John Sear, Game Designer, Museum Games
Treasure Trails have been a stalwart of museums for decades. However, in the past 5 years there’s been a new ‘puzzle’ kid on the block – the Live Escape Game. These paid experiences have sprung up all across the UK. What can we learn from this cultural phenomenon and how can we bring their ideas into museums? The Live Escape Games sector is going to great expense to set up environments that mimic those of museums. Museums already have the environments – so, what do they need to add in order to recreate the visitor engagement that Live Escape Games provide?
3. ME
Use technology & game design principles to build magical real-world experiences?
Building ‘escape rooms’ for museums (larger budgets)
4.
5. WHAT is an ‘Escape Room’?
a.k.a. locked room puzzles, quest game, live escape experience, real-world
adventures
6. Primarily: Social Experience
• Typically 2-6 players
• In a physical space
• 60 minutes
• Collaborative
• Solve a set of puzzles
• Themed
• Purpose: to escape
• Gamehost
• Paid: ~£20 each
7. What happens?
• Players enter
• Briefing
• Explore the space
• Find clues, puzzles & tools
• Solve puzzles
• Unlock more areas
• Receive hints
8. WHY is this of interest?
Audience | Revenue | Engagement | Storytelling
9. 3 years ago there were 50 rooms
Now over 800 rooms in the UK
exitgames.co.uk
10. Benefits of game playing (Escape Rooms)
• Problem Solving
• Critical thinking
• Collaboration
• Creative thinking
• Communication
• Ability to hypothesis &
experiment
• Active learning
• Interpret information
educational
subject matter
+
11. Problems: Escape Rooms into Museums
• Space occupied for an hour
• Limited number of ‘players’
• Gamehost
• Reset period
• Players thoroughly explore a room
• What can you charge?
Big question: how do we increase the player flow-rate?
12. What are your options?
Create your own
•Traditional room
•Exhibition
•Museum wide
•Special Event
•School visits?
Partner with ER
• Rent out your space
•Revenue Split
•Franchise
•Pop up
19. HOW DIY Escape Room?
Learn from these experiences & create our own (low budget)?
20. My pitch: Lo-tech / No tech Gallery wide
• Either analogue or simple tech: android
tablet
• Timer | Hints | Code entry
• Played asynchronously
• By teams
• Minimise Reset period
• No gamemasters (reception desk &
gallery staff)
21. Breakout EDU
• Rise of ER in education
• Originally OpenSource platform
allowed teachers to share ideas /
games
• Buy kit & access for ~£120
• Can buy the bits yourself
22. Full workshop (& free android app?) coming soon at:
johnsear.com/tutorials
@MrJohnSear
Real-world Game Designer
john@johnsear.com
23. Bonus Secret Slide:
There are no (few) experts
Social before puzzles
Build | Playtest | Repeat
Rebrand puzzles with theme
4 digit codes connect puzzles
Hinweis der Redaktion
These experiences have been around for a while. Escape room name is something the consumer understands.
Social experience
Gamehost
Gamejockey
Clue System
Pictures of puzzles
Movement towards experience rather than ownership… Particularly with millenials.
Nearly all towns and cities will have at least one company. Larger towns will have 4 or 5.
We’re also seeing expansion of big players and outside investment.
Similar figures in the US. 44 rooms 1800.
Sometimes it’s difficult to see the problem solving in Call of Duty & Grand Theft Auto – escape games are very apparent.
All games – subject matter.
Big question: how do we increase the player flow-rate?
£5000 buy a room ready to go.
Electronics / Script / Multimedia / Service
Escape
Captivate Heritage Ltd
First live escape game set in a church. Grade 1 listed buildings.
Really focused on History.
One is a rental. Church is a revenue share.
Another one in a Church. Only opens at weekends and the church remains open.
Luminpolis – Cap Science in Bordeaux
Temporary exhibition at a science centre – paid entry
8 EUROS
1 hour in the exhibition
Multiple teams in the space at the same time
41 – modules – level of difficulty
I suspect that this isn’t a true Escape room.
Reviews suggest that it is linear experience.
40 stations.
Basically you choose the difficulty and you wait your turn. Crazy golf.
Flip on it’s head. Trying to get into a box.
Developed by Jane Norris – former teacher. She has a number of boxes / games which can be taken to a site. Designed around Key Stage 2 and 3.
Business model is to expand into new areas: schools and uniformed groups.
People have created these using simple websites & google forms
https://mirrorintoteaching.com/2017/01/14/breakout-edu-open-source-materials-list-archived/
$60 to access the platform
(good material without this)