Tail Risks: Escape Rooms vs. ERCOT

Following the winter power crisis that swept through Texas and forced my family to flee my powerless, waterless home for four nights, I have been thinking a lot about tail risks.

I would say any good immersive designer needs to think about tail risks, but really any good business owner needs to consider them. You offer a thing to other people, you invite tail risks.

A tail risk is a term I’m co-opting from finance. Event probability follows a bell curve, some events being extremely probable to happen for your guests, but along the “long tail” of the curve lie events that are unlikely to happen. But still possible. The tails pose a risk.

Alas, this is not a post about the rare awesome things, but boy are they our everything.

Since the first meetings of Strange Bird Immersive, our creative team has been obsessed with tail risks. We’ve protected against it in the design phase, and when issues arise in the execution of the design, as they inevitably do, we prep to mitigate the negative risks so they have minimal impact.

Our creative partner Nathan Walton, lesser known to the public than Cameron and I but no less essential, taught me a great deal about tail risks. He’s cautious. “Sure, it’s unlikely to go wrong, but when it does go wrong, just how bad is it? Visualize how bad it is,” he says. If it’s bad…we need a re-design or a fail-safe Plan B. Nathan’s a risk exposure expert. I love him for this (and many other reasons).

When you hit the fourth stage, you redesign. The third stage, well, you may try to risk it.

We learned this lesson the hard way back in August. Thanks to spotty internet, we took the risk to have Professor Hazard in The Strange Secret of Mr. Adrian Rook host via LTE hotspot rather than deploy the recorded video/understudy solution (our Plan B). We tested the connection ahead of time, and it seemed good enough. If we discovered it failed with the first group that night, we could then deploy Plan B. Trouble was, the first group he hosted was a bunch of critics from four different media outlets, and…his connection failed.

High impact, indeed! I didn’t properly visualize. We’re internet paranoid now, but we can never fix that group’s experience, and that’s not cool.

Professor Hazard (played by Bradley Winkler), founder of the School of Accidental Photography, is not-to-be-missed in The Strange Secret of Mr. Adrian Rook.

There are two types of tail risks to consider: experiential and existential. Let’s dive in.

experiential tail risk

An experiential tail risk is where something really unlikely happens, and it impacts the guest experience. Their level of fun goes down.

Every business has some tail risk—like, how bad is it when a customer doesn’t like the service? When an employee doesn’t show up? When we run out of sweet potato fries? These are common.

But the more you invite your guests to act, the more risk you take on. Immersive entertainment, especially escape rooms, are all about inviting you to act. Humans are wild, original creatures. There’s going to be a wider range of behavior on display, say, then you’ll see running a movie theatre, so the list of tail risks is simply much longer.

And if you run a thing over 500 hundred times, you’re likely to see that 1% chance occurrence show up 5 times. The best designers will plan for it.

What happens when the warded lock fails? We’ve got spares.

What happens when the actor forgets this prop? Here’s the best improv! (Oh, have I seen some lovely improvs. Our company is smart).

What happens when that object isn’t precisely where it needs to be to trigger the thing? Do we run a hint saying “Please nudge the MacGuffin two centimeters to your right?” NO! We have software that allows us to mark it as present without the players ever being bothered.

What happens when the image recognition software fails? The game master can hit the trigger. What if the server fails? Well, there’s a secret physical pull knob that never fails.

What happens when a psychic-guest randomly guesses the word lock? We let them play! Puzzle flow jumps—where players unlock something out of the intended order—can happen, whether from a bad reset or a guest’s supernatural ability. We have a strict list of only two instances where we interrupt a team because of a puzzle flow jump, and that’s when the impact of interrupting them is less than the impact of breaking the game too wide open. In every other case, we know our puzzle flow well enough to know it’s okay to let them jump and play it out.

Or how about when the magic fails? In Strange Secret of Mr. Adrian Rook, Madame Daphne has a Plan B and a Plan C for her magic. And yep, 150 teams in, I’ve deployed them both.

Not that you’d ever notice: Madame Daphne is cool AF, unlike me.

Point is: we do what we can to impact the experience as little as possible and move forward.

Really, I think the heart of escape room design is about designing for tail risks. You want to keep every team within the boundary of the experience while inviting them to explore for themselves. Physical parts + creatively engaged humans = a tricky thing.

Hints mitigate tail risks

Hints (not to be confused with clues) are the assistance we variably give teams when stuck on a puzzle and unable to advance. Some teams need zero hints. Some teams need eight. (We average about one—design for the fewest hints possible. Trust me. Hints feel like a defeat, no matter how immersive the delivery.)

