During November last year, a
significant new feature became available for players of Pokémon Go who had
reached level 40, the maximum possible level in the game: the ability to submit
nominations for new Pokéstop locations. Pokéstops are the in-game modules
located at points of interest, which can be spun to receive items, quests and
gifts to send to friends.
Alongside this new capability,
this same group of level-40 players has also been able to participate in the
review system for these ‘wayspots’, called Niantic Wayfarer.
Here, submissions from other
players are assessed according to a set of criteria outlined by Niantic, which
new reviewers are tested on when they sign up. These criteria determine whether
a location becomes a new wayspot, or is rejected. If approved, the wayspot will
usually appear in all of Niantic’s games: Pokémon Go, Ingress and Harry Potter:
Wizards Unite.
Over the past three months, I’ve
been getting to grips with the process of submitting Pokéstop nominations and
reviewing them using Niantic Wayfarer. In this post, I’m going to discuss the
guidance given to reviewers of wayspot submissions, and the implications that
these criteria have for how Pokémon Go players engage with the places they play
in.
What makes a good wayspot?
On Wayfarer, Niantic give the
following guidance to reviewers for identifying good wayspot nominations.
One immediate observation to note
from these criteria is the focus on discovery.
Niantic want wayspots that draw
attention to locational features that players might otherwise be unaware of, particularly
from the perspective of visitors to an area. They’re asking locals to
draw on their fine-grained knowledge of place to add content to their games –
and particularly content that will enhance the experience of discovery and
novelty among their mobile player base.
By aiming for these types of niche
locational features, Niantic are potentially tapping into a broader trend of ‘offbeat’
tourism. Facilitated by Instagram, travel blogging/vlogging, websites and guides
like Atlas Obscura, as well as locative media that make finding these sites
easier, this slice of the travel and tourism sector has become remarkably lucrative with the growth of the so-called ‘experience economy’.
Indeed, it’s worth highlighting
how Niantic as a company have been developing increasingly close links with the
tourism industry and cultural sectors across the globe. For a while now, we
have seen in-game events to mark World Tourism Day on Pokémon Go, as well as
regional Pokémon that (in theory, at least) can only be obtained by travelling
to another part of the world or trading with someone else who has.
They are even working with cultural
departments in municipal authorities across the world to host events for players
of Niantic games. For example, the locations of this year’s Pokémon Go Safari
Zone events in Taiwan, St. Louis, Liverpool and Philadelphia (the last three now
postponed) were decided following a bidding process by the cities involved. The
competition was seemingly justified by figures reflecting the impact of
previous Niantic events for the
local economies of previous host cities.
But what do these trends mean for
how players of Pokémon Go encounter and make sense of their surroundings?
Alongside these guidelines for
making ‘good’ wayspots, Niantic have also included a list of specific kinds of
nominations that they value highly.
Here, we see more explicit
recognition of education and discovery being ‘cornerstones’ of Niantic as a
corporation.
But what is most notable about
this segment of the guidance is how Niantic are actively aiming to produce landscapes
of play in their own image – to shape player engagement with places in ways
that accord with their company values. These include transport hubs like train
and bus stations that ‘connect and unite people around the world’, public parks
that encourage ‘walking, exercising and enjoying public spaces’, and libraries
for their core values of education and discovery.
Of course, thinking critically,
we should be asking what aspects of place are left out of the imaginaries that
Niantic are curating through Wayfarer. This is where their criteria for
‘low-quality nominations’ become significant.
‘Low quality’ nominations
In
this section of the guidance, Niantic is clearly setting out exactly what kinds
of places should not be interacted with by players of their games. From a
practical standpoint, these would appear to be for reasons of safety (both of
players and non-players), accessibility and potential legal ramifications for
the company.
Clearly,
as a large games company with a vast player base, and one very much in the public
eye, there is little scope in Wayfarer for anything transgressive when it comes
to the usual caveats of location-based gaming: private property laws, emergency
service operations, key infrastructure and restricted sites (though examples
abound of people playing Pokémon Go itself in transgressive ways).
But
what I have found particularly fascinating about these guidelines for ‘low
quality’ nominations is the ineligibility of those that are ‘natural features’.
Aside
from the contention surrounding the word ‘natural’, which could be debated
endlessly (e.g. how the concept of ‘nature’ itself is produced by humans; the
social, cultural and/or political implications of designating certain entities
as ‘natural’ and others not; how humans and our constructions are themselves
part of nature, etc.) there are quite a few conceivable cases where the logic
behind distinction can become problematic.
