I spend a lot of time thinking about games that leverage location-based services (LBS). I’ve worked at companies emphasizing LBS development, and I when I joined those companies, LBS was considered a wide open space for development. At the time, there was a lot of hype around the space, but folks now folks generally view location-based gaming as a failed experiment. I can’t count the number of times I’ve had conversations with people that begin with the assertion that location-based gaming just doesn’t work.
You know what I say? Horsepucky. Prepare for an education, because I’m throwing down the guantlet and going aggro.
The Problem
People often bemoan the weakness of the location-based gaming genre, but they rarely offer much by way of analysis. They point to the scarcity of LBS games and the lack of success for those games that do exist and condemn the entire genre on that basis. Prior history is certainly a relevant metric for evaluating the strength of a market, but it seems a bit premature when the data points you have access to represent a very narrow set of possibilities within a potentially very deep space.
If you want to argue that people have absolutely no interest in bringing pieces of the world around them into a game, then that’s fine. Unwise, but I’d respect it. But people aren’t saying that. People are saying that LBS games to date haven’t been as successful as initially hoped. That’s true, but it doesn’t get to the merits of the market. Rather, it focuses on the failure of games to capitalize on that market. Let me be clear: the failure of LBS is the product of poor design and technical choices, not the market at large.
Gritty details time. The truth gonna hurt, but my dear readers need to know it.
The Failure of Design
The most giant fail of all: location-based games are based on locations. They make a particular location, a player’s presence at that location, and other players’ proximity to that location the centerpiece of the game, the focal point through which all mechanics flow. FAIL FAIL FAIL. Let me count the ways: (1) Day 1 Failpocalypse; (2) Depth of Play Constraints; and (3) Location Imbalance.
Day 1 Failpocalypse
When people envision LBS games, they envision two people who don’t know each other sitting at the same location and breaking out into a spontaneous eBattle for DOMINANCE of that location.
Fail.
There are hundreds of thousands of locations in San Francisco alone. On Day 1, you might have 5,000 users if you’re lucky. If you have any mechanic that requires 2 players to exist within the same location as each other (or even within a 10 mile radius), you’ve got some serious problems on launch. Players will sign in, see a vast empty wilderness, and think to themselves: “This is the worst game I have ever played. I hate this game, I hate the developers and I hate my life. Where is Angry Birds?”
And I wouldn’t blame them. Why? Because the developer got greedy. They designed a game for 50 million users, not 5,000. You gotta walk before you crawl. You don’t get to assume player concentration on Day 1. If you want to get granular with location, that’s a design option you grow into, not something you implement out of the gate, particularly given the inability to effectively target user acquisition to micro-geos.
Depth of Play Constraints
The problem with tieing play mechanics to presence in a location is that people don’t lead interesting lives. They don’t travel around the city on magical journeys of discovery. Here’s what they do: they wake up in their home, they go to work, they go to the bank, they go to their favorite restaurant and then they go back home, likely to cry. That’s 4 locations to work with. People are not traveling out of the way for your game. If you require them to, particularly before they get hooked on the game, you deserve to fail.
This leaves you with a real problem. If you have only have 4 locations, how do you make LBS interesting? More importantly, if you spend most of your time at one location no one else travels to (your home), how the hell do you make social player mechanics work? More on that later, but the short answer is that you don’t limit them to 4 locations.
Brilliant, I know.
Location Imbalance
Just because Player X lives in the sticks doesn’t mean they aren’t a person too. An emphasis on presence in location is another way of telling every person that lives in a suburb, exburb, rural area or anything other than Silicon Valley, San Francisco, LA, and NY to go screw themselves. I agree we’re all special butterflies here in SV, but game designers need to be a bit more pragmatic if they’re going to inject the real world into their games.
Designing games that require interaction with numerous/diverse locations is a recipe for fail without countervailing measures (modifying the range a person can interact with a location from, creating benefits for having fewer locations nearby). It’s a lot harder to succeed with game design if you eliminate two-thirds of your audience out of the gate.
The Technical Fails
Location Provider
Another major obstacle to LBS games is getting locations wedged into games in the first place. You’ve got a few options available to you, most people choose the wrong one. The easy option is to go out and use a third-party location platform, but this is potentially problematic. Many platforms have a number of restrictions in license agreement that really prevent developers from doing the interesting stuff they want to with a data (like storing/manipulating location information). No storage of information makes it hard to build in persistence (since you can’t carry the data over between sessions). There may also be restrictions on the commingling of data, which makes it pretty tough to increase accuracy or add depth to the existing data set.
