Clue Ride Narratives

Narratives are used to tell a story about a user's interaction with the application.

Over the course of developing this application, there have been at least three sets of Narratives which have progressively gotten simpler for the user to engage. By starting with the simplest set of Narratives (listed below), the Clue Ride game can leave open the option of implementing the more involved narratives at a later date, and allowing players to progress through the earning of badges.

Play Narratives

Here are narratives for playing the game. The Clue Ride Use Cases are based on these narratives.

In general, participants are either:

  • Invited to join a group led by a leader or
  • Allowed to try out a sample course at home (no bicycle required)

Guide Narratives

Starting out with the Invitation Narrative. I've got a first cut at the Use Cases Invitation Design (with UCs), but it's assuming that I can automatically create a WordPress account from the credentials supplied while registering the application.

Maintain Narratives

Target narratives for building and maintaining an inventory of game content. Also see Maintain ClueRide Content


  • Badge-enabled
  • Clueride / Angel Factory Aspect in its own right
  • Opportunity to form partnerships with content providers
  • Inspired, not stirred.

Target Narratives

Exploring from a Steward's perspective

Exploring from an Operations perspective

  • Adhoc Capture && Camera-based Capture - You're out on the bike and stumble across an interesting location - Grab It
  • Course Pre-ride - You're preparing to run a particular course and are making a check of the routes and locations prior to taking a group out on the course.
  • Patching Locations - You've got a list of gaps / problems that need to be filled: rank them and help plan an excursion to address them.

Progression of Narratives

These are listed in order of simple skills to more developed skills. Badges can be used to progress players.


The Moderate Path is described on the page Game Modes.

There are also some Moderate Path Use Cases and this one too: Choose Ride

More on that narrative:

Choose Game

Player specifies their starting location and is presented a ranked list of choices. The choices can be filtered by selecting the following criteria:

  • Destination Category (food, bar, museum, park, venue, or a loop for exercise) choices depend of time of day; don't want to recommend an establishment that is closed.
  • General Location (neighborhoods or choose a starting location; can recommend a broader range of choices if MARTA train can be part of the trip)
  • Length/Duration (ranges of time to allow for different speeds of travel)
  • Level of cycling difficulty (terrain mostly)
  • Level of clue difficulty (allows varying the route)

The Player can then choose a given route to play

Advanced Game

This relies on players to find their own way between attractions. Use of the map allows points to be awarded, but if the player is able to find their way without the map, more points are awarded.

  1. Player will be given a question that can only be answered by reaching a particular Attraction and gleaning some information from that Attraction. To get to this Attraction, the Player can request clues. First clue earns full points. If the Player needs more clues, they earn fewer points. It is possible to request a map to the destination, and only a single point would be awarded.
  2. Upon reaching the Attraction, the Player must search around for the answer to the clue. The correct answer unlocks the next Attraction. If the player cannot get the correct answer, they can request an image that reveals the answer and no points are awarded.
  3. Upon unlocking a Attraction, a new clue for the next Attraction is revealed and

Steps 1-3 are repeated until the Destination is reached.
The Player can ask that a map be shown of progress so far and the recommended route for reaching the current Attraction.

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