Interviews

QONQR's Andy Pickett on why Foursquare doesn't cut it for location-based games

Players looking to be engaged not checked in

QONQR's Andy Pickett on why Foursquare doesn't cut it for location-based games
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| QONQR

User numbers may still be rising, but it's arguable the location-based app genre has reached a creative plateau.

The question of whether such apps – Foursquare, MyTown, Gowalla and the like – were even games in the first place was never properly answered, but their creators' focus on signing up lucrative promotional deals with advertisers eventually took them further and further away from fantasy, fixing them into commercial reality.

Newcomer QONQR – pronounced 'conquer' - appears more akin to Microsoft's Fable III Kingmaker game than it does typical location-based apps, charging players with claiming cities around the world and launching attacks on rival factions by checking in as they travel with their phones.

Of course, it's by no means the only company exploring this arena. Finnish outfit Grey Area is currently bringing its Shadow Cities to the US and UK, while US company Ogmento is mixing up location with augmented reality.

We caught up with QONQR CCO Andy Pickett to see how he thinks the studio's brand of location-based play can expand the genre.

Pocket Gamer: How did QONQR come about? Andy Pickett: My friends and I created and launched QONQR at a Startup Weekend event in St. Paul, Minnesota in September in 2010.

Our team won the event with a functional demo game and then we went to Chicago to compete at the MidVentures Launch event. Recently we were accepted as finalists for South By Southwest Accelerator in the Entertainment category.

To date, we are an independent game company developing QONQR in whatever spare time we can find.

Is the game an extension of the services Foursquare or MyTown provide?

We're definitely building a unique offering. Foursquare and MyTown are great apps, but we feel they miss the mark as far as what hardcore gamers are looking for: engagement.

We're looking to build a compelling and emerging virtual world and story on top of the real world, with interesting game mechanics, tactics, and strategy. The QONQR beta gameplay, while designed for quick casual sessions, provides interesting tactical combat choices on each deployment OR check in.

Future game mechanics will provide even richer interactions that go beyond check ins.

Are there similarities between QONQR and Microsoft's recent Kingmaker app for Fable III?

I have not had a chance to play Kingmaker [it was Europe-only - ed], but from what I've read it sounds like there are some similarities in that it had both location and faction (or team) based combat gameplay.

We don't have a one-on-one player versus player system yet, but it's on the drawing board.

Is QONQR restricted to the US, or can people play worldwide?

The QONQR beta is live around the world. In the 10 days we've been live, we've had deployments in 17 countries, such as England, Germany, Netherlands, India, Australia, Mexico and Brazil.

What formats are you aiming to launch on?

We've launched the beta as a mobile web app - strictly HTML5 and JavaScript.

We're shifting focus to complete the mobile native apps - iPhone, Android, and Windows Phone 7- as soon as possible, before returning to complete the web app. We also aim to have an integrated Facebook app too.

How do you respond to criticisms that location-based games are too shallow?

I completely agree! That's the major flaw with the current generation of location based games - they're not games in the sense that gamers would think of.

We're aiming to serve the hardcore casual market: that is, players who are used to a high level of engaging gameplay, but not able to devote hours to it each day.

We aim to provide interesting game mechanics, a compelling and emerging story, and the notion of actual conflict on the virtual battlefields. We want our players to feel engaged in the story and the game. Additionally, as players level up, their abilities will allow them to project power farther afield than their current location. Our goal is worldwide conflict.

What do you plan to add to the QONQR in future?

As an independent studio, a lot depends on how many resources we can put towards development to deliver a high quality game quickly, and then iterate.

We have plans for QONQR versions 2 and 3 on the drawing board - we want to integrate releases with advances in the storyline, and driven by player interaction. Players in the different factions will be driving the story and unlocking features as a team.

Where do you see location-based apps going?

Location-based gaming is going to absolutely explode as smartphones with GPS proliferate.

Players will soon become bored of the current generation of location-based games, seeking deeper, more engaging experiences. We hope to provide them with just that in the form of QONQR, and additional location-based games.

Thanks to Andy for his time.

You can find more details on QONQR - the company and the game - on the developer's website.

Keith Andrew
Keith Andrew
With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font. He's also Pocket Gamer's resident football gaming expert and, thanks to his work on PG.biz, monitors the market share of all mobile OSes on a daily basis.