Adaptive Locations

  • Area: LudoNarrative (WP5)
  • Contributors: University of Southampton
  • Key Contact: David Millard (dem@soton.ac.uk)
  • Date: March 2026

1. Overview

Name

  • Popular Name: Adaptive Locations
  • Alternative Names: Alternative routing

Intent

To distribute footfall of people in such a way as to prevent oversaturation of single areas and protect individual spaces.

Operation: Navigation Pattern

Underlying Principle: Diffusion of people

Strength of Evidence: Tested on site (Ages of Avebury)

2. Target

Problem

A system with a predefined path and locations would cause many people to follow the same path, potentially causing erosion, disrupting the site/visitors that are not participating, and overcrowding around key locations.

Context

  • Situation: The user is holding a device, and has to go to a new location – the location needs to be chosen as to help with the distribution of footfall and dispersion, and the user needs a way to be able to tell the system if the chosen location is unreachable.
  • Environment: A space with multiple possible paths.

Forces

The success of the pattern depends on:

  • The number of locations available for each node (more is better)
  • The openness of the space
  • The availability of each location
  • The affordances and the complexity of the navigational system
  • The complexity of the local topology

Consequences

Weaknesses:

  • W1: The application could pick a location that is unreachable
  • W2: When designing, sometimes there are no alternate locations, so you either have to funnel everyone through a single location, or pick a close one (might not fit as much)
  • W3: All locations for a node could be unreachable
  • W4: If in a group with multiple people playing the game on different devices, the challenge to keep people in sync will inadvertently lead to location mismatch at points

Strengths:

  • S1: Compared to a single path experience, the players are given different locations for each node, adding variety
  • S2: Can be more robust with redundancy added
  • S3: Convenience of choice location
  • S4: Diffuses visitors, helps with erosion, and does crowd management

3. Application

Solution: An system that lets you anchor one node to multiple locations, and a mechanism that selects that location at runtime

Sensitizer: A map of the Avebury Henge Site, with example arrows for paths that people can take, and node locations for each story beat (each node has two possible locations)

Participants: Designed for a single participant or a shared experience.

Breakdown:

  • A model of alternative locations.
  • An algorithm for selecting locations at runtime.

Variations:

  • Skip location design pattern: Can have a way to skip the current location and continue the story in case of unreachability or other problems with the location
  • User choice of location: Can give the user a choice between multiple locations on a map
  • Algorithmic choice of location: Can use different algorithms to pick up the next location (random, time based, weather based, etc.)

Rationale

Makes users disperse and collectively manages the individual experience as a whole on the site.

Implementation Details

Suggestions:

  • Separate the location and content, which then helps with mapping different locations to the same content. For example, you could have “Location 1.1 Bus Stop” and “Location 1.2 Car Park” as the first node for location 1, and depending on where you start, it will continue the story to location 2 normally. This helps with dynamic mapping of locations, and skipping – location 1.1 is not available? Skip and go to 1.2.

Issues:

  • If there are multiple people in a group playing on different devices, there is a chance of location mismatch if implemented in certain ways.

Pitfalls:

  • Locations have to be chosen carefully to ensure a consistent experience.

Impact on Immersion

Overview: This design pattern can separate you from a busy path, helping you not being disrupted by other players and non-players

Ludic Considerations

  • One can let the user’s location choices be a mechanic in the game, rather than part of the narrative.

Example

Known Uses: Ages of Avebury (2025) uses the system as part of the Modern period navigation, where people are navigating to different locations, and there is a possibility that it’s closed off due to weather, or just unreachable due to other circumstances. There are two locations for each node, and one is chosen randomly – if unreachable, people can try the other location, and if that is unreachable, then they can skip the location altogether.

Links

4. Supplementary Information

Version History

v0.5 (19/03/2026): Initial draft
v1.0 (23/03/2026): Finalised first version

Related Patterns:


  • Compass Navigation
  • Map Navigation

Team


  • Dr Jack Brett – Lead Engineer
  • Dr Charlie Hargood – Academic Investigator and Architect
  • Dr David Millard – Academic Investigator and Architect
  • Dr Yoan Malinov – Engineer
  • Dr Bob Rimmington – Qualitative Researcher

Partners


University of Southampton

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