Hints allow us to handle the unexpected “tail risk” behaviors. Hints keep every team, from the 70 year-old ladies to the enthusiasts who can’t search to save their lives, on the right track. We have a stock set of hints, but it’s essential to have a hint mechanism that allows you to tailor your message to a team. There’ll always be, “One time the team did this…” and you’ll be glad you were able to redirect them with a custom message.

THE TAIL RISK TOOLKIT

Here’s a look at the tail-risk toolkit.

  • Design. This is the first stage and the best way to mitigate tail risks. Imagine guests of all ages and sizes and behaviors. You don’t put a knife in your kitchen-themed game, do you? Physical puzzles especially demand good design: what do you do with that team of two where neither can physically crawl through your crawl tunnel? Or a team where everyone is too short for the input (there’s a hard reason we can’t host a team of 10 year olds, y’all).
  • Spares and repairs. Things break, especially after hundreds of over-eager hands have handled them. We have a policy of “don’t just replace, improve!” whenever something fails, and that approach has shortened our list of things that are vulnerable to fixing. Nonetheless, light bulbs still go out, paper gets torn. When X fails, how do you carry on for the next team arriving in an hour? Be ready. Often with glue or a ladder or a duplicate from the spares shelf.
  • Responsive repair technician. When the fix goes beyond the game master’s capabilities, you need a repair guru that understands the thing on stand-by. Otherwise, you risk delivering a broken game (and nothing gives Strange Bird panic attacks like nixing a puzzle for the next team).
  • Electronic Plan B. An automatic electronic trigger may not work. We build software that allows us to trigger events via game master if the automatic trigger fails.
  • Manual Plan C. Should all electronics lose their mind, we deploy a physical solution that can never fail.
  • Hint and warnings. Useful for redirecting mental attention (hints) or stopping unwanted behavior (warnings). Have the ability to customize these.
  • Game-master interruption. We deploy this only when something has gone so wrong that it needs to be brought to the entire team’s attention. Either an object has broken or team behavior has not responded to our text-based “warnings.”
  • Customer Service. So many ills can be smoothed over by confident and attentive service.

Prep your toolkit because—trust me—one day you will need it.

Train Employees for Tail Risks

None of these preparations are any good if you don’t train your employees to use them. A good game master should not only be trained explicitly in hint style, but also know what can break, when to interrupt the game, and how to fix it. Perhaps above all else, you should let them know that you can’t prepare them for every issue that will arise. Tell them you trust their judgment. They are authorized to do whatever they deem necessary to preserve the team’s experience.

I wonder if I spend more time training our company in tail risks than in rehearsing scene work. Scene work is easy in comparison! You really should see our training manual…

My favorite interview question for Strange Bird is, “Tell me about a time something went wrong on stage, and how you responded.” If their face doesn’t light up, they’re not going to enjoy working here.

INVESTING IN TAIL RISKS

It’s worth noting that what I’m recommending is expensive. Preparing for tail risks is an investment of time and treasure. It rarely comes up, so from a business perspective, it isn’t always profitable. You have to care about each and every customer’s experience to go on this mad rampage like we do.

Maybe we’re obsessed with tail risks because we’re artists. Maybe we’re a little consistency-cuckoo. But I do know that Strange Bird’s commitment to mitigating tail risks contributes to our high reputation. Games differ team to team, but everyone who’s played The Man From Beyond talks about the same magical experience. Because we don’t let anything derail it.

That’s got to help our bottom line.

THE EXISTENTIAL TAIL RISK

This second category of tail risk is the most important. It’s risk that is about safety. It goes beyond a threat to the guest experience, to a threat to the guest’s life.

There are lots of existential tail risks in escape rooms: what if the power goes out? What if that pneumatic special effect activates with someone standing there? (an example of the kind to design against). What if someone trips over a threshold? Or injuries themselves with their own exuberance?

Here’s a classic existential tail risk for escape rooms: do you lock guests in? Escape rooms have pivoted away from locking guests inside the game, even eschewing the safest option of push-to-exit maglocks. Room Escape Artist freaking grades escape rooms on emergency exits now, and I’m glad they do. It helps incentivize safety.

I’ll confess: in our first installation in 2016, we had a maglock on the parlor door.

And one of the fanciest push-to-exit buttons in the industry.

Why did we do that? Honestly…? Because everyone else was doing it. It was one of the tropes of the genre.

