Category: Opinion (Page 4 of 19)

Refining the At-Home Escape Room Model with Flashback

Two years ago, I wrote a brief introduction to the world of escape room in a box games for Boxing Day after playing Wild Optimist’s Escape Room in a Box: The Werewolf Experiment. Juliana Patel and Ariel Rubin initially funded production of their game through a Kickstarter campaign, before partnering with Mattel to produce a mass market version of the game that includes one particularly devious puzzle that still sits as a trap on my desk for unwary coworkers. The Wild Optimists have partnered with Mattel once more with Escape Room in a Box: Flashback, a game that manages to create the most elegant narrative and puzzle-based experience I’ve seen in the space.

New Retro Packaging, Same Lycanthropic Focus
While the retro ’90s design aesthetic of the box and Flashback title might imply this game is a throwback to the electronic board game era of Dream Phone and Electronic Mall Madness, the Wild Optimist’s newest escape room in a box is actually a direct sequel to The Werewolf Experiment. In the first installment, players were tasked with facing off against the mad scientist Doc Cynthia Gnaw, rushing to avoid becoming a casualty of her latest experiments. For Throwback, Doc Cynthia Gnaw is back with a vengeance, and players need to dive into her history to get out intact.

Because the narrative framing is so straightforward, these games don’t have to be played in sequence: the group I assembled to play this game had never played The Werewolf Experiment before, and at no point in the 90-minute experience did I need to stop and explain what happened in the previous chapter.

Puzzles in Three Acts: Letting Players Choose Their Puzzling Fate
In The Werewolf Experiment, the solving process was largely a linear one. Upon opening up the box, a series of puzzles became available. By solving puzzles, players would figure out the combinations for a series of plastic combination locks or receive hints to explore unexpected places to uncover additional puzzles until they figured out how to open up the final locked box.

Flashback refined that model by splitting gameplay into three separate rounds: a word-puzzle round themed around Doc Gnaw’s childhood friend Doctor Lisa David, a science-oriented puzzle round themed around Doc Gnaw herself, and a childhood round themed around their friendship. If smaller teams are tackling the escape room, these rounds are probably best tackled sequentially so everyone can appreciate the full breadth of the experience together. However, larger teams may find it easier to get everyone more consistently engaged by splitting up into smaller groups, and tackling the themes that speak to them while also making it harder for a single person to dominate the solving process.

This is where the game’s strong theming steps up to become the hero: because each of the rounds have distinct theming and color-coding, it’s possible to have all the game’s pieces splayed out on the table at the same time without getting confused about which puzzles are tied to which theme.

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Those Who Watch: Rediscovering the Alternate Reality Game Show

Earlier this week, No Proscenium’s Noah Nelson published an article discussing immersive productions through the lens of Those Who Make, Those Who Play, and Those Who Watch. In it, he argues that the broader immersive space can do a better job at providing rewarding experiences for people who want to experience immersive stories more passively. Campfire previously advanced a similar framework for immersive experiences, breaking out players into a continuous spectrum of skimmers, dippers, and divers. Skimmers are Those Who Watch: they experience immersive vicariously, either through a casual perusal of a website, or (more often) through vicarious accounts from Those Who Play – the divers. As for the dippers…? They take on a hybrid role, and that’s where things get interesting.

In Defense of Those Who Watch: Compelling Narrative from Vicarious Play

The independent film Coherence is a fascinating experiment in film-making. Shot over the course of five days, the science fiction thriller about a group of friends at a house party didn’t have a script: instead, James Ward Byrkit mapped out a 12-page treatment revealing all the twists, reveals, and character arcs of the film. But actors were only provided information on a need-to-know basis, with characters only aware of their own evolving backstory and motivations. In effect, Coherence was a live-action role playing game shot by trained improvisational actors thrust into an increasingly surreal experience. If that sounds familiar, The Blair Witch Project used similar tactics, years earlier. Rather than using a formal script, the indie horror film’s actors were instructed to visit a series of locations, receiving directing notes along the way.

Both films benefited greatly from the visceral reality of actors engaged in a form of play, leading to films that feels more real as a result of that conceit: viewers experience a different kind of movie as a result of how the films were produced. And that effect carries through to vicarious experiences of other immersive works, as well.

