Begin Play Narratives

Also see Play Narratives

There are a few Narratives for beginning play. This diagram helps orient those narratives:begin-play-flow---players.png

Guest Seeker

The Guest Seeker (or simply Guest) provides one of the more direct routes into the game and provides perhaps the best playing experience for first-time Seekers.

  1. An Guest's involvement begins with an invitation from a Guide. The Guide sets up a default profile for the player so the invitee is not required to do so. Further details on setting up the profile and the outing are provided in the Guide's narrative below.
  2. When the Guide sends the invite, it will include an Invitation Token specifically matching the details for the course, meeting location and scheduled time.
  3. The invitation also includes a link to the main website which can be accessed using either a mobile device or desktop/laptop device.
  4. There may be a specific page for a specific course.
    1. For example, a group that includes middle-school aged kids will provide instructions appropriate for that group.
    2. A group that is being assembled for a picnic may be expected to have panniers or backpacks to carry provisions from one location to the next.
    3. A group that is out for late afternoon drinks and dinner may be expected to carry a lock and lights if the excursion gets into the twilight hours.
  5. The website page describes what can be expected when you are invited, but won't hold specifics regarding the course, meeting time, or location. Those details are provided by the Invitation Token at the Game site and can be viewed using a link in the invitation.
  6. The Game State for an invitation provides:
    1. Name and Description of the Course
    2. Meeting Location with Map
    3. Gallery of images for the Meeting location
    4. Back-link to the same main website page.
    5. Opportunity to adjust profile that had been created by Guide.
    6. View Badges earned so far.
  7. The Team page of the Game will show the other team members and their status (unacknowledged, accepted invite, and later their game state). This provides an opportunity for the team members to encourage participation.
  8. Within a half-hour of departure, the game will provide players' with the option to select their GPS mode. They can either choose to read their own device's GPS, or allow their map position to track that of the Guide.
  9. When the group convenes, the Guide will confirm the team as expected members arrive. Confirmation involves reviewing ground rules, confirming the GPS tracking modes and when the group is ready, can begin the game by revealing the first clue.

Link to Flow Diagram

Armchair Seeker

An Armchair Seeker is able to gain familiarity with the Game at home without getting on a bicycle or identifying who they are. The courses are limited, and the clues are non-location specific, so there is no dependency on actually visiting a location to be able to solve the clues.

  1. The Armchair Seeker's experience begins with a visit to the website. New visitors are steered toward a page which explains how they can try it out, or how they can indicate interest in joining a group. Before going live — and having guides in place — the game is in experimental mode.
  2. Those expressing interest are encouraged to create a profile on the Game site, and are also encouraged to try out the sample course.
  3. Sample course explains what participants can expect as they progress around the course.
  4. The Sample course is a loop course with non-location-specific clues
    1. Loop Course with no beginning or end — just keeps circling around.
    2. Quiz-type questions which encourage learning the rules of the cycling road.
    3. There is a simulated Guide whose GPS position serves as the tether for Armchair Seekers.
    4. Team is a default team. If the user shares no information in their profile, they show up under an assigned (and obvious) alias. There is no method for contact between multiple Armchair Seekers other than to see how many are participating online together.
  5. Badges are awarded for time spent on the simulated course and for answering questions.
  6. Once on the Game site, the following menu items are available:
    1. Location with Map and Gallery of images
    2. View Badges
    3. Adjust Profile
    4. View other members of the Team (those currently playing in armchair mode.
  7. The Armchair Seeker proceeds at their own pace answering their questions without the Team's answers having any effect. An answer moves directly to the next map.

Solo Seeker (to be covered in later phase)

Because this is an un-guided tour, the opportunity for poor experiences is increased. Until the courses can settle out, this option remains in development.

  • Requires Profile
  • Requires characterization of the course to match the profile with less (or ideally no) human involvement.
  • Greater opportunity for getting lost or falling off course and encountering unnecessary hazards.

Guide

The Guide prepares a group for a given course, schedules the outing, and pulls together an invite list. They are the human face of Clue Ride. Most outings will be Guided.

  • Guide starts out by logging onto the Game. By virtue of their badges, they are presented with an expanded set of menu choices:
    • Select Course
    • Build Team (Name team and select from pool of users)
    • Add Profile (create new user account with defaults)
    • Schedule Outing (pulls together Course, Team and Scheduled Time)
    • Send Invites (may be manual at first, although token should be generated by the server)
  • When the scheduled meeting takes place, the Guide will then verify participants have arrived, have logged in successfully, and have been briefed on the ride. When ready, the Guide will confirm the Group and the Game begins.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License