When it came time to rebuild the parlor in our new location in 2018, we nixed it. We gained absolutely nothing while taking on a serious tail risk. We knew by then that people stay where the action is, and we don’t care if someone leaves to go to the bathroom! If that’s what they need, that’s a good thing!! But most importantly: should something go wrong in the room, would the team think to push the pretty little button beside the door?

I shudder knowing we once risked this.

And then there was the fire in Poland. Remember it. Learn from it. STOP LOCKING EXIT DOORS IN ESCAPE ROOMS. (And thankfully, the industry is doing just that.)

It is extremely unlikely that there will ever be a fire at Strange Bird Immersive. And yet, we have spent tens of thousands of dollars should such an event take place. We have EXIT signs and emergency lights and bonus doors we didn’t want in our architecture so the path to exit the building never exceeded 75 ft. We spent at least $10,000 on a fire spray for our ceilings.

While I’d like to think we would have opted for these safeguards, we were saved from any moral wrestling. We are legally required to have these safeguards in order to receive our official Certificate of Occupancy from the city. While 10% of the hoops we jumped through were bureaucratic bullshit, 90% of those hoops were about not taking on the tail risk of killing people. To be frank, not everyone is willing to invest in that on their own, so they force you to.

That’s what regulations are all about.

THE ASSHATERY OF ERCOT

A failure to invest in a tail risk is why so many of my fellow Texans experienced a tragic week. For those of you out of this particular news loop, for five days last week, power was out for days in millions of homes across Texas, where indoor temperatures plunged to the 30s. The blackouts impacted the whole state, thanks to power plants freezing and 30,000 megawatts going offline. People died.

Texas has an independent power grid, run by the Electric Reliability Council of Texas (ERCOT). It’s notoriously deregulated. Following previous winter blackouts in 2011, recommendations were made to winterize the power plants. The recommendations were not followed.

Yes, it is unlikely that the entire humongous State of Texas would undergo a deep freeze at the same time. But if that did happen, how bad would it be? Visualize!

But wait, I forget, you’re not properly incentivized here, are you, ERCOT?

Preparing for a tail risk requires investment, and if the goal is profitability, it may not be worth it—especially when you have a monopoly over your customers. You can freeze them, displace them, even kill them, but it’s not like you’re going to lose their business. So…why should you…?

Regulations are written in blood.

Ask me how I feel running an escape room company more responsibly than Texas runs its energy grid.

Go on. Ask me.

Don’t be ERCOT. Invest in your tail risks. Care about each and every person, even if it’s not profitable.

Do’s and Don’ts of Virtual Experiences

In the face of an ongoing pandemic, Strange Bird Immersive has elected to keep our doors closed. To help us make rent, we’ve pivoted to creating virtual experiences.

I am eager to report that Zoom can indeed deliver the thrill of immersive theatre.

Offscreen Madame Daphne swoons with joy after connecting with her first stranger in months.

We started with Zoom Tarot Readings with Madame Daphne, a new fifteen minute one-on-one experience with a character we know, with a skill we could spotlight.

This Saturday night, we’re opening The Strange Secret of Mr. Adrian Rook. It’s an all-new experience that explores the Strange Bird Immersive story: 90 minutes, 6 actors, and a strong dose of magic.

Shows are selling out fast, so reserve your seat stat.

Along the way, we’ve learned a thing or two about how to make the most of virtual experiences. So here’s a list of do’s and don’ts to jump start your own creation.

DON’T UNDERSELL IT

You’ve created something. You’ve invested time and money. Even if you’re not paying rent on 3,400 sqft, you still have expenses. Just because your experience is virtual does not mean it has no value. Charge for it. Trust me: no one will remember in a six months when they’re looking for an escape room that, “Wasn’t that free game we played one night from Trapopolis fun?”

Don’t forget about perceived value. If you sell your production for free or $5 or $10, that suggests I shouldn’t expect much. You’ve set my expectations low. Charge $20, $30, $40, and that sounds much more to me like a real experience, something to look forward to, something to book now.

DO DELIVER PRODUCTION VALUES

Everyone is tired of looking at people’s living rooms. Deliver the same aesthetic WOW! that you would if they were in-person. Give them something beautiful to look at in the first five seconds. Consider costume, makeup, set and light. Production values establishes your show as not-your-everyday-Zoom.

Visuals are arguably the most powerful tool we have in the immersive entertainment arsenal. People remember visuals. They don’t remember what they heard half so well. Movies get this. And guess what we’re making now? Give them visual memories.