This isn’t their fault. Their high accuracy comes at a cost. They’re hamstrung by how they aggregate data and it’s fair and reasonable that they place these restrictions on the use of data. The issue is that it makes it very tough to build games on top of. Of course, that doesn’t stop folks from trying.
There are some alternate solutions, though they’ve got a ways to go with data set quality. Up and coming location data aggregators like Factual have far greater flexibility and they’re coming into their own at a rapid pace. There are also front line data collectors like Localeze that will license you a data set. Each of these potentially solve a snafu for game developers in this space.
Heavy Heavy Data
A lot more information needs to be transferred back and forth in a location-based game, which creates a high potential for lag. You need a very strong engineering team to figure out a scalable infrastructure. Ultimately you’ll need to pass back and forth location information in something approaching real time, and then you’ll need to layer all of the game information on top of it. Gamers aren’t really forgiving when it comes to lag, so this becomes a pretty serious complication.
I wish I could say more about the solution here, but I’m not an engineer. I believe there are some possibilities that arise out of caching data locally, updating location information when the app is in the background, or limiting any map view to include only a narrow set of locations. But really, top notch engineering is a must in this space.
The Solution
Screw location based. Go location aware. The goal should be to take the data from the real world and use that as the context for the players. You can use the real world as a playground without requiring players to leave their house or inhabit the same location as another player. These ideas are cool in theory, but you can’t use them for a core mechanic in the game until you have hit critical mass, and even then it may be suspect.
Going location aware and using the real world as context has some serious benefits.
Depth Of Play
The real world is far more complicated than anything a person can come up with as a lone designer. More importantly, people have some appreciation for the universe around them, which can drive engagement. There’s an opportunity to reach out to the world around you, draw upon the available data and create games on top of it – each piece of data is the opportunity for a new game mechanic. Let’s take an example.
In this instance, I’ve set the server boundary as the US, which helps me in case I want to segment player base by language. More importantly, it gives the players a familiar context to operate within. They may occupy a fantasy world, but it’s within a framework they can relate to.
After that I create a realm separation by real world region. Regions may have play mechanics associated with them such as Realm v. Realm battles or I may use it to aggregate players on day one. The kingdom may be a controllable asset depending on which guild has the most points within that particular area and I can create player warlords at the county level.
When it comes to the actual locations, I make them interchangeable assets (potentially with different attribute scores to encourage exploration) that a player may acquire for the purpose of gathering resources. I leverage the categorization data associated with locations to build a game layer. I’m assured of a relatively solid distribution of assets because real life is acting as a balancing factor.
I gain additional and interesting diversity because of the significant range of and types of information
that may be derived from the location information. Maybe the Midwest realm has a modifier that grants bonuses to wheat production because of the presence of farms. Perhaps the West Coast gains on fish production with micro-bonuses on the Kingdom level (perhaps LA produces more entertainment). Locations next to high ways have a trade route modifier and coffee shops may produce different resources than tea shops.
The specifics don’t matter much at this point, but I want to get the idea across. The real world is a rich repository of information, and it is entirely possible to build a game layer on top of that information. Past games haven’t taken advantage of this information. They thought the value was in the name and GPS coordinates of a location, not in the numerous layers of information associated with that place. Who cares about the brand? As a gamer, I want to know what resources a location produces and how I may best make use of them. The real world provides depth; LBS games shouldn’t ignore it.
Range
I’m a firm believer that the real world context is enough. You don’t need to confine people to their real world location in the virtual world. If a person wants to relocate in the game from Potato Farm, Idaho to Hippie Town, California, let them. Perhaps they always wanted to show those hippies how folks throw down in Idaho. It doesn’t matter. The world is the battleground, not a cage.
This means a few things. First, I think it is entirely permissible to unhinge a person from their present location and permit them to move freely through the broader game universe. You can certainly tie game mechanics to this process (a person may relocate their central city, but they cannot have assets more than 100 miles from that location), and hopefully those mechanics increase strategic play, not frustration.
I also think concepts of distance from the real world are meaningful. It’s fine to make it arduous for a person to create a merchant caravan and send it from SF (Realm X) to NYC (Realm Q) due to the distance involved. In any event, players will derive ample satisfaction from the feeling that they successfully embarked on a cross-country expedition even if they didn’t physically more any where. The perception of travel is what is important, not actual movement on the part of the user.
There is a lot more I can say here, but I’m gonna move on. 2,000 words in. Trololo.
Benefits
There are some very clear benefits to be had in LBS. I’ll go through them quickly.
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Clone Defense. Because of the technical and design complications, it’s very tough to crank our a replica over night.
