For the
past seven months or so, I’ve been developing a location-based game as part of
my PhD research. Building on early experimentation in the first year of my PhD,
as well as The Timekeeper’s Return, the mixed-reality game I created for Canterbury’s Cathedral Quarter in 2018, Canterbury
in 3 Words is a
digital treasure hunt that challenges you to discover and share stories unique
to the city using the What3Words app.
The rule
that defines the game is that each story must contain all three words in the
What3Words address of the location it’s written about. Other players can then
read stories shared on the game’s Facebook group and decipher
the locations they describe using their knowledge of Canterbury and the
What3Words app, aiming to find as many locations as possible and rise up the
leaderboard.
In this
post, I’m going to talk about the development of the game thus far: how I
arrived at this concept for a location-based game, some of the gameplay
features that players can expect, and what all this means for my PhD research.
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To put it concisely, my PhD research
looks at the potential of location-based games as platforms for eliciting and
telling the stories that make places meaningful.
This research project is
practice-based, meaning that I’m employing creative practice – in this case,
designing and developing location-based games – as a method through which I get
‘data’ I can use to answer my research questions.
Alongside
more conventional research methods such as ethnographic observation and
interviews, this allows me to gain insight into the processes of idea
generation, initial design, testing, iteration and production that shape location-based
gameplay, as well as how players negotiate the architecture of game rules and
platforms.
In geography and more broadly across the (digital) humanities, researchers looking at games have been reluctant to engage in game development practices themselves, even though their highly iterative processes have a hugely significant bearing on what kinds of player experiences eventually unfold from games.
In geography and more broadly across the (digital) humanities, researchers looking at games have been reluctant to engage in game development practices themselves, even though their highly iterative processes have a hugely significant bearing on what kinds of player experiences eventually unfold from games.
While there are many valid
reasons for this, it can consequently become difficult for researchers to
detect the tacit (yet often highly influential) knowledges that shape how
creative works such as games are produced. These can include ideas that were
tried but abandoned, gameplay elements that changed over the course of the
development, practical constraints that needed to be overcome, and unexpected
occurrences or considerations that had to be managed.
Many of these more tacit elements
of the design process were encountered on the winding path that led to the
current version of Canterbury in 3 Words itself, which was born out of an
amalgam of earlier creative experiments. These ranged from very basic game
concepts that were never developed any further, to a full prototype that was
tested in person by my PhD supervisors.
The useful thing about making
games from an academic perspective is that, unlike in a commercial game
development environment where there is much more pressure to make something
workable sooner, even ideas that end up needing significant refinement or fail
to work as intended can provide useful findings for the research.
In fact, it wasn’t until late
summer/early autumn last year when the idea of using What3Words addresses to
tell stories about places first came to mind.
I already knew a little bit about
What3Words and how it works – mostly through news stories about how it had helped the emergency
services get to incidents in remote locations. What3Words claim that their
service is built to ‘make everyone everything and everywhere easy to find’; the
idea being that telling three words to someone is a much more efficient way of
communicating location than the strings of digits we use to define GPS
coordinates.
But I wanted to find out what
critical geographers and cartographers had to say about the implications of
this new method of identifying points on the earth’s surface.
As expected, many of the usual
caveats of locative technologies had been discussed, such as how the geodetic
movement of the earth can affect the accuracy of locative addressing systems
over time. Many commentators also raise concern about the implications of an
addressing system that is directly tied to corporate interests, when addresses in general are so important to everyday life globally.
From a cultural geography
perspective, I’m most interested in the repercussions that associating certain
words with certain places might have for how locations are imagined,
represented and performed.
We can already see evidence of these
kinds of impacts in the ‘gimmicky’ quality of the What3Words addresses. For
example, we might chuckle at an opportune placement of words (such as
///best.home.ever, which is apparently a tree in Framingham, Massachusetts),
and there are whole forum topics devoted to finding these kinds of addresses on
the internet.
You can imagine how the addresses
could become problematic, though, when their words become attached to
politically or culturally sensitive sites. Yet What3Words continually distance
themselves from the notion that the words used in their addresses could
possibly ‘mean’ anything other than being signifiers of location.
