The Motive gameplay engine supports a number of different types of Task out of the box. It is useful to consider the following sentence structure when thinking about Tasks:
“Player [takes action] on [action items] (optionally to/from/with [character]) (optionally by playing minigame) (optionally at [gps location] or [AR item]) and gets [reward].”
Read more about Tasks and Assignments
Simple Tasks generally only require the player to click a button or take some other simple action to complete. Simple Tasks support the following actions:
- take – the player receives the Action Items
- put – the player gives up the Action Items
- exchange – the player gives up the Action Items in exchange for the Reward. (Note that as a transaction, exchange is identical to put, however your app can choose to give exchange a different treatment.)
- confirm – the player confirms that the task is complete (usually by clicking a button or interacting with another UI element)
Character Tasks build on Simple Tasks by adding a Character that the player is interacting with.
Location Tasks build on Character Tasks and add a set of locations where the player needs to complete the action as well as an optional “Action Range” that defines how close the player needs to get to the location in order to take the Task action.
Location Tasks support the above actions, and add support for:
- in_range – the player completes the task by getting in range of one or more of the specified locations
AR Tasks are very similar to Location Tasks, except that the player needs to complete the Task by interacting with an AR item instead of a location. AR Tasks add one more action:
- track – the player completes the task by viewing the AR item
Visual Marker Task
Visual Marker Tasks are similar to AR Tasks, but instead of interacting with an AR item, they require the user to interact with an AR Visual Marker. In many cases a Visual Marker Task and an AR Task that targets a Visual Marker AR Item will behave the same way.