Sets are easier than ever before over Zoom, so make a few. Position the camera just right, and you don’t even have to dress the whole wall!

Nice brick wall, am I right? (Amanda Marie Parker in Strange Secret of Mr. Adrian Rook)
DO TEST EQUIPMENT

Gather your devices in one place, and test out cameras and computer processing side-by-side. See what camera looks awful, what computer runs a delay. The iPad has the best camera…? Okay, go for it!

Device party! Invite the whole neighborhood!

Test mics. Test the sound in the space. Test the internet, and test it again. What’s that weird buzzing? Find out. Figure out the camera angle—you can have a lot of fun with the camera angle! And test the lighting. Prioritize the face.

I am so, so sorry, but you’re a videographer now. Learn those skills. Those skills mostly involve mastery of equipment.

DO INVEST IN EQUIPMENT

You don’t need to spend a lot to boost your set-up to a more professional level. Most likely you’ll want to buy lighting. You want photography light for Zoom—architectural light won’t do. We bought a few photography light kits.

DO CREATE FOR THE MEDIUM

Strange Bird briefly considered offering The Man From Beyond as an avatar-led Zoom escape room. There were many problems with adapting it, but the number one problem was that our puzzles are all tactile. They’re about discovering the physical item. We have only one puzzle that requires a notepad. Wouldn’t tactile puzzles become frustrating in the avatar medium?

The joy of the maze box over Zoom becomes the tedium of the maze box. And that’s just the beginning of things. Yeah, no.

So we decided to save our award-winning experience for what it was designed for: in-person play.

When we wrote both Tarot Readings and The Strange Secret of Mr. Adrian Rook, we created with Zoom in mind. For all its faults, Zoom is the platform of the moment and requires the least on-boarding of guests. We leaned into the medium and built experiences that worked with that tool rather than against it. Our engagements flow easily, and our puzzle was built for the Zoom style of solving.

We also have a really cool moment in Tarot Readings where we engage with the platform’s features. It’s a WOW moment—from within Zoom. Weird and wonderful. I’ve also heard of other immersive experiences using Zoom’s breakout rooms to great effect. Explore what the medium can do.

The most satisfying virtual experiences are at home on the platform—they would not easily translate to an in-person experience.

DON’T PRETEND RECORDED VIDEO IS LIVE

It’s disappointing to try to engage with an actor only to discover they’re a video. In-person escape rooms do this all the time. It sucks over virtual, too, perhaps even more. We’re so hungry to connect.

DO JUSTIFY LIVE ENGAGEMENT

If you’ve got an actor or an avatar in the experience, use them to your most entertaining advantage. Actors are your best special effect. I’ve long considered them the fast-pass to immersion, as players have to engage with the imaginary world to engage with the actor at all. Actors make the experience dynamic. If you’ve got them, give them more than a puzzle to deliver or a two-minute scene.

Immersive theatre has the edge on traditional theatre right now. Presenting live theatre over Zoom makes no sense to me if there’s no engagement. Why not film the best version of the production, edit it, and put that out? It’d be better for the audience. Not so with immersive theatre: ours is a genre where you just have to be there. So engage, engage, engage. Keep alive the fire of live performance.

DON’T MUTE EVERYBODY, DO USE SPOTLIGHT

Tarot Readings feels like a real conversation—because it is. We make it as natural as possible.

The screen sits exactly where you would sit in-person at Madame Daphne’s.

For Strange Secret, we thought 8 unmuted guests plus one leading actor would overwhelm the scene. So we tried “mute all.” You should see the beta tapes. All six actors fumbling through the clunky process of unmuting and muting guests just to ask them a simple question or two. It slaughtered the fun.

Then we discovered a special Zoom feature: SPOTLIGHT. Once the host admits guests to a meeting, the host can spotlight their video, so that the video doesn’t randomly prioritize a laughing guest or someone’s barking dog. We could lock the video on the actor.

So we went with unmute. Just like with a real immersive, guests gain an instinct for when to speak and when not, and it makes the “being there” much more authentic and the engagements more natural. Plus, there were no technical problems. At least with 9 people. More than that…maybe you’d be pushing it.

DON’T UNDERSCORE YOUR VIDEO

We tried working with underscore, but the only way it doesn’t clip in and out over Zoom is if everyone else is on mute. So there goes our in-house style of scoring everything.

DO LOOK INTO THE CAMERA

This is the best trick on this list. No matter where the camera is positioned, if you look straight into it, you’ll make eye contact with your guests. Can’t see it easily? Outline it with tape. Look at the camera as much as possible. It combats Zoom fatigue for your guests like nothing else.