It occurred to me that using the
words from What3Words addresses as tools for storytelling, while adopting the
format of a treasure hunt to play with the goal of making things ‘easy to find’,
was a neat way to problematise such top-down, instrumental applications of
locative technology while providing a fun yet challenging framework for people
to tell their own stories of place.
In the way that the addresses
themselves would provide the prompts for people to recount their tales, the
gameplay demonstrates how the signifiers we attach to locations – and the cultural
associations we make with them – are a crucial part of how they become
meaningful to us as places.
Once I had settled on how the
game was going to work, the next phase of the development was testing it.
Drawing on a wide range of local
contacts, I managed to recruit 15 local people to play the game over a period
of three weeks in November and December 2019. As well as recording my
observations from activity on the game’s Facebook group using a research diary
and screenshots, I then interviewed the testers who were actively involved in
the game activity.
After transcribing all these
interviews, I was left with a lot of text and images from the Facebook group
posts, screenshots, research diary entries and interview transcripts to
analyse.
Not only did I need to think
about the relevance of what I had found from a geographical point of view (in
response to my research questions) but I needed to think about how these
findings would shape the design of the game going forward.
This segues nicely into talking
about the gameplay features, where I can explain some of my design ideas in
more detail, my decision-making regarding things that have changed or stayed
the same since the test, and the implications for how players engage with
places in Canterbury and their stories.
The first thing to note about
Canterbury in 3 Words is the area in which the game is played: within the city
walls.
As I’ve written on the game’s
FAQs:
“The game area needs to be quite clearly
defined so that people know which areas ‘count’ when hunting for story
locations. Canterbury as a city covers a large area, particularly if you
include suburbs, the University of Kent and other outlying areas, and it can
become difficult to identify where the city begins and ends, let alone
identifying one particular location within it. The city walls are a historic
boundary line encircling an area of the city centre that contains a large
number of unique and interesting sites, while being fairly easy to navigate. It
will typically be the part of Canterbury that people are most familiar with.”
Interestingly, the original
decision to set the game within this boundary was a fairly arbitrary one. As
the game was only being played by 15 people, it seemed inappropriate and
potentially unsatisfying to ask people to search for story locations across the
whole administrative area of Canterbury.
Yet it was only when interviewing
the game’s testers that I realised just how important this boundedness was for
people’s experiences of the game. It prevented them from ever becoming too
overwhelmed with possible locations for stories, and meant that they had a
clearly defined area they could explore to search for story locations they
didn’t immediately recognise.
Of course, once players know to
stick within this bounded area of the city, the key activity that defines the
gameplay of Canterbury in 3 Words is the sharing and finding of stories about
places.
While this task might seem fairly
self-explanatory on the surface, the requirement for the stories to include all
three words from their locations’ What3Words addresses, and to have a
photograph attached to the text, creates some interesting opportunities for
creativity and strategy.
If the place in question is
covered by multiple What3Words squares, for example, a story author can choose
a square with words that are easier, more appropriate or more interesting to
fit into their story.
The writer can also be tactical
about how they present information in their story text and image. Framing the
image of the location in a certain way can make its context more difficult to
identify, or ensure that only those with specific knowledge will be able to
recognise it. Similarly, the style in which a story is written can make words
that might otherwise seem out of place sound natural.
Click to enlarge |
There are tactics that people
searching for the story locations can use too.
When scanning the story text,
sometimes a word might strike the reader as being unusual to use in a
particular context; as if it has been shoehorned into the story. This might
suggest that the word is one of the three from the location’s What3Words
address – information that can be particularly useful if you have a rough idea
where the location might be. This can make identifying the precise square on
What3Words much quicker.
Click to enlarge |
Once a person has found a story
location, they should comment on the original post on the Facebook group to
mark their find and share their experiences of finding it. But one question
that might come to mind when someone comments on a story: how do you know if
that person has actually found the story, or if they are just saying they have?
Well, in the test, the system
operated so that once a story location had been found, the finder had to
message the story author on Facebook with the appropriate 3-word address to
confirm their solution as correct. Once they had received confirmation from the
author, they could comment on the post on the Facebook page.
However, the test revealed that
there were occasional issues with some participants not responding very
quickly, or at all, to participants messaging them with solutions. This was
sometimes because the author missed the message (e.g. if it appeared in their
‘Message Requests’ on Facebook, or was buried by other messages); sometimes
people’s other commitments were a factor.
