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Lockdown and Social Isolation had a massive impact on social connectedness. Focussing on the players of Dungeons and Dragons, how can mixed reality take social games beyond the video call to help people stay connected and have fun the same as when they played in person?
Dungeons & Dragons is a tabletop role-play game where players collaborate together to build a world in which they explore and solve quests. Covid-19 has negatively affected everyone, limiting social contact to video calls, and I wanted to explore the specific impact of this on the dungeons and dragons community. By conducting research, and using design thinking, it was possible to present a potential solution to alleviate some player problems.
To understand the challenge, we must first understand what players have been used to. No two groups would necessarily play the same way, but some core assets of the game include:
Many in-person groups also embelish beyond this with any number of the following examples:
As a player myself, I sat in on several games with players consent to take notes on pain points and challenges adapting to the online enviroment. This group were using an online platform Roll20 to try and emulate the in-person experiene, which features maps and movable tokens to represent players and non-playable characters.
The initial observations included some of the primary emotions involved in the player experience being confusion, lack of enthusiasm and frustration due to challenges such as visualisation of tasks, internet issues, and lack of engagement due to playing alone talking to a camera.
Some important observation quotes included:
For d&d to work, one person must lead the game, narrating the story and controlling the non-player characters, and they are called the Dungeon Master. To create a positive experience for everyone, it was important they didn't feel left out. Some pain points noted for dungeon masters included:
These observations were turned into a summative empathy map, to chart the general consensus of how it felt to play D&D online when players are used to in person games.
To help further identify pain points, I broke down the gameplay of Dungeons and Dragons to it's core, to identify what the solution had to cover as a minimum. This boiled down to three distinct sections
From observations, it became clear players needed a way to track lots of information in one place, while the solution needed to avoid drawing immersion away from the playing experience.
A mobile app was selected as the design output to allow computers to be reserved for communicating with the other players.
Based on visualisation being a reoccurant problem augmented reality was selected for use as their was already a required physical artefact for playing, dice, allowing them to form the base for physical triggers for an augmented reality experience.
ARDND is a mobile app and dice. They work in tangent, with the dice functioning for gameplay and as a target for augmented reality. The app is split into 3 modes:
ARDND addresses pain points around getting lost, confused and bored playing D&D by describing things and using static maps on roll20. The dungeon master can select from a gallery of common visual aids, and share it with players phones. The 3d model will then be mapped to their dice, allowing them to explore it in 3d space, just like they would physical character tokens.
For the UI Design I wanted the design to enhance and compliment the lore of the dungeons and dragons world, and took inspiration from scrolls and medieval games to capture a high-fantasy historic feel in keeping with the general D&D world. I also drew inspiration from snapchat for the easy convenient sliding buttons in the AR Experience as a way to transition between different view modes.
As per my honours project requirements, I built a minimally functional version of the system using the Unity engine as a base, Vuforia for augmented reality, and Photon PUN to create networking. This MVP included a shared server, where multiple phones could be connected to created a shared experience. There, one user could select what content to send to other players phones. In rolling mode, they could share the outcome of a fireball spell, in Encounter mode, the players meet a dragon, and in Explore mode players can explore outside an old house
ARDND goes beyond providing just another tool to enhance the gameplay but allows players to connect in shared augmented reality. I successfully navigated the complex users' pain points well, addressing a wide array in a single solution. Testing revealed the power of the product, as it was immediately apparent the surge in creativity and innovation in players compared to the online games. Most importantly, the user testers were visibly having fun, more than I saw during my observational studies.
The prototype requires further iteration before being a ready-for-market project. An idealised version would have a filterable database based on the player handbook to store all 3D Models and effects to make displaying content straightforward. It is also hoped that voice recognition could play a role, triggering animations and displays based on voice commands to reduce manual user input. While this project needs work to go beyond just a concept, it has been suggested by multiple interested parties the product should be brought to Kickstarter, so ARDND could eventually become a reality for tabletop role-play players everywhere.