To demonstrate our lightweight infrastructure we decided to implement an augmented reality game. A game was easy to prototype because we could change the rules of the game to adapt to our developing infrastructure. The game also engaged the user focusing the player's attention on the AR experience and not the devices used for implementing the augmented reality.
The setting we chose for Guided by Voices is a medieval fantasy world where the player wanders through a soundscape of trolls, dragons, and wizards. Various sounds from the setting are presented as the player explores the environment passing through a dragon's lair and a troll's bridge, meeting friends or foes and gathering objects like a sword and a spellbook. The game play is similar to traditional role-playing games such as Dungeons and Dragons (D&D) where the player is a character on a quest. As in D&D the player does not directly interact with computers or graphics. Instead, the wearable observes the player's actions and functions as the game master. All of the game's input comes from where the player chooses to walk in the real world environment. The narrative of the story changes depending on the paths of the players. The wearable keeps track of the player's state checking if he/she has acquired the necessary objects for a specific location. Rich environments can be created because each location can serve multiple purposes and play different roles in different situations.
One could look upon this audio-only environment as being less immersive than a traditional computer game with graphics. However, we see several advantages to the Guided by Voices game play. For one, instead of moving an avatar in the computer world the player physically moves through a real world space. This aids in immersing the player in the game play. Also, many people can play this game simultaneously in the same physical space creating a real life social aspect to the game. Unlike most multi-player PC based video games, Guided by Voices brings people together to the same geographical location. The game could be extended easily to capitalize and enhance this social interaction. The audio-only nature of the game takes advantage of the player's imagination drawing them further into the game. For example, instead of being presented with a rendered dragon that may or may not be frightening, the player gets to interact with his/her idea of what a frightening dragon should look like. The sound elements of the game are designed to aid this imagination process.