Following
Niantic’s criteria, a geological feature that has been present for tens of
thousands of years would be rejected as a Wayfarer nomination. Yet a sign for
the same feature that probably wouldn’t last 20 years without repair or
replacement would be eligible.
This
is despite advising reviewers to reject nominations that ‘do not appear to be
permanent’ in the same section of the guidance.
Here,
longevity as a factor for eligibility is seemingly trumped simply by the
presence of man-made objects.
Furthermore,
there are cases where, even going by conventional social and cultural norms,
the boundaries between a man-made and natural feature can be hard to
distinguish. These include sites like ruins, where plants will invade and grow
without careful maintenance. How overgrown does a man-made object need to
become before it is no longer seen as ‘man-made’? And how feasible is it for a
reviewer to make this distinction from the photograph included in the
submission?
One
important geographical observation is that the impact of these criteria will be
felt differently depending on the types of places where people play.
The
difficulties faced by rural Pokémon Go players are already well-established, with
fewer spawns (sites where Pokémon can appear), Pokéstops and Gyms than their
urban counterparts, all of which are crucial for in-game events and general
gameplay.
However,
it is also in rural areas where these ‘natural features’ are more likely to be
the culturally important sites that players will want to showcase by turning
them into Pokéstops. Even where there are relevant man-made objects to nominate
in rural areas, these are generally less likely to have signs and other
associated ‘man-made points of interest’ when compared to similar sites in
urban areas.
So
while Wayfarer might appear to democratise the process of getting new Pokéstops
and Gyms wherever you live, the criteria for assessing nominations still work
in favour of player communities in more populated, built-up, well-signposted
locations.
Grey areas and community standards
As
we’ve already seen, the guidance given to Wayfarer users may not always be easy
to apply in practice. Niantic itself recognises that its criteria could provoke
differences in interpretation, and have created a page on ‘potentially confusing nominations’ in the Support section of Wayfarer.
This
additional advice covers a number of cases that might be interpreted
differently depending on which aspects of the guidelines reviewers prioritise,
including graffiti/street art, cemeteries and memorials, playgrounds, post
offices and trail markers. It also gives specific advice regarding the images
used in nominations (they should be good quality, and shouldn’t include
people).
When
it comes to approving or rejecting these ambiguous submissions, the deciding
factors seem to mirror many of the key considerations already noted: levels of public
and pedestrian access, permanence, personal privacy, distinct cultural value
and accordance with Niantic’s ‘cornerstones’ of discovery and education.
An example of one of the 'potentially confusing' nominations Niantic discusses on their support pages for Wayfarer |
Yet
in recent months Niantic have added two further clarification pages to the
‘Wayspot Acceptance Criteria’ Support page, one in October 2019
and one in January 2020.
These seek to clarify even more ambiguous cases that Wayfarer reviewers have
raised; the latter reacting particularly to the massive influx in new reviewers
since the function was opened to Pokémon Go players in November.
As
the number and range of submissions has increased, it has become clearer that many
landmarks on the ground are still not easily categorised by Niantic’s criteria. As
such, the responsibility for distinguishing between worthy and unworthy
wayspots is increasingly passed onto the Wayfarer community.
This
power is not insignificant. If reviewers unanimously decided to accept a nomination
that would be deemed ineligible according to Niantic’s criteria, the only way
the wayspot would be removed from their games is if somebody reported it to the
company. Because players of Niantic games benefit from these wayspots, it is
unlikely that they will report it themselves (unless they are particularly
community-minded). So it may not be removed until the wayspot has caused such a
level of disruption that non-players become aware of it.
In
practice, it would be difficult to coordinate such a unified response, as
reviewers have hardly any control over how wayspot submissions are allocated.
But all it takes is for a few reviewers to make the same decision, and an
otherwise ‘inappropriate’ submission can slip through the net.
Notorious
examples include strip clubs being accepted as ‘unique local businesses’, while
more worthy sites such as Michelin-star restaurants or local charitable
organisations are rejected as being too ‘generic’.
While
these are worst-case scenarios, the more
significant observation to make is that the looseness of Wayfarer’s reviewer
guidelines has created space for community standards to develop. This is
particularly impactful when it comes to landmarks that are culturally specific,
which may not be adequately accounted for in Niantic’s criteria.
