3227: AR Game Concept_ Fugitive

Introduction

Fugitive is an Augmented Reality stealth game for a Head-Mounted Display (Such as Google Glasses) that is set in the context of a shopping mall. The player plays as a Fugitive, hiding from agents that are out to catch him while looking for items to disguise himself and escape his pursuers.

Description

When you enter your usual shopping mall, the lights begin to flicker and you feel that you are not alone. As you scan the crowds of people in the mall, you see a few suited Agents wearing shades despite being indoors. You feel this inexplicable need to run, hide and evade their attention as being caught by them would render your HMD useless for 30 minutes.  There are no maps. No indicators. All you have to rely on is pure stealth and wit in order to outsmart and outmaneuver the Agents.

You make use of crowds to break the line of sight. You hide around corners move fast to evade their attention. As you evade your first Agent, a subtle change in lighting occurs, directing you to certain places like Clothes stores and Cosmetics stores, where you can Equip items there to create a disguise. As time goes by, the pursuit gets more intense and culminates in your escape via a number of different possible methods.

Key features

  • The game will incorporate an adaptive difficulty that ensures that players can adjust to their “Stealth Mode” accordingly
  • Agents will be rendered as realistic but ominous humans that behave far too purposeful for being in a mall
  • Agents react realistically to crowds and will not “walk through” people
  • There will be no weapons or fighting, only evasion and trickery
  • The game would be able to access data on the types of shops in the mall and using the HMD, be able to identify items (such as a wig) within the store. These items can be Equipped by trying them on and doing a visual scan of it using the HMD.

Genre

First Person Stealth Thriller (Like Amnesia)

Platform(s)

Head-Mounted Display such as Google Glasses

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4 responses to “3227: AR Game Concept_ Fugitive”

  1. He Junwei says :

    He Junwei
    A0002633X

    I try to imagine playing this game in an empty shopping mall… >_< must be hardcore difficulty.

    Ok, on to more serious business. I like the idea of integrating 'testing on things in a shop' to improve your disguise' which could be a good link as to why the 'coorporation' wants to make such a game in the first place (advertising). However, actually putting on the item might not be realistic in a 45 minute setting. Probably just scanning it should be sufficient.

    Also, from the description, the agents teleport, like in Amnesia, which is really cool, but when I try to imagine extremely distressed players hiding around a mall, I would call security.

  2. Wee Wei Jin / A0073992R says :

    I like the idea of using ‘stealth’ in the game, and the entire concept is quite interesting.

    I understand that the ultimate goal is to escape from these agents but it isn’t exactly described how it is achieved. Do players have to exit the mall to consider the goal achieved and end the game?

    Perhaps there could also be more interaction between a player and the real agents as well. Maybe it could adopt something like Assassin’s Creed active-vs-passive moves. Like say, if you perform or do something more active (e.g. running), it would alert the agents attention more easily as compared to passive actions.

    I was also thinking if players could disguise as one of the agents. Perhaps after setting virtual traps where agents may fall into, so players could get their attire and disguise as them. All these suggestions are mainly to include more interactions between the player and the virtual objects/world though, since it seems like the entire game solely revolves around avoiding the NPCs (agents).

    One more (minor) concern is probably the crowd that may impede players game play. Off the top of my head, a possible scenario that might ruin the game – player steps onto the escalator. A nearby agent notices him and begins walking towards the escalator. Player obviously has to start walking to escape but… he’s blocked by people standing on the escalator standing on the right (and left), and they refuse to budge!

    Apart from that, the concept still sounds pretty fun overall!

  3. bigginerx says :

    Reynold Kwok
    A0088001

    I think the idea is brilliant. However, as brought up by JunWei, the context of the game really makes it or breaks it. But then again, all site-specific AR games will have to consider this.

    Why I love it?

    The objective is really simple to understand: Do not get caught. From my experience as a novice gamer (I’ve played less than 10 games in my life), the learning curve should not be too steep if it is to be targeted at the masses. I know Louis didn’t mention about the Target Market, but considering that the site-specific AR games industry is still in it’s growing and trial phase, a simple game would make the game much more palatable to the general market, hence paving way for games to be designed. This would also help cultivate an acceptable market for the future of AR games.

    What I do see as a probable concern would be that shop keepers might not be as keen to participate, considering that gamers will be “doing weird stuff” in their shops trying to hide from agents. Also, a larger concern would be that it might promote an unhealthy spending habit, where people are paying for things they do not want. Lastly, gamers might be a disturbance if they’re running around the mall.

    Just my 2 cents worth. 🙂

  4. ludicmutation says :

    Overall you got some good critical feedback here. And I like your description of subtle cues like lighting changes to guide your player, that the crowds in the SG shopping mall (usually an obstacle to these game proposals) are integrated into the game logic and lastly that you dont have to actually buy products…just try them on, good idea–customer incentive (if the stores are funding this game? the Mall?) but not too heavy handed. Yes, maybe you need some way to further encourage stealth–like hypothetical speed track that only allows the player to walk, not run.

    Hmm, game could become so fun noone wants to actually shop anymore:)

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