Month: September 2019

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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