Ivan Van Norman has extensively explored this space with his Sagas of Sundry series for Geek and Sundry’s now-defunct Project Alpha, and the Stream of Many Eyes‘ Dungeons & Dragons-based Off-the-Table sessions that mixed immersive theater, escape rooms, and tabletop gaming into an immersive hodge-podge that transformed performative play into a spectator sport. In Sagas of Sundry, the shows’ leads would assume the roles of carefully constructed characters with hidden secrets: every time a character wanted to do something substantive, they would have to pull a block from a giant Jenga tower. If the tower were to topple as a result of a pull, something terrible and frequently fatal would befall their character. For Van Norman’s Off-the-Table sessions, four tabletop streamers met together in a live recreation of Waterdeep to solve a series of escape room-style challenges, drawing on their characters’ unique powers by drawing cards from a deck of d20 cards to obtain hints along the way.

Shows like Escape the Night, Busted, The Quest, and Whodunnit take this to the logical conclusion, filming alternate reality game shows where contestants are playing versions of themselves who believe everything that is happening to them is real. Escape This Podcast plays similar games in podcast form, with guests navigating their way through virtual escape room scenarios, giving listeners at home a chance to solve along. These shows don’t ask much of viewers, but benefit from the role of performative play in their creation nonetheless.

All the examples so far involve Those Who Make controlling the production of a “documentary” of what Those Who Play do. However, the vast majority of content created within the immersive space is created by players, for players and the broader public.

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At The Rogues Gallery, Evil Is Its Own Currency

Note: ARGNet received a comped ticket for this show.

Broken Ghost Immersives’ newest hybrid experience The Rogues Gallery asks players to step into the roles of supervillains for an evening at Wildrence, forming villainous team-ups of two to three players bent on world conquest. And I’m a little nervous about how easily my friends and I slipped into our nefarious roles.

It started before the game even began, when No Proscenium’s Kathryn Yu reached out to nefariously strategize before the event: “we can conspire and split up the Spiras”. While I’d ordinarily be opposed to splitting up the Room Escape Artists, Kathryn promised me one evil monologue if we won, so I responded “clearly, the target is Lisa. My bet would be David gets distracted being evil.” Lisa was on board, noting “David can fend for himself.” This was the origin story of the supervillainous cross-over team of No Proscenium, ARGNet, and Room Escape Artist: Team “Here to Make Friends” was born from betrayal at the start.

Luckily, The Rogues Gallery rewards duplicitous behavior, and primes players to embrace their worst impulses by handing out Supervillain identities on a lanyard upon entering the venue, along with optional capes and masks. The core gameplay mechanics are deceptively simple: players spend four types of gems to deploy their henchmen on a global map: green gems purchase troops, blue gems finance henchman movement, and red gems activate a supervillain’s unique powers. The only catch? Teams don’t start out with any gems: they can only be obtained by assisting the various supervillain administrators in a surprisingly varied collection of diabolical deeds.

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Going Beyond the Text with the Subtext Game

Jonathan is in trouble. After receiving a phone call warning that his apartment wasn’t safe and needed to be evacuated, a guy in a black ski mask kidnapped him, and the next thing he knows, he finds himself locked up in an office building. There’s a list of phone numbers there…and yours is one of them. Can you help him escape, and figure out why you were looped into this slightly menacing predicament? That’s the open question of Subtext, an SMS-driven experience that comes off as equal parts alternate reality game and virtual escape room, with a healthy side of paranoia.

In Subtext, players take on the role of Jonathan’s off-site support squad, serving as his virtual assistant in escapeology by completing tasks ranging from conducting research on fictional companies, solving light puzzles to help Jonathan navigate the building, and using social engineering to smooth the path. In terms of gameplay, Subtext is similar to its single player ARG counterpart The Black Watchmen, with the narrative guiding players through a string of linear challenges in service of a larger narrative. Where it differs is in its framing – by using chatbot functionalities to power Subtext, the hero of the story is the writing. While The Black Watchmen has a strong narrative focused on players joining up with a secret organization and climbing through the ranks by completing tasks, its strongest point is translating ARG style challenges into a single-player video game experience, with the narrative serving as an added bonus. And while mobile apps like Simulacra and Another Lost Phone place more of their focus on the narrative, those stories’ framing focuses on the phone as found object, making gameplay feel like an exercise in digital archaeology. Subtext taskes advantage of the low fidelity nature of the text messages that form the backbone of the story to create a more active immersion, and the experience has numerous moments of clever writing that makes it all too easy for players to fall into the conceit that they’re chatting with another honest to goodness person in need.

