I’m standing on a London street across from a scrap metal recycling establishment, in front of a door with no sign except a cryptic symbol. I’ve been told I will only be admitted if I press the buzzer at exactly the right time. A stranger asks me whether I’ve “had experiences like this” before.
I have, unless the stranger means “have you ever ridden the London Overground before this evening,” in which case the answer is no. We are a little outside my comfort zone there. But there are no Tube stops in this part of town.
Time Run: the Lance of Longinus is a London escape room. There is an hour of gameplay, but if you count in brief and debrief time, it will take a good chunk of two hours to complete. We played with a team of four, which is the recommended number. They will let you play with three or five, but there were several of the puzzles that I think would have been just a bit more tricky to do with three (and fully impossible with two, so that’s fair enough). It was excellent fun; the team came out fairly psyched up and energized, and immediately talking about finding another escape room to do together.
I’d also say that, except for the travel to get to London in the first place, escape rooms turn out to fit my lifestyle surprisingly well: the gameplay itself is self-contained and memorable, it doesn’t take 60 hours to get a full experience, it doesn’t rely on reflexes I don’t have, and I’m less likely to get stuck than when playing a graphical adventure. No prep is required. It’s also a playful social experience with sufficient structure that you don’t need to Do Smalltalk, and enough adrenaline and excitement that you do build a sense of connection with the rest of your group. It doesn’t tend to involve the level of creativeness and emotional risk-taking that you see in storygaming, so it’s suitable to do with people you don’t yet know super-well, and it doesn’t require as much energy.
As with the previous escape game I played, it would be bad form to go into too much detail: a lot of the fun of an experience like this is in the discovery, and I won’t describe the puzzles or much about the format. But to speak very broadly, I felt that the individual puzzles in Longinus were a bit less difficult than in Enter the Oubliette, and the narrative frame less stressful. In Oubliette, you have to ask for hints when you’re ready for them; in Time Run, there’s a constant line open to a hint-giver who will nudge you along if you seem to be missing something, and we spent less time actively stuck. The “run” in Time Run doesn’t refer to any actual physical activity, but the game does keep up a pretty good pace, with new puzzle content reveals happening on a regular basis. Conversely, less of what you see in Time Run is there to help flesh out characters or develop the fiction of the surrounding world. None of this is a criticism of either Oubliette or Time Run — just a difference in flavor.
Perhaps in exchange for their non-central location, Time Run’s organizers have plenty of space at their disposal, and they make good use of it. The game uses some quite large-scale props, and a few puzzles that would be cramped in a smaller setting. The whole space, including the intro and exit rooms, has been imaginatively set-dressed, but in a way that doesn’t overload the team with red herrings. At the end, you get a score card for your team, and it’s printed on thick linen-finish stock with gold stamping. There are no actors in the escape rooms themselves, but there are several at intro and outro, and possibly more staff we didn’t see working levers behind the scenes while we played. The whole experience feels deluxe, which reflects the ticket prices, a few pounds more than average for a game of this type.
Multiple activities in the course of the game were adventure game-style puzzles that I have never seen executed in real life before. I won’t say what my favorite was, but I will say that when our team found it, there was a certain amount of incredulous, appreciative laughter that someone had *actually* built this setup.
I found this fascinating from a game design perspective. Escape rooms generally and Time Run in particular are very much multiplayer puzzle games, and we have so few of those in the IF space that it’s worth digging in for guidance wherever we can find that. Some thoughts, based on the grand total of two escape rooms I’ve done so far:
Continue reading “Learning about Multiplayer Puzzle Design from Escape Rooms”