Abstract
Augmented reality games have moved into the mainstream thanks to headline-catching titles such as Pokémon GO (2016) and Harry Potter Wizards Unite (2019). However, these games represent only a small portion of what is possible in this space, as demonstrated by emerging independent and serious game efforts in this area. Such development is hindered by the challenges facing individual and casual designers in finding AR tools and accessible engines. By exploring the legacy of casual, “low-friction” AR development and text-game design, we argue previous attempts to integrate narrative engines with augmented reality (e.g. Argon.js + Twine, ARIS) and image recognition (Vuforia, AR.js) have yet to meaningfully center casual development. With this in mind, we present a working prototype called TwineSpace combining popular hypertext authoring tool Twine 2 with open-source augmented reality tools A-Frame and AR.js that opens the possibilities for play within the world of spatial narrative. By combining open-source solutions, we hope this new authoring experience can help improve spatial storytelling for indie game designers, teachers, storytellers, and casual creators alike.
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Berge, P., Cox, D., Murray, J., Salter, A. (2022). Adventures in TwineSpace: An Augmented Reality Story Format for Twine. In: Vosmeer, M., Holloway-Attaway, L. (eds) Interactive Storytelling. ICIDS 2022. Lecture Notes in Computer Science, vol 13762. Springer, Cham. https://doi.org/10.1007/978-3-031-22298-6_32
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