Designing Immersive Experiences in Escape Room Puzzles
43,812
Published 2017-09-19
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Edited by Wish You Were Here Productions.
All Comments (9)
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we make escape rooms all over the world and I want to say that Adam is really right. The main thing in the ER - a consistent, coherent plot, which correlates happening, keep the players and attract new ones, and rambling alienate.
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I really understand why he has an aversion to locking people in a room. It is definitely added stress. However, for me, that's part of the fun. Different players are drawn to different things.
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Good information, thanks
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Thansk
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04:00 Cosas clave para recordar al diseñar rompecabezas inmersivos de escape room 08:00 Diseñar experiencias inmersivas en rompecabezas de escape room requiere considerar la percepción y el contexto del jugador. 12:00 Diseñar acertijos para salas de escape requiere un flujo lógico y coherente, que mantenga a los jugadores en un estado de compromiso. 16:00 El cambio a los juegos de escape gratuitos es inevitable. 20:00 Uso del diseño de niveles y la psicología del jugador para crear experiencias inmersivas en rompecabezas de escape room 24:00 Diseñe experiencias inmersivas con configuraciones de rompecabezas claras, momentos visuales y una estructura de historia en tres actos. 28:00 Diseñando experiencias inmersivas en rompecabezas de escape room 31:55 Evite los cuellos de botella en los juegos de escape introduciendo acertijos adicionales y objetivos claros.
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Interesting talk
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I only watched a few minutes.. unfortunately you are so out of touch with the escape room industry. "I want players to break in rather than breaking out"... 100% of my customers want break out experiences. They drive hours, sometimes even states away to experience it. As far as puzzles.. you said we are jerks if we design hard puzzles. That is false. You should stick to video games and stay away from the escape room industry.
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No value in this talk at all.