AIM: improving
Big design tension: between scripted games + user initiated authentic queries engaging interplay without constraining this behaviour
Q: how much you need to stimulate dialogue, involve how speech-audio clues, paranoic characters, more ambient stimuli/opportunities for μάθηση (what does music in ancient Pompeii sounds like) values + facts
There is starting point (quest delivered in a map location) & an end-point.
Process in between is narrative. Different players have roles in encouraging info-cross fertilizing info enchange…??
model of user activity → no set role but ad-hoc ???
Layer application on winphone + audio cues / non speech audio, gps with audio triggering (music, cues-sounds-non speech audio)
Avoid VR immersion, ambient guidance + user initiated conversation + interaction.
Fun element in dialogue, kinky/pervert/paranoid personalities
little nuances (ie petty theft, scandalous behaviour, gossip in the open air toilet)
factual (i.e. songs) as well as comparison of principles/values, historical info