In
the UK, this has happened with postboxes.
There is now a de facto rule amongst Wayfarer reviewers that only postboxes bearing
the Royal Cipher of King George VI or earlier will be accepted as wayspots, due
to their historic value. Meanwhile, the vast majority of postboxes that bear
the Queen Elizabeth II cipher are ineligible.
Adjacent postboxes bearing the Elizabeth II cipher (left) and George VI cipher (right) |
In
establishing these standards, Wayfarer communities are able to assert a degree
of agency in determining sites that are culturally valuable and therefore
worthy of inclusion in Niantic’s games.
Before
we praise this as an exemplar of successful community cohesion in Niantic’s
games, it’s worth pointing out the process through which Wayfarer reviewers are
allocated submissions for new wayspots.
The
submissions that reviewers receive can derive from any of the following
categories: sites within a 150-mile radius of a reviewer’s last play location; from
anywhere across their home country; from any of their home country’s
territories; from bordering countries; or from the ‘home’ and ‘bonus’ locations
that reviewers can set in their Wayfarer settings.
Due
to the wide distribution of reviewers assessing any given submission, there are
likely to be differences in the value judgements these reviewers make of sites
that are submitted, particularly if the value of a given landmark is only
likely to be recognised at a very local scale.
An
example from my local Wayfarer community is the lampposts supplied
to the city of Canterbury by the Biggleston company until 1963, which have very
distinct features. Though the Biggleston lampposts that remain arguably have
significant cultural value to citizens of Canterbury, to many reviewers from
outside the city these lampposts will seem too generic to accept as points of interest.
So
while there is scope in Wayfarer’s model for community standards of cultural
value to develop – promoting discovery and learning about places that players
of Niantic games visit – there will always be inconsistency in how both these
and Niantic’s own criteria are applied to any individual submission.
Degrees of agency
Though
Wayfarer is evidently not an uncomplicated system, it does serve some very
clear purposes for Niantic.
As
you would expect from a company whose profit is directly tied to user
engagement, Niantic want to increase engagement with their games. One effective
way of accomplishing this is to increase game content at a local level. Because
Pokéstops and Gyms in Pokémon Go are so essential to the enjoyment of the game
– giving you items that allow you to catch and heal your Pokémon, eggs you can hatch
to get more Pokémon, and being the primary conduits for in-game events – the
more that appear in a given area, the greater the ability of players to enjoy
the game and play it as Niantic intends.
If
Niantic were to evaluate all of the suggested wayspot locations themselves,
there is simply no way they could cope without hiring a large and expensive
workforce. By offloading this labour to a more-than-willing workforce – committed
players who have already spent countless hours (and money) on Niantic games – not
only do they avoid these significant costs, but they actively deepen the
investment of players in Niantic’s values, objectives and the wellbeing of
their games.
For
these reasons, it is easy to see why Wayfarer exists and has made a notable
impact on Niantic’s player communities.
Yet,
like any form of distributed authority, its application is largely dependent on
the individual people and communities of practice making the decisions, as well
as the particular cases they deal with.
Niantic’s
guidance for Wayfarer reviewers at once articulates a quite distinct set of
values and responsibilities, yet leaves ample room for ambiguity and interpretation
when dealing with the specificities of real-life submissions. This system can potentially
account for local cultures and community values better than a single
centralised reviewing operation run by Niantic Headquarters.
However,
the process of allocating nominations, whereby reviewers can receive submissions from
places and cultures with which they have very little familiarity, also works to
hinder the development of coherent community standards.
This
situation isn’t helped by the current lack of incentives for players of Niantic
games to actually review Wayfarer submissions. As it stands, there are no in-game
rewards for doing what is basically user-friendly admin, meaning that the only
players helping to shift the backlog of wayspot submissions derive from the
most commited segment of this already highly-committed group. Because the
number of committed reviewers is low, the geographical range of submissions
they receive is extensive. The potential for inconsistency in how these nominations are valued grows.
What
the development of Wayfarer certainly has done is illuminate some of the
geographical implications of Niantic’s particular brand of location-based
gameplay. By revealing the underlying architecture of values, standards and
systems that guide how content is added to their games, we can critically examine
how the company is seeking to shape how we interact with our environments, and
how this architecture is negotiated in practice by communities of players.