Reveal the story

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