Monthly Archives: August 2018
Beta Testing is so important for games. What might make sense to you as a designer could utterly fall apart once it’s in the hands of your gamers. The puzzles are either too vague or overly complex. The super expensive tech you centered your room on is too finicky or breaks entirely. The eight players you thought would be totally a perfect number end up having nothing to do.
What I have yet to see as part of the beta testing process of escape rooms is to test out the actual narrative. Does it make sense? Are players following it or ignoring it? Are they feeling emotions you intended for them to feel?
My experience lies in theatre. Any script that is written is usually workshopped by other writers and actors and combed over so extensively that the poor writer is left in a daze with mountains of feedback to sift through. However, it’s that feedback that allows them to make their story the best that it can be…maybe…if they are good.
So how do we apply narrative workshopping to escape rooms? To be honest, I am just theorizing at this point but hopefully the lessons I have taken from script workshopping can apply to escape rooms. Here we go! Read the rest of this entry