of money by getting creative :-)
3. Playtime (Test of Performance): the gameplay process in any game (computer or otherwise) is constructed of three very basic core mechanics: input - test of performance - feedback.
3.1. Gamer input: It is obvious that you can't have your players wave magic wands at the items like in the MagiQuest games, so I would suggest two other ways for you to receive their input:
3.1.1. Have your players find codewords printed on the objects they are looking for (example: name the goldfish 'Jewels', print the name on it and you would know that the player discovered the goldfish if they know its name)
3.1.2. Having cellphone cameras at almost anybody's disposal nowdays, you can have the players take a photo of the object and show it to you to prove that they have located it.
3.1.3. Combine input methods and use codewords for some items and taking photos for other encounters.
3.2. Test of performance: It would be the dungeon master's job (yes, that is you) to figure out if the player has collected the necessary items or hired enough units to complete the quest you assigned them to (example: if they give you the codewords or show you the photos of the fishtail, wing of bat and mistflower, you can tell them that they can find the wicked witch and she will cook the potion of strength for them)
Cardboard Cavern Structure
3.3. Storyteller Feedback: Give them feedback through narrative by explaining what else they need to do in order to succeed (negative feedback) or get them excited that they've done well and they are advancing through the storyline (positive feedback example: Once the player has found the wicked witch and collected all the ingredients, you can tell them that they have enough strength to remove the huge rock blocking the entrance to the cavern dungeon and let them explore that area as well)

Game Design Hint: It is obvious that the core mechanic of this kind of game is the Treasure Hunt, so have as many items scattered throughout the play area as possible and don't make it clear right in the beginning when and how some things would be needed. That way, you will not only provoke the explorer instinct in your players, but you will also have implemented a memory game mechanic, because they'll have to remember where they saw a specific item earlier in the adventure and go back to that location to obtain it when needed. It is a good idea to have most of the play areas (different rooms) "sealed off" in the beginning of the game and have your players complete certain quests in order to "open them" for exploration. That represents the "find a key to unlock this door" mechanic which has proven to be very successful and addicting in all kinds of adventure games.
use Baby Gate to close off certain areas of the adventure until the players gain access to them
The bottom line is that you must decorate well, create a compelling story and set interesting and challenging tasks for your players. To successfully do all of that, you don't need any programming skills, although they could be useful if you already have them, but rather learn how to design a good game by reading some Gamebook Theory here: LloydOfGamebooks.com, AshtonSaylor.com or my own blog at Visual Gamebook Adventures.

Peter Agapov
Game Designer at AugmentedRealityAdventure.com
President and Chief Executive Officer of American Limo Naperville
Former Road Captain of Marine One at Operation "Welcome You Home"

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