Why we love immersive Quest Rooms
Out is the "Escape", in is the "Experience"

Escape rooms are a relatively new form of entertainment, dating back to only about 15 years ago. During this time, they have evolved from simple "being locked in" scenarios like prison cells, to involving increasingly sophisticated electronic puzzles and automation. Even VR is making a play to integrate this new technology into the experience. But in the end analysis, it is the story that matters and how effective the immersion is in order to bring players to a point where for one hour, they suspend their beliefs and become part of a quest.
The Escape Room essentially should be renamed to Quest Room. This is what guests come to experience. The experience is less about a time boxed test on how to escape from the scenario and more about how effective the one hour journey takes the player through a story. The object is to achieve a state of flow, where the player is only aware of their emotions, the communication with other players and the feeling of accomplishment when they succeed in their mission.
The importance of storytelling has therefore been put in the forefront of this entertainment art. Storytelling begins with how the Quest Room introduces the players to the scenario. A great scenario is like a movie, where the first few seconds are all about establishing the time, place, characters and challenge which must be overcome to reach a successful resolution. Emphasis is therefore on this resolution, not a ticking clock. As the focus is on what the players should do, and not how long they have to do it, it helps to have context. Context accelerates the player's ability to both suspend their disbelief and to immerse themselves in the story.
This is why the most effective themes for Quest Rooms are ones which are familiar to the players. Highly popular movies or streaming series are ideal choices as the players already know the place, time and characters, and hence, they spend their time weaving themselves into this world and solving the challenges the Quest gives them, rather than understanding the context. This approach also makes it easier to attract guests to your venue as fans of these series already have an inherent interest in what you offer.
Creating scenarios and puzzles around these known stories is only the beginning because guests have a certain expectation about how their world should look. Take our Stranger Things Quest Room as an example. Players expect that when the Game Master opens the door to allow them to enter the world in which they will spend the next hour, that the first thing they see is Joyce's living room. Naturally, Hawkins Lab and Vecna are equally expected, hence the immersive experience must carefully incorporate the vibe and visual cues from these familiar stories. Lighting, music, decorations and naturally the puzzles, must all work together to pull the player willingly into their quest.
Another essential aspect which can not be ignored, is the ability of the "Game Master". The days of them just greeting guests, taking their money and pushing buttons in a control room are over. They are now the narrators of a successful introduction to the scenario and must attentively observe game flow to maximise the experience of the players. Hints should be sparingly given, and only in a manner consistent with the story. Players want to experience "the win" and this is best achieved when they feel they overcame all of the obstacles in the game to succeed. Even the best scenario, design and story can fall flat if the Game Master fails to properly introduce the scenario and then support its execution through gently helping players as needed during the game.
At Rooms of Magic in Minsk we have designed Quest Rooms which focus on putting players at the heart of the stories they love. Each quest follows a natural story arc including a powerful climax and resolution. Players experience flow and immersion through storytelling and facing challenges which lead to a rewarding conclusion. Today's entertainment guest expects more, and it is perhaps one of the reasons that traditional movies in a post covid era are less appealing that a quest room. Guests want to touch, explore and interact with the stories, not just passively watch them on a screen. Additionally, the opportunity for teams to interact with one another, rather than simply share the experience of watching a film, makes the experience even more rewarding. Parents adore that their teenagers must leave their phone in the quest reception locker. Where else can you spend time with them without the phone being the center of their attention?
About the Creator
Jerry Meier “Rooms of Magic Minsk”
Post covid, a paradigm shift has taken place amongst the younger generation. Movies are out, in favor of experiences. Parents are seeking ways to decouple their kids from their phones. This is where the Quest Room meets the desires of all.




Comments
There are no comments for this story
Be the first to respond and start the conversation.