IMAGE: GLOVENTURES
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It's a drizzly Sunday in Marymoor Park, a
leafy hangout for soccer kids and Ultimate Frisbee
jocks, in Redmond, Wash. This afternoon, however, a new
breed of outdoor enthusiasts has taken to the field.
A half-dozen people are wandering the grounds while
holding their cellphones at arm's length. They move in
urgent and idiosyncratic trajectories, shifting
directions on the fly without peeling their eyes from
their phones. For the drivers on the highway nearby, it
is an unusual sight: a group of oddballs apparently
roaming in the rain for reception [see photo,
"Off the
Couch"]. But, in fact, the wanderers are not
muttering, "Can you hear me now?" They're playing
Raygun.
The conceit is that you're hunting for ghosts. The
phone displays a sort of supernatural radar screen that
tracks surrounding ghosts as tiny colored dots. The
object is to gobble up the dots before they get you. In
a way, it's a little like Pac-Man, but with one key
difference, as James Robarts of GloVentures LLC, in
Redmond, Wash., the developers of the game, puts it:
"The joystick is you."
Raygun is one of the first so-called location-based
games. Played with a mobile device such as a cellphone
or a PDA, it uses Global Positioning System (GPS)
technology to transform the real world into a virtual
arena. It's a video game that can actually make you
sweat.
It also represents the bleeding edge of a bleeding
new culture and industry: mobile games, which brought in
US $72 million in the United States in 2004 and are
expected to boom to $430 million by 2009. So far, most
mobile games have been Lilliputian approximations of the
stuff players find on a PlayStation or a PC—Tetris,
video poker, and the like.
Location-based games are boldly going where no
games have gone before: to the cold, wet fields of
reality. They aim to transform not only the way people
conceive of electronic games but the way they experience
them.
"It's a rich narrative device. These things
could be around you, but you're not aware of it."
"We're big fans of the real world," says
Robarts with a grin, as rain drips from his cap on the
sideline of the Marymoor field. "Our goal is to get
gamers out into it."
"Let's go out in the cul-de-sac and play Snake!"
Robarts exclaims, as he grabs his Pocket PC. It's a few
hours after the rainy Raygun play out in the park, and
we've retired to his house. But now the clouds over
Redmond have parted to reveal a picture-perfect day. And
he's going to enjoy it in the way he likes best: playing
a location-based game.
Robarts, a lanky 47-year-old, stands in the center
of the street and boots up his handheld. The game is a
GPS version of the popular video game Snake, in which
the player must navigate an ever-elongating reptile
around a series of obstacles on-screen. Easy to learn
but difficult to master, the traditional version of
Snake has become an evergreen title for both cellphones
and PCs. But no one has played Snake quite like this.
When Robarts activates the game, the software
displays geographic coordinates that act as the
boundaries and obstacles of the game. The Pocket PC,
which includes a GPS chip, keeps track of Robarts's
position. Every few steps he takes—roughly every
second—the change in position is logged, and the image
of the snake on the Pocket PC screen is refreshed. So
instead of wiggling a joystick to maneuver the serpent,
Robarts simply has to maneuver himself. He demonstrates
by jogging in a broad arc, and his snake follows along.
"I do this twice a day," he says, between breaths. "It's
my aerobics!"
Robarts's title at GloVentures is director of
dreams, and his dream of location-based games has been a
long time coming to fruition. "Innovation is my life,"
he says. As an Eagle Scout in the 1970s, Robarts
participated in the U.S. government's Mentally Gifted
Minors program, a Cold War project meant to train future
rocket scientists. Later, while working on creating
guidance systems for cruise missiles, Robarts learned a
valuable lesson for any aspiring engineer. "Problems
don't get solved by a bolt from the blue," he says. "You
have to deliberately work through them to get to the
magic."
That understanding served him well during his early
work on location-based games. After stints at various
jobs, including one at Microsoft's Advanced Consumer
Device Group, which was working on moving the Windows
operating system from the office to the living room,
Robarts joined a start-up devoted to wearable computing.
The software the company developed included a tracking
element, which Robarts thought might have entertainment
applications. So he took his co-workers to Mexico in
1999 to test out what he loosely calls "a GPS-aware
travel guide wrapped in a scavenger treasure hunt."
Though fun, the high-tech road rally revealed an
inherent challenge of location-based games: latency.
Because the software relies on triangulating the faraway
GPS satellites for tracking, the action is not in real
time. Today, even with the GPS chip set being monitored
every second, there's still a 5- or 6-second delay
before changes in position show up. Rather than fight
against the technology, Robarts and his team chose to
incorporate that into the challenge. "You can't turn
without experiencing lag," he says, "so that's part of
the game."
In 2002, Robarts and Cesar Alvarez, a former
colleague from Microsoft, launched Glofun as a division
of GloVentures to pursue this new form of gaming
full-time. Instead of the scavenger hunts Roberts had
tried in Mexico, the team explored more narrative-based
games, which Robarts describes as "Myst in the real
world." Myst, one of the best-selling games of all time,
allows players to explore a fantasy world and solve
intricate puzzles.
In Robarts's version, locations would be pinpointed
on the GPS system so that when the gamer arrived there,
the device would display clues, dialogue, or character
information. For example, a player might wander out into
the woods to find a ghost at one location, whose story
would lead to another location.
As in the pioneer days of PC gaming, Glofun's early
experiments were rife with mishaps and misadventures.
Misplaced navigational points had some intrepid gamers
literally wading out into Seattle's chilly waters, with
their Pocket PCs hoisted high above their heads. "We
were crossing streets of traffic," Robarts recalls, "and
we said, 'This is bad.'"
To avoid broken limbs or worse, Glofun reduced the
boundaries of the games to something more manageable,
such as a soccer field. The company relies on the GPS
chip set built into certain phones, such as the Nextel
i710 and i730.
The effect fulfills Glofun's goal of blurring the
line between fantasy and reality. "We like ghosts [in
our games]," Robarts says. "It's a rich narrative
device. These things could be around you, but you're not
aware of it." That is, until you pick up the phone.