Game Development Reference
In-Depth Information
confrontational forces in the game. Players have to use their virtual mobile devices
on virtual streets to locate nearby portals, and a special locator provides directions.
The tricky part of developing location-based games is pretty obvious—the lack of
universality. Games set in large cities may have better quality game environments
as there can be a larger number of markers, a bigger list of challenges, and so on.
Smaller towns get less attention from developers because they simply don't have
enough time and people to cover all the possible locations. Automatic solutions are
not an option since they may accidentally establish reference points at unreadable
places, for example, over a water surface, on a roof, and so on. Some human testing
and checking of the physical location is always needed to exclude any inaccuracies.
The best way is to develop a product that is so attractive that a lot of volunteers will
appear and submit candidates for landmarks at the locations where the game will be
set. There is also a funny issue caused by such games—players use a real envir-
onment and try to interact with it, despite the fact that they might look like tourists
taking photo of landmarks. Sometimes, the wider public can get a little bit confused
by such strange activities: wondering "Why are so many people running around a
statue, staring at their phones?"
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