Wesley Whitson delivers that delicious eye contact in Strange Secret of Mr. Adrian Rook.
DO HIGHER ENERGY

Siobhan O’Laughlin, immersive theatre superstar and veteran Zoom performer, put it to us thus: “If your energy is 10, that translates to a 6 over Zoom.” Performances need way-higher-energy in this medium.

DOn’T USE PAUSES

Dramatic pauses in-person build tension; over Zoom, they kill the scene. Pause as little as you can. Keeping them in your world requires more effort than before.

DON’T FORGET TO BETA TEST

Just like an in-person interactive experience, you’ll want to beta test. How people engage will surprise you. Does it work? Tweak it until it does. Record the experience, and review it closely. Invite feedback afterwards, and listen. I can’t tell you how much beta feedback fundamentally changed Strange Secret for the better.

DO GET CREATIVE

I love constraints. They fuel my creativity. We’re under a ton of constraints right now, and no, I don’t expect virtual experiences to replace the income we’re losing from closing our primary business. And yet…this is a wonderful moment to branch out, to experiment, to test and fail and test again. I hear audiences are more forgiving then ever. They get it. They want to be somewhere else, do something else, see something NEW.

Let’s give them something new!

Tarot Wisdom for the Coronavirus Crisis

This is a Tower moment if ever there were one.

In The Man From Beyond, guests have the opportunity for a tarot reading from Madame Daphne. These readings are often my favorite part of a performance—the personal connection in a tarot reading is off-the-charts, it’s really a bunch of one-on-ones—and guests leave not just with a grand adventure from the Séance Parlor but with new personal insight from the Tarot Room as well.

I learned the tarot for the show, and now I am an advocate. In my eyes, it’s not magic, but it is a ridiculously useful tool, and anything that carries meaning carries a kind of holiness for me. It’s helped me personally, and it’s honed my philosophy. There are 78 different cards in the deck, each designed to tease out of us a notion of something specific that is happening in our lives. When we see things, we begin to understand them. That may not be magic, but it is the path to empowerment.

In this extraordinary moment, I’d like to share with you a specific tarot insight.

Welcome to The Tower.

The Tower is the moment when we are subject to higher forces. Something that we did not want, that we did not will has just occurred. Make no mistake: it’s bad. Lightning—an act of God or an act of Nature, as you choose to classify it—strikes our Tower, and we fall. We are powerless against it. The crown of our great plans plummets to the ground.

But there is an opportunity in every tarot card, even the darkest ones (and this is the darkest one, in my opinion). The lesson of the Tower is: how do you respond? How you respond is always within your control. Do you take a moment on the ground and mourn the loss? Do you rebuild the Tower? Do you look into the feasibility of making it lightning-proof? Maybe the rebuilt Tower shouldn’t be so tall, or maybe you should get out of the Tower-building business altogether. Point is: know your sphere of action. What’s outside your control? What’s inside it? There’s a sharp line dividing the two. Focus on what’s inside.

So here’s some Tower-specific wisdom for all of us in the cornavirus crisis…

  • This totally fucking sucks. It’s bad. It’s important to make space for that fundamental fact. Do not deny that you have fallen.
  • It is not your fault. You are not responsible. Yes, the government could have done more to plan, but not you, dear reader. It was not within your power to have prevented this pandemic.
  • Do not blame yourself if you feel you could have planned more personally for this very strange apocalypse. Lightning is random. No one could have reasonably predicted this level of society shutdown. I’m sure some of us are secretly kicking ourselves for being in the arts, or hospitality, or restaurant, or service industries, and not choosing an “essential” business or a viable work-from-home career, but that kind of blame is unfair to yourself. So don’t do it!

Focus as much as you can on what you can control. That means…

  • Stay home.
  • Reconsider going out in public or meeting up—skip it, if you can. There’s a lot that’s unknown and a lot of asymptomatic carriers, so it makes sense to take the most conservative course of action as often as you can.
  • Limit your news reading. Get the information you need to inform your personal actions, and no more. Ask, “Do my actions need to change based on today’s update?” Once that question has been answered, cut yourself off. Staring at things that are out of your control will make you go blind.
  • Think about what you can do for yourself, for your family and friends. Work. Play. Videochat. Find something that puts you in a flow. Do whatever you need in this very strange time. Take care of these people.
  • Forgive your quarantine buddies. They’ve been thrown from the Tower, too.