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Player Engagement. Players appreciate the opportunity to draw in the real world. It gives them a greater sense of accomplishment and a sense of ownership. Don’t believe me? Ask yourself why folks always seem to root for the teams they grew up near.
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Innately Social. If designed well, LBS games should inherently foster more communication and drive more organic growth. In part because of greater depth and in part because of the sense of ownership described above.
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Immediate Depth. If you go the location aware route and leverage location data effectively you can create an incredibly sophisticated game world on top of the universe around people. Highways become merchant trails. The car dealership becomes a tank production factory.
There’s so much more I want to say, but it’s just gilding on the lily. Still disagree? Leave a comment, because I’m spoiling for a fight.
JM: Someone else will have to pick that fight because I agree 100%. In fact, I already agreed at the May 2011 LOGIN Conference in my panel about the future of online games. I tongue-in-cheekily referred to this as the realification of games, keying off the gamification of reality, but I still firmly believe that the most successful online games five years from now will blend the real world into the play experience.

Awesome post! I’ve always rooted for LBGs because I feel like the next step for gaming after mobile is to bring it into the “real” world. Right now, that step is being taken by LBGs (sorry, Google Goggles fans, but augmented reality games are probably more than 5 years out).
I think your distinction between location aware and location-based is very important. However, I have played some location-aware games that still have limitations:
1) I played some browser based “conquer the real world” game that used your real world location. It was fun in the first week, but by week 3, Russia had invaded and taken over California, so I logged in to find myself on the other team. Fail. I stopped playing immediately.
2) Geomon (http://itunes.apple.com/us/app/geomon/id390880114?mt=8) is a game developed by Ivan Lee’s Loki Studios. I say this even though he’s a friend of mine and frankly I’m rooting for him in particular. They have a location-aware Pokemon game, so certain Pokemon are only out in the wild in specific cities/countries (they actually have a pretty international audience), while certain Pokemon only come out when it rains, etc. This sounds exactly like what you suggest LBGs should do. The only problem is, in my short commute from home to work and back home, I only see the same 6-10 Pokemon. Unless I go somewhere new, this creates stale gameplay really quickly. How would you recommend fixing this experience?
3) One game that has done LBG pretty well is Code Runner (http://www.coderunnergame.com/). It’s an awesome, immersive single player campaign experience with real-world locations. The only problem is… that’s it. Sure, there’s some multiplayer interaction (you can create locations for others to interact with), but the game feels almost entirely single player. Is there a way to bring that immersive experience into a multiplayer gameplay setting?
Sorry, long comment, but as you may have guessed I’m quite interested in LBGs
First of all, thanks for taking the time to read my eNovel and posting a legit comment. I think a lot of folks are excited about the idea of this space, but there just hasn’t been much success which has alienated a lot of investors.
I’ll definitely check out Geomon and you should tell Ivan to drop me a line — it would be cool to get his thoughts and give him a chance to put something on here if wants to break down the launch of the game.
My thoughts on each of the problems:
- There’s nothing wrong with using the real world as the actual battlefield, but you need to think carefully about things like turf control and macro balancing issues. Off hand, you can resolve some of these problems by sharding out a ton of worlds (so people can always start over in a fresh world), creating systematic balancing sinks that make it very tough to control large land masses for a period of time.
- It sounds like Geomon is suffering from the LBS v. LAS distinction. If the goal is to collect geomon, then why are you screwing up that mechanic by layering in a movement requirement? It’s better to take a map of the US, layer on a climate data/weather data and then generate geomon based upon that data. Then allow people to explore the different climates virtually. Physical presence is a fail requirement; it means people will only experience a small portion of the world.
- Code Runner is too far down the location based path. If you’re having Day 1 problems like that, but you don’t want to take it off of a LBS emphasis, then you should start aggregating locations by category. For example, all Starbucks, Coffee Beans and Pete’s Coffees all share the “coffee house” categorization. If someone interacts with one, then they interact with all across a dynamically scaleable geographic area. As you gain more users, the geo gets smaller and smaller. Ultimately you’d end up with a single location with a large enough user base to sustain the interaction.
Thanks again for the comment!
Thought I’d also outline some of our thoughts and experiences behind Geomon.
So our take on location-aware games was to utilize information about the weather, the geographic region, and POI around you to determine in-game content. While we were excited about this, we quickly discovered that playing in always-sunny CA gave you the same spread of creatures throughout the year. That led us to our second big feature – the ability to trade. Suddenly, users from California had to trade their fire creatures in order to collect ice creatures from cooler climates.
That said, I think that the ability to “teleport” to different locales will add a whole new level to the game. The difficulty is in balancing the ability to hop around the world with the excitement of discovering new creatures and maintaining rarity and the feeling of having access to something special.