The full Subtext experience takes a few days to complete, but is designed to work around the player’s life. Since Subtext‘s forward momentum is fueled by successful solves, inactivity allows players to put the game on pause at any time – and if players get stuck, continuing to text with Jonathan will often yield hints which range from helpful to practically essential on one or two of the more frustrating tasks. There are a few developer-imposed breaks in the narrative so it would be a difficult if not impossible game to competitively speedrun on the first pass, but that doesn’t stop me from being curious about whether players are rushing through, or taking their time to savor the experience.

The full Subtext experience is sold as pay-what-you-want-as-long-as-you-want-to-pay-at-least-$6, although there is a free demo that will give you a 5-minute taste of the experience that has quickly become my favorite introductory example of alternate reality games in action. The delightfully creative challenge perfectly encapsulates what makes Subtext special, both in terms of writing and tone. And while none of the moments in the full experience exceed the rush of adrenaline at finishing the demo puzzle, there were one or two moments that were on par. Subtext asks players to imagine “what if the game was real”, and it lives up to that promise – especially if you opt in for the full experience, which opens up the potential for phone calls or even physical mail to round things out. Those additions aren’t necessary to the story, but they do contribute to the world-building, particularly when it comes to bringing closure to the story.

If you’re interested in learning more about Subtext, play the demo. Even if you don’t think you’re interested in the full experience, play the demo: it’s that good, and will help you decide whether the full game might be up your alley, at a negligible investment of time.

A Return for a New and Improved Emma Approved

Five years ago, Pemberley Digital released their first episode of Emma Approved, the Emmy-Award winning transmedia series that reimagined the character Jane Austen described as “a heroine whom no-one but myself will much like” as a modern-day advice coach turned vlogger. Over the course of the show’s initial 72-episode run, Pemberley Digital painted a sympathetic and nuanced portrait of Emma Woodhouse that allows the viewers’ appreciation of Emma’s strength to grow in parallel with Emma’s own personal growth as the series progresses. And to commemorate the five-year anniversary of the show, Emma Approved is returning for a sequel, starting in October.

A Quick History Lesson: Pemberley Digital and the Birth of a Genre
When Hank Green and Bernie Su created The Lizzie Bennet Diaries as a modern adaptation of Pride and Prejudice in 2012, it was far from the first modern adaptation of Jane Austen’s works, nor was it even the first attempt at telling those stories on YouTube as a web series. What set The Lizzie Bennet Diaries apart was its expert use of the vlogging format to make Austen’s characters come alive, reinforced by the social platforms they inhabited as part of the show’s transmedia strategy. This format inspired the birth of a genre, leading to the creation of over a hundred literary web series and the formation of Pemberley Digital that fittingly existed simultaneously as a fictional company within the world of The Lizzie Bennet Diaries, and as a company focused on producing new literary web series.

When Pemberley Digital released a DVD box set of The Lizzie Bennet Diaries, they reinvested a portion of those funds into the creation of Welcome to Sanditon, their second foray into Jane Austen adaptations. In order to flesh out a narrative around Austen’s unfinished novel, the production team turned to the audience to create the town of Sanditon together, with viewers virtually settling to live in the town as an exercise in co-creation, powered by social media and the video platform Theatrics. Welcome to Sanditon was still focused on character-driven storytelling – it just expanded to draw some of its B-plots from the characters its viewers were role-playing. Sanditon veteran Kyle Walters borrowed much of that co-creation framework for The New Adventures of Peter and Wendy, while Pemberley Digital opted for a more passive experience with their next project, Emma Approved.

Crafting a More Sympathetic Emma: This Review is Emma Approved
Like its predecessors, Emma Approved was set up as a character-driven show, allowing audiences to gradually come to know the show’s characters both through the video uploads and their online presences. But unlike Lizzie Bennet and fan-favorite Gigi Darcy, Emma Woodhouse doesn’t start off as endearing. “Emma Woodhouse…beautiful, clever, and brilliant. There are many intriguing female entrepreneurs in the love and lifestyle industry, but no one is more dynamic or has more potential than young Ms. Woodhouse.” Hearing Emma introduce herself by reciting that dose of hyperbolic prose to the camera doesn’t leave the best first impression. After seeing her systematically bully and lie to friends and coworkers to get her way in the next few videos, her second and third impressions could use some work as well.