To minimise the frustration that
this kind of delay could cause, I’ve changed the system so that a player can
comment on a post as soon as they have worked out the story location.
Given that each story has to
include all three words of the location’s What3Words address, it’s very
unlikely that a player’s solution would be wrong if they have managed to find
three words in a story that match a What3Words address in Canterbury (and if the
location makes sense when looking on satellite view/Streetview). So it made
sense to give finders the satisfaction of commenting on the post as soon as the
solution is identified, and earning their point for the game’s leaderboard.
Now, the responsibility to check a
solution is the story author’s. By monitoring activity on their story posts and
messaging people who discover the story locations, the gameplay encourages them
to take ownership of their stories and take interest in how people respond to them.
This is very similar to
Geocaching, where anyone can log a geocache as ‘found’, but the geocache owner
will eventually discover from checking the physical logbook in the cache
container whether somebody has lied about finding it. It is also the cache
owner’s responsibility to maintain their cache.
The evidence from Geocaching
suggests that giving players greater responsibility in the running of the game in
this way can not only help to organically maintain a high standard of gameplay,
but also to create a benevolent community with the shared aim of creating
positive experiences for other players.
Speaking of the sociality and
community that can develop around location-based games, there is one major
change I’ve made to Canterbury in 3 Words since the test: the incorporation of
regular community events as part of the gameplay.
The decision to organise
community events for the game was partly made after talking to some testers,
who despite enjoying the game found that the experience of writing about and
searching for story locations could be quite solitary. As the game can be
played at any time, there is only a small chance that players would ever
encounter each other while taking part, making it difficult to foster any sense
of community among participants.
I also was keen for the game to
speak more to the ‘live-ness’ of the city – the mobile, fleeting and partial
ways in which we encounter different places in Canterbury during our daily
lives – rather than players only feeling as if they were interacting with the urban
fabric as a series of static locations to find or write about.
As well as being a platform for
existing stories, I wanted new stories to emerge as a result of the gameplay;
meaningful experiences that players can have as a result of actively taking
part.
Looking at other location-based
games such as Pokémon Go and Ingress, community events have been a successful
way of bringing together individual players – many who might have limited time
to play during the working week, or who otherwise struggle to meet and play
with others – within particular areas to share collective experiences organised
around the gameplay.
For the community events in
Canterbury in 3 Words, stories will be commissioned around particular themes
when the event announcement is made. These stories will then be arranged in a
form of treasure trail, for which players will have to work together to find
all of the locations. Importantly, story locations for these events will not
necessarily be restricted to within the city walls. Rather, the sites will
largely depend on what theme is chosen for the event.
Clearly, given the current
pandemic situation, these events cannot take place physically at this moment in
time. I’m still developing my ideas about exactly how they will work virtually,
but I’m currently taking inspiration from Alternate Reality Games and other
large-scale, internet-based, collective activities. To some degree, what I
eventually end up with will also depend on the content of the commissioned
stories themselves.
Regardless of what format they
take, I’m hoping that the events will be able to bring to life some of the
lesser-known stories that populate the city in a memorable way, encouraging
conversation and sociality between players.
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So all that’s really left to
announce is the date that people will be able to try the game for themselves.
The public version of Canterbury
in 3 Words will be launching on Friday 24th April. Bookmark the links below if you're reading this before then; otherwise follow the links now to join in the fun!
Obviously, spending so much time
indoors isn’t exactly how I expected this stage of my PhD fieldwork would go,
for both me and those who play the game.
But I’m fortunate that Canterbury
in 3 Words lends itself quite well to being played purely on the internet, given
the range of online tools players can use to engage with the cityscape remotely
such as Google Streetview, satellite view on What3Words/Google Maps, and search
engines/image databases. Indeed, these services were used regularly by the game’s
testers to play remotely during the cold and wet winter months.
I’m hopeful that those who are
familiar with Canterbury will be able to use the game as an opportunity to
reconnect with the city at a time when possibilities of travelling to and
through it in person are restricted.
If you would like to play the
game yourself, or want to share it with someone else, you would be more than
welcome. Join the Facebook group here and check
out the information website for the game here.