I look forward to chatting with you further about these ideas!
Hey Shawn -
Great post. There are clearly lots of things holding back LBG, and I think you hit it with these three:
- Design
- Location Aware vs. Dependent
- People are constrained to a small, finite + of places in their daily lives.
So much of what we’ve seen from a design perspective follows this process: “Please Allow us to Use Your Location” -> player sees a desert (if they of the player leaves never to return. Instead of: make something fun not dependent on location -> show the user what they get if they incorporate location in to their game play (it has to be something they value) -> then ask for location. When we were testing PlacePlay (framework to make games location aware) we found that there was a 2X difference in % of users who allowed location after they played through a game and were very clearly shown why they should allow the app to use location. I think location is best used as ONE of the variables that can make a game more fun – but not THE variable.
lb games are also typically very immersive, battle focused (or similar male targeted) game experiences which by their nature – appeal to a much smaller group of people than Angry Birds, Doodle Jump, or Cut the Rope types of games (where 30 – 120 seconds is enough to have some fun). When you combine a smaller market + poor design + distribution challenges you end up w/ games no one is playing, sharing w/ their friends, etc.
Finding ways to use the real world to make an already fun game, MORE fun or interesting is, in imo, the first step to making lb games more mainstream.
Thanks Ryan.
The Day 1 problem is the biggest thing holding back location granularity. Folks just need to get used to designing their games with that as a late stage goal once the game has scaled to a sufficient level. Aggregating locations and using context in the earlier stages provides far more benefit.
Very insightful read. I’ve looked at a lot of different location based games and the most common issue I’ve seen is that if you removed the location component they would be the same game. There haven’t been enough attempts that make location critical to the gameplay.
Thanks for taking the time to write in Michael.
I think the critical error was trying to get to the end game of LBS on day one — there are a number of iterative steps that should be taken to ease the playing population into the idea.
Hey Shawn,
This is an awesome read! Geomon was built on many of these philosophies (thanks for the shout-out, Tyler!) and I’m excited to see you reach the same conclusions about LBS games. We’ve seen a first pass on how location can dictate games, but I agree that there’s clearly a larger, untapped market out there.
When I played games as a kid, I always wanted to believe that these worlds were real. What excites me most now is that with mobile tech, I get to make that dream come true. Your battle maps across the states are an exciting example of taking advantage of the natural information to be mined from your location. And I like your take on being able to traverse and change your location at will. We’ll have to think about how to incorporate that better into our own game…
Great post, it hits on lots of the points I’ve been thinking about over the last two years of making a location based service and game (both sadly defunct).
There is still a killer LBG out there but it’s going to require a jump in game design before we see it. It is very hard to think up a compelling game that scales from 1 to a million+ players AND scales between my house and the world (the world is an enormous play space).
I think games like Geomon can use the limited nature of your daily travels to really help drive interaction between distant players. This way the fact I can only see 4 different monsters should drive me into the arms of other players who can only 4 different monsters of their own. Games like Kingdoms at War are basically chat programs with a thin game layer. Geomon could be the same but with real world location as an added twist.
I can rant about this all day. Drop me a line and we can chat
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Interesting. I hadn’t realised that location based games were not catching on as fast as they might. And yes mundane environments don’t enable excitement.
One person’s game is another’s simulation.
I just used 7scenes app on iPad3s for a scenario training exercise with firefighters. Worked very well. I think training on location has a big future.
Shawn, I really love this article! I tweeted about it a couple months ago and I’ve been meaning to come back and leave a few comments ever since.
Your distinction between “location-based” and “location-aware” is very useful. We tend to use the phrase “Relevant, not Restrictive” when talking about how to use Location in our game designs. We think there should be strategic significance that you just captured a nuclear power plant or an airport, but you shouldn’t be forced to actually go to those locations to do so.
We’re in the process of adding many new features to our game (QONQR: The Geosocial Game of World Domination!) to enable many of the emerging Location-Aware Game Design Patterns that you mentioned here. One idea we’re playing with is a way to balance a player’s physical location and most players’ desire to play from the comfort of their couch. By making the player just one of several members in a Platoon (an assembled team of specialists like the Dirty Dozen), he could choose to play a more stationary role (Coordinating efforts from the Command Center) and have his NPCs do all the moving, or play a more mobile role (Espionage, Courier, etc.) if he happened to be travelling for a specific period of time.
The possibilities for these types of games are endless, and so far it has been fantastic to be involved in figuring out what works and what doesn’t in this very young genre. Reading articles like yours gives us hope that we’re on the right track. Thank you and keep up the great work!