pokemon go: back in time // game.play.design // rethink
TRANSCRIPT
• Pokémon go uses heritage sites but people aren’t
really “on site” when they play there
• The poke-stops in the game shows an image of
what you can already see in the real world
• The extended information show what you can
already read on the plaque / info boards on site.
• Ludo-narrative dissonance [issue with rule-based
space]
• The AR is gimicky rather than integral / interesting
/ informative [issue with mediated spatial plane]
• Narrative / world and the position of the player is
not well defined [issue with ethos]
• Pokemon Go: expansion / DLC / mode / thing
• Focus on exploring / using narrative to turn spaces
[both game and historic] into places.
• Interweave the Rule-based, mediated, fictional,
play and social spaces together
• Get GO to be transmedial-er
• Use what isn’t there [the intangible cultural
heritage]
• Use the Pokéstops as portals to the past [show
parts of our narrative past that aren't physical and
tie the Pokémon world into it – build the topos +
ethos]
• Narrative / challenges focus around the places:
ie Meeps
• Links to external information Crusader Kings style
• Diary mode to augment your own experiences + images onto the map.
• Intended user: classrooms looking to use Pokémon GO to explore
heritage / history
• Though could be extended for, you-know, everyone.
• Use same as now – casual geolocation game.
• 5-6 minutes at each stop to do a challenge / get narrative fragments
• Stories change the more you are there the more stories you get. Track
how much of history you have explored of a place. Replay value.
• Enacted Narrative: use the movement in actual
space to progress the story, create stories
• Emergent Narrative: use it as an authoring
environment to collect peoples new uses of
historic sites.