Escape the room
   HOME

TheInfoList



OR:

Escape the room, also known as room escape or escape game, is a
subgenre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other for ...
of
point-and-click adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
which requires a player to escape from imprisonment by exploiting their surroundings. The room usually consists of a locked door, objects to manipulate, and hidden clues or secret compartments. The player must use the objects to interact with other items in the room to reveal a way to escape. Escape the room games were born out of
freeware Freeware is software, most often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines ''freeware'' unambiguously; every publisher defines its own rules for the ...
browser game A browser game or a "flash game" is a video game that is played via the internet using a web browser. They are mostly free-to-play and can be single-player or multiplayer. Some browser games are also available as mobile apps, PC games, or on ...
s created in
Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) is a multimedia software platform used for production of animations, rich web applications, desktop applications, mobile apps, mobile games, and embedded web browser video players. Flash ...
, but have since become most popular as mobile games for iOS and Android. Some examples include ''Crimson Room'', ''Viridian Room'', '' MOTAS'', and '' Droom''. The popularity of these online games has led to the development of real-life escape rooms all around the world. Elements of escape the room games can be found in other adventure games, such as ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
'' and '' Nine Hours, Nine Persons, Nine Doors'', where a complete puzzle is solved by evaluating the elements within a single room. Games like '' The Room'' may also present virtual puzzle boxes that are solved in a similar manner to escape games, by finding out how to open the puzzle box using visual clues on the box and around the environment.


Origin

The basic gameplay mechanism of having the player trapped in a single location dates back at least to John Wilson's 1988
text adventure '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
''Behind Closed Doors'', in which the player is trapped inside a restroom. However, the growth of escape the room games is believed to be tied to the popularity of the ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
'' series, first released in 1993 by Cyan Worlds, which created puzzles across pre-rendered computer-generated environments, requiring players to look for clues across the landscape. The first game was a landmark title, helping to popularize the use of CD-ROM technology for computers, but as they continued to develop sequels with more ambitious landscapes, alongside several other developers spurred by ''Myst''s success, adventure game sales flattened. Rand Miller, one of Cyan's co-founders, described ''Myst'' as "too big" and "too hard to top". Vox writer Alex Abad-Santos stated that while adventure games with more open exploration may be "too aimless", the appeal of escape room games is in their immediacy and constricted world. The term originated in 2001 from the '' MOTAS'' game, though there are many older examples of the
point-and-click Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and c ...
variation, such as
Noctropolis ''Noctropolis'' is a 1994 MS-DOS third-person adventure game by Flashpoint Productions and published by Electronic Arts. In the game, the player assumes the role of the character Peter Grey, a lonely bookstore owner who winds up in the world of hi ...
, and even earlier examples from the
text adventure '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
canon. The genre was further popularized in 2004 by the Japanese "Crimson Room" game by Toshimitsu Takagi, which has spread throughout the
internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, p ...
and can be seen on many gaming websites. While a single-location game may not be set inside a room, and while the player's goal may not necessarily be to escape, in 2002 the interactive fiction community first hosted
One Room Game Competition
(attracting six entries, all in Italian), and in 2006 Riff Conner wrot
Another Goddamn Escape the Locked Room Game
indicating that the genre is well known in the contemporary interactive fiction hobbyist community.


Structure

Most escape-the-room games play from a first-person perspective, where the player must click on objects to interact with them. Most room escape games offer only token plots, usually a short
cut scene A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
consisting only of text to establish how the player got there, and sometimes another when the game is finished. Room escapes usually have a minimalistic interface, ambient soundtrack, and no
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s; these elements can enhance the gamer's sense of isolation. During gameplay the player must click on objects to either interact with them or add them to their inventory. As the player passes the mouse over the game screen, usually the mouse cursor will change shape (e.g. to a hand or different kind of arrow) if the item under the cursor can be used, opened, manipulated, collected, searched or (if an exit) followed, but some games do not provide such hints to the player. If the object cannot be collected, opened, used or manipulated, the player is usually assumed to be inspecting it; in most cases, the player will see a brief text description. The player must collect items and use them with various objects (or other items in the inventory) to find a way to get out of the room. Some games require the player to solve several rooms in succession. Some require significant amounts of pixel hunting (tedious searching for a small clickable area), which can frustrate players. For example, when reviewing the PSP game "Crimson Room Reverse" (a collection of room escape games that were originally free online flash games), critic Brad Gallaway said, "Key items are often hidden behind other items, and the player has no way of knowing these areas exist or that it's possible to search there unless the cursor falls in a very specific location, sometimes a "hot spot" as small as a few pixels."


References

{{Video game genre First-person adventure games Video game genres