Where is Tabletop RPG’s Pokemon Go?

Pokemon Go has become a huge hit, thrusting augmented reality (AR) games in the spotlight. The intersection between imagination and real life has long been occupied by role-playing games, including Live Action Role-Playing and cosplay…but despite several attempts by some major publishers, a Pokemon Go-like game has yet to catch on with RPGs. Why not?

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[h=3]Augmented Reality Goes Mainstream[/h]Augmented reality gaming has been around for some time, but Pokemon Go’s popularity is evidence that this form of entertainment has finally gone mainstream:
As of Monday morning, Go is the top free app in Apple’s iTunes Store. Its international rollout has been paused as its developer struggles to deal with the intense server demand. While the game was developed by Google spinoff Niantic, Nintendo investors are celebrating the company’s involvement regardless, sending its stock up over 20% as they cheer a rare success in smartphone gaming.

As AR games go, Pokemon Go isn’t that different from many other augmented reality games: players roam the physical world and engage in the game with a virtual overlay. Unlike some other AR games, there are no physical scanning requirements – Pokemon Go is entirely contained within its virtual overlay.
…Go is almost boringly simple: Once you encounter a Pokémon in the wild, Go switches into “capture mode,” where users flick Pokeballs at the creature until they nab it. It gets more interesting a few hours in when players are able to lay claims to Pokegyms, digital representations of real-life landmarks where creatures can battle one another for supremacy.

Pokemon Go’s immense popularity is due to the intersection of several factors:
  • Reach: Developer Niantic has the massive amounts of map data thanks to its parent company, Google. Parallel Kingdom is a good example of a Pokemon Go-style game that lacks the data access of Google.
  • Brand: Many of the kids who were part of earlier Pokemon craze launched by Wizards of the Coast’s card game are now nostalgic for Pokemon and have more buying power – in much the same way that the Old School Renaissance has bolstered interest in Dungeons & Dragons. For an example of a similar launch without the brand recognition, see Ingress, also by Niantic.
  • Timing: Summer vacation and warm weather gives players free time to roam.
With Wizards of the Coast sharing both the Pokemon and Dungeons & Dragons brands, why hasn’t augmented reality taken off for tabletop RPGs? It’s not for lack of trying.
[h=3]Replacing Miniatures with AR Cards[/h]Perhaps the most obvious application of AR to role-playing games is to replace miniatures. The first generation of AR used codes printed on cards that an app would recognize via a smartphone camera. The path to a successful launch of a AR tabletop game is littered with failed attempts, as we shall see.

The OggBoard was an early attempt at an AR game board in October 2011 with an goal of raising $45,000:
The patent pending OggBoard has stands at either end where you place your iPhones or iPod touches (first, and hopefully Android in the near future) with a playing space between them. The devices are angled at the board so that you can see the entirety of it through the camera. Tiles with special patterns will come with the OggBoard (and possibly playing cards) and characters will be placed on them using AR. Because of the unique and simple design of this board, players will be able to watch this interactive action through the screen of the device while both hands are freed to move the pieces around the board.

It netted just $1,877.

Monsterology was a successful launch of a AR-based card game in 2012. The game was an isometric view of terrain with a series of playing pieces, signified by cards, in a virtual environment. Players collected monsters in blind booster packs of three. The players slapped the card onto the device and, thanks to a special ink, the app recognized the monster and inserted it into the game. Nukotoys’ web site has since been taken down.

Darkling Plain was touted as a cross between D&D and Settlers of Catan:
There are no actual miniatures in Darkling Plain. You place cards that represent your units and other features, like a ring of standing stones or a village, upon a full-color game board. When the cards or board are viewed through the camera of a smart device or computer, the game comes to life like a video game. Spectacular special effects abound as a fantasy battle bursting with the magical and the medieval consumes your tabletop.
The Kickstarter netted just $15,755 of its $120,000 goal in July 2013.

If miniatures couldn’t be replaced with virtual doppelgangers, virtual doppelgangers could be replaced with miniatures. Enter Skylanders. There’s no virtual overlay per se – the figures have a chip that translates into a virtual doppelganger across any gaming platform – but Skylanders’ success encouraged Disney to create its own competitor with Disney Infinityuntil it was shut down earlier this year.

