Using AR Mechanics and Emergent Narratives to Tell Better Stories
2020; Springer International Publishing; Linguagem: Inglês
10.1007/978-3-030-37643-7_22
ISSN2364-947X
Autores Tópico(s)Augmented Reality Applications
ResumoIn games like BioShock and Half-Life 2, most storytelling does not happen with words. Graphic design, sound design, environmental architecture, and experiential cues put the player in the space, tell the story, and teach users to play the game. Together, these components tell the player what to afraid of, when to run or when to approach with caution, when to draw your gun, and when to jump on a monster’s head. Augmented reality, or AR, does not merely introduce users to a new world. It introduces users to a new world every time they start a new play session. These design techniques present a basic layout for a new physical vocabulary of game design and user interaction. How do traditional game experiences, and this existing well-defined vocabulary, transfer to augmented reality experiences? In AR, the user’s main game mechanic is simply existing in the space. Moving your phone or device around is an act of exploration and discovery. Each physical movement leads to a new variation on the experience, revealing a new slice or a new aspect of the AR world.
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