A few years ago, we had a boom of mobile games with geo-locating features. The idea of using this feature to put some “real world” component inside the gameplay is good but, sometimes, bureaucratic for some players. It’s cool to imagine a game that the player needs to reach real locations to achieve some prize, but, on the other hand, it’s a little bit limiting for lots of people.
Whether it be good or bad, we will discuss three interesting cases in this post.
The first one is “Jetset: a game for airports”. The game has a tapping gameplay and the player must prevent certain passengers from entering the flight with prohibited products. The game could be played anytime/anywhere but has a special function: if you play Jetset inside an airport you gain new stages, levels and powers.
The second one is “Zombies, run!”. This is funny but complex for most off players. In this game you need to run (for real) from imaginary zombies. The interface is created with audio features and puts the player to run through real locations to discover special items and, sure enough, avoid zombies. Check the video case below:
Today's third and last example is “Shadow cities”. This one is very curious because it takes the player’s location (with the maps function) and creates a medieval scenario to play fantasy battles.
Despite all the difficulties involved, I still see the geo-location feature as a good opportunity for strategies with mobile entertainment. Let’s think more about this subject.
Whether it be good or bad, we will discuss three interesting cases in this post.
The first one is “Jetset: a game for airports”. The game has a tapping gameplay and the player must prevent certain passengers from entering the flight with prohibited products. The game could be played anytime/anywhere but has a special function: if you play Jetset inside an airport you gain new stages, levels and powers.
The second one is “Zombies, run!”. This is funny but complex for most off players. In this game you need to run (for real) from imaginary zombies. The interface is created with audio features and puts the player to run through real locations to discover special items and, sure enough, avoid zombies. Check the video case below:
Today's third and last example is “Shadow cities”. This one is very curious because it takes the player’s location (with the maps function) and creates a medieval scenario to play fantasy battles.
Despite all the difficulties involved, I still see the geo-location feature as a good opportunity for strategies with mobile entertainment. Let’s think more about this subject.