That said, gamers have largely created their own AR overlays by using digital projection.
[h=3]Laser Tag Did it First[/h]The other opportunity for AR in role-playing is live-action integration. The first successful live-action AR implementationhas been around since the 80s:
Remember playing laser tag when you were little? Remember how awesome you felt? All at once your game of cops and robbers/aliens and marines/what-have-you had real rules and boundaries. No longer would the game devolve into "I shot you first!" "Nuh-uh, you missed," arguments. Now the machine would keep track of who shot whom first with cold impartiality. Of course the only indications we had of "kills" were sound effects and maybe an LED counter if you were lucky, but in a way laser tag was the first successful augmented-reality social activity.
The modern version of laser tag is Lyteshot, which expands the interactivity to a full range of multimedia:
Game developer LyteShot is looking to step up the genre as a whole by creating an entire platform for a mobile app based augmented reality gaming. Based on the platform for its Assassin game, (think Laser Tag on steroids), LyteShot is offering up their SDK for pro augmented reality developers and casual gamers alike. Using the company’s proprietary gun and puck system as a starting point, LyteShot plans on opening their own market where content creators will be able to share not only new code, but new gadgets as well.
It’s the effects that cannot easily be replicated by LARPs where AR seems like it may be most helpful, as described by RPG and game designer Alex Macris:
For Alex Macris though, it was about merging real world immersion with visual enhancement technology and he related an example from his time playing a LARP like NERO. "The sense of immersion between the fighting was very high. You had a shield, you were whaling on the other guy, he was whaling on you, you would try and parry, that was great. Then all of a sudden, out of nowhere, some dude would throw a beanbag at me. And then I was dead." In NERO, a beanbag denotes a spell going off like a Fireball or a Magic Missile. "The point at which my gladiatorial awesomeness was leveled by a beanbag was the point at which my immersion broke. I was like, 'That's a beanbag.' It's at that point that if augmented reality transformed that beanbag into scorching abysmal ball of flame that left me wetting my pants in terror, that would be pretty cool. I think we need to blend the real world and the digital, and that's why it's augmented reality and not virtual reality," Macris concluded.
The possibilities of applying this sort of play to other props, and particularly LARPing, are endless:
Suddenly the guy in the video isn't shouting "lightning bolt" and throwing acorns to let people know where he's aiming. Instead bolts of electricity are arcing from his hands into the bodies of his enemies (and pay attention, 'cause here's the important bit) not only on his screen, but on his fellow LARPers as well. You can be pierced by arrows, frozen, on fire, zombified, you name it; all in real time. Dead? Why lie in the dirt? Simply get up and observe the rest of the battle as a pale, translucent ghost, or at least with a halo over your head.

The Incantor Kickstarter tried to address this very issue. Incantor was a real-world, mobile, fantasy-action game with all the depth and expandability of the big massive multi-player online role-playing games combined with the rich strategy and face-to-face social and competition of the best trading card games. A customized wand cost $100 in the Kickstarter, but MovableCode told Mashable that the ten different general production wands (each representing a class) would cost less, about as much as a console game. Players would be able to use iPhone or Android phones as part of the AR game, which provided an overlay of reality to find nearby players, scrolls with new spells, and other secrets. By turning the phone vertically players could manage spells and health. The wands themselves were interactive too, requiring somatic gestures to cast spells. Incantor failed to reach its $100,000 goal with just $10,986 in June 2012.
[h=3]Why Is This So Hard?[/h]If the many failed Kickstarters are any indication, the road to a successful AR game has several nearly insurmountable challenges that only Niantic (backed by Google) was positioned to overcome.
  • Cost: The cost of development is prohibitive, with many Kickstarter goals at over $100,000. Without brand name recognition, getting over $100K of funding seems unlikely. As technology improves, the barrier to entry should become less expensive.
  • Accessibility: Some of the Kickstarters cited the difficulty in explaining how the game works. Now that Pokemon Go has popularized AR games crowdfunded projects might be easier.
  • Imaginative Play: RPGs generally need few props, so any game that would complement the experience would need to be complementary to the experience without being intrusive. Smartphones have traditionally been a competitor for eyeballs in RPG play (how many game masters have to tear a player's attention away from their phone?). All participants would need to agree to use their phones at the table for the AR to be effective.
[h=3]The Future of Live-Action Adventure Games?[/h]The game format most ripe for AR augmentation seems to be live-action adventure games that encourage physical interaction with the real world. This includes escape-style games, where players have to work together to escape a room by solving puzzles or riddles, and True Dungeon.

Given that Wizards of the Coast once owned the Pokemon card license, it’s entirely possible that parent company Hasbro – who has been actively investing in digital gaming -- might find that a D&D-themed AR game is worth the investment.
 
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Michael Tresca

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