And yet, in a series based in large part around Emma’s personal growth, Emma Approved is just as careful in highlighting how Emma’s greatest strengths are present throughout the series. When Annie Taylor is having doubts about her marriage to Ryan Weston, Emma is empathetic enough to identify what the underlying problem is, without being explicitly told. She just crosses the line by trying to fix everything behind everyone’s back, through subterfuge and deceit. After being confronted with her behavior, Emma internalizes the lesson so that when confronted by a similar situation with her sister, she takes a more reasoned tact. The lesson isn’t “don’t meddle in other peoples’ affairs” – that’s a core component of Emma’s personality and her business model. Instead, the lesson is to do so more directly.

Throughout the series, Emma learns a series of painful lessons after letting down most of the people in her life. And while she learns and adapts, she does not do so at the expense of who she is – the Emma Woodhouse who closes out the series is just as assertive, empathetic, and confident as the Emma who started it. She just finds better mechanisms for channeling that passion. And speaking of passion, it’s almost impossible not to ship the budding romances that form during the show. Bobby Martin and Harriet Smith’s awkwardly adorable overt flirting serves as the perfect foil for Emma Woodhouse and Alex Knightley’s more tentative banter, and the characters’ romantic arcs are equal parts fulfilling and nail-biting every step of the way.

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Bunker Buddies at the Wildrence, with Broken Ghost Immersives

Note: ARGNet received a comped ticket for this show.

Fifteen people huddled together in the Bunker, arranged in a rough circle of couches and chairs. The room itself was a pastiche of Cold War era kitsch, just big enough to fit our group, but small enough to feel a little cramped. The Nostalgia Electrics refrigerator was fully stocked with beverages of the alcoholic and non-alcoholic variety, and the kitchenette was stocked with all the essential cooking implements, hanging from the wall. Near the couch, a chess set was prominently displayed near period magazines to help us while away the time in a makeshift living room space. On the other side of the room, a small crafting table was positioned to give the group space for tinkering with the odd bits and bobs we found. The only signs of real modernity in the room: a handful of tablets strewn around the room, and a laptop propped up in the corner, broadcasting security cam-style footage of the room to our Artificial Intelligence-based overseer, De-Bunk. The apocalypse arrived, and this would be our home for the foreseeable future. Unfortunately, that foreseeable future was severely limited by dwindling food supplies and a malfunctioning life support system.

This is the scenario that Broken Ghost Immersive’s The Bunker thrusts its players into at Wildrence, a basement events space in lower Manhattan. A loose collective of individuals, met with the challenge of surviving in a post-apocalyptic hellscape with only their wits, a few rolls of duct tape, and a supply of Twinkies. The roughly 2 hour long show is a bit of a hybrid experience: while it combines elements of a number of immersive styles of play, at its core the experience feels like an intimate parlor LARP, where players’ decisions help them learn about the world they find themselves in as they struggle to survive. Routes to survival might involve using tablet devices to negotiate with residents of other nearby bunkers, donning hazmat suits to explore the wastelands to search for supplies and interact more directly with neighbors, and use those supplies to craft items useful for the bunker’s residents. While there is a set narrative underpinning the entire post-apocalyptic scenario, player choice dictates what elements of that story any given show (or player within that show) might encounter.

The Bunker: A Game of Resource Management
Bunker resources are represented through a series of cards that can either be found through exploratory missions into the wasteland, or created by playing a mini-game to combine items at the crafting station. And over The Bunker‘s seven “day” narrative, carefully managing those resources is essential to survival. Every day, players must “consume” one food card, or run the risk of dying right there, on the spot. Satisfying that need is a constant weight hanging over the bunker, with the very real threat of death looming at every turn. Additional cards can be spent at the crafting table to obtain items necessary for short-term and long-term survival, both for the expeditionary forces and the bunker at large. And along with limited resources comes challenges with distribution. Some resources might be pooled for group consumption, while others get held back to ensure individual survival.

The biggest resource for players to manage, however, is time. As with many megagames, how players choose to spend their time is a much more valuable resource than the cards themselves. This isn’t a game where players can get by focusing exclusively on one element of gameplay, as each element informs the others.  Players chatting with other bunkers might unlock new abilities for players tackling the crafting table, while players going out on expeditions might come across information that changes what players negotiating with other bunkers discuss. To encourage players towards a more well-rounded play experience, the game has “nudges” built in that require switching around tasks on a fairly frequent basis. Expedition members might become afflicted with wounds, ailments, and mutations as a result of their journeys, forcing them to be temporarily bunker-bound, while some bunkers may become so hostile that further communications become pointless. Other “nudges” were more direct, as an Achievement Book would dole out cards as rewards to players who helped the team reach set milestones of exploration, crafting, and experimentation.

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