Playing Echo Range

Echo Range

External homepage: http://www.iicity.se/?page_id=114

Games set in city environments face a number of novel problems. These can be of a technical nature and range from unreliable accuracy in pinpointing a players real-time position, to occlusion of signals due to high buildings. There are also perceptual problems caused by mixing two realities; the real environment and the computer generated game environment. With echo Range we wanted a game that would be ubiquitous (can be played anywhere with no special preparation), pervasive (utilizing the real world environment to enhance the game playing experience), and would promote physical input from the players (stimulate them to run and move about).

In order to avoid the problems of the two conflicting worlds, we decided to separated them. The game world was rendered almost entirely using audio. The real world was left in all its 3D glory, thus freeing the player from dealing with two visual realities simultaneously. This ground breaking aspect of layering a virtual audio world over the real physical world, and allowing these to do two different jobs in the game, was a  new approach that brought with it a number of advantages.

Echo Range GUI

The main benefit was that it allowed us to use ‘Perceived Precision’, which is the idea that small technical inaccuracies and problems with GPS, compass and related precision are only noticeable (and thus only affect the game experience) when there are clear points of reference. This is a problem when combining graphic game elements with the real world, but not when using audio.

In the game, the limitations and structures of the real world force the player into tactical decisions based on their position, surroundings, direction of travel and perceived distance to the other players. The virtual world provides the game immersion, escapism, drama and the suspense that makes this game such a nerve-wracking experience.