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Through the Looking Glass Part II: Ubiquitous Social Gaming
As a follow up to my Augmented Reality focused 3DS post, I discuss the communication and social gaming features of the 3DS and what they could mean to mobile gaming through my experiences at the inaugural meeting of StreetPass DC.
To be honest, I didn’t really expect to write a “part II” to my post on the Nintendo 3DS. In the last blog post, I wrote how the 3DS’s AR capabilities could turn the system into a looking glass for seeing our real surroundings as digital playgrounds (much to the ire of several unconvinced commenters.)
Also in the post, I glossed over several features focusing on communication between 3DS systems, the interaction between their users, and Facebook-based social events forming around these features. Having attended the first of these events, I thought that writing a “part II” would be appropriate, as I have been further inspired by the 3DS and a group of fans devoted to changing cities into social gaming spaces.
For those who don’t know, the social event I am referring to is the first meeting of “StreetPass DC