In the tarot, the Tower doesn’t stand alone: it is part of a bigger story. Twenty-two Major Arcana cards represent the most important moments of life’s journey that we cycle through. The Tower, number sixteen, comes late in the cycle, we’ve gained a lot of wisdom, making this a particularly hard lesson. The Tower dethrones us, thwarts our narrative of progress. But the very next Major Arcana card, number seventeen, is this…

The Star represents hope and healing.

I’ve never felt a personal connection to the Star. All my books say it’s hope and healing, and I’ve never understood how those two different things are connected. Now I do.

Hope is healing. You don’t need to be cured of your illness to experience the healing power of the Star. The Star reminds us that dreams come true. Now, not all dreams come true, but some do, and it is the very act of dreaming that is just what we need.

This crisis has taken our dreams from us. We don’t know how long this near-lockdown will last. Two months? Eighteen? When will we meet at a restaurant again? When will school restart? When will it be safe to visit my parents? We just can’t know right now. (But answering these questions is not within your sphere of control, remember? So let go.)

What we need right now is hope. I am a very future-oriented person. I am driven by my plans for the future, whether that’s seeing the birth of Strange Bird’s next show Lucidity, working on our conference talk for the Reality Escape Convention, or just looking forward to the pleasure of reading a stranger’s tarot cards again. Given the current situation, it’s possible all three of these dreams will never come true. But I’m not about to stop dreaming them. Dreams are not part of what you let go of after the Tower.

The Star says, after the Tower, you must have hope. Hope is the way you will heal from this fall.

The future will come, so please, hold onto your dreams. Dream actively, if you can—perhaps there’s an opportunity for you to lay the groundwork to make them happen. But perhaps just looking outside your quarantine window and daydreaming about a day when hugs are back on is enough.

If you found this post meaningful, consider supporting Strange Bird by purchasing Madame Daphne’s Tarot Deck. Her guidebook features surprisingly similar insights as mine—it’s quite the coincidence! It’s also not a bad time to pick up a new hobby, and it’s one that will make your spirit stronger.

You can also support us with a donation. We are legally required by the City of Houston to have zero income, yet rent and taxes are unabated. What strange times.

All my best, from my quarantined home to yours, for the health of your whole being.

Eyes before Engagement

One of the great joys of the long-running immersive is it becomes something of a laboratory. You get to experiment in tiny little ways…on humans…who are paying you for the privilege. Over and over again!

(Between you and me, if I had to point at just one element that earned The Man From Beyond the title of #1 escape room in the US—that link’s legit, click it—it’d be our commitment to experimenting with little changes until we get at something that works).

After countless experiments, I’m here to report on a particularly useful tool that I call “Eyes before Engagement.”

Let’s not be coy. Immersive theatre is all about the eyes.

At Strange Bird Immersive, we pride ourselves on an opt-in model for interactions. It guarantees that everyone who comes through our door will get the show they want. If you want engagement—and trust me, we can tell—you’ll get it. If you want us to leave you be (most often signaled in not looking at the performer), we’ll do exactly as you wish. We train our actors to watch for these behaviors and bestow attention on the players who want it. The eager-to-engage also make for more interesting scene partners for us, which also makes for a better show, so it’s a win for literally everybody. I highly recommend opt-in over opt-out.

But there are a couple of moments in our script where engagements depend not on your vibe, but on where you choose to sit or stand in the room. Which means the person who is sometimes not-that-keen to engage must nonetheless be engaged.

Unto the breach, dear friends… (Henry V)

How do you make that engagement smooth?

Right before I ask a particular person a question or request an action, I make eye contact with them. The kind of eye contact that you feel. Sometimes I even lean in with my body a little to make it clear I want their eyes in particular. It’s usually about two lines before the ask in the script. My eyes briefly go elsewhere, and then they come back to my target on the line of request. The initial eye contact makes sure that they’re paying attention right at that moment and subconsciously preps them to be put on the spot. Then they are suddenly put on the spot, and their response is seamless and lovely, as if they knew the moment was coming. Everyone can feel the magic.

Think of it as essentially foreshadowing engagement.

What really confirms for me that Eyes before Engagement works is when they fail to return eye contact with me, or when I plumb-forget to target them ahead of the ask. It’s harder to get someone’s eyes the first time than the second time. It suddenly becomes ambiguous just who it is I’m asking—often that eager-to-interact friend butts in to take the spotlight, UGH!—or my target stumbles through their moment. It doesn’t get a laugh. It doesn’t draw people in. It’s a botched moment.

Mountain lions do a great job of preparing you for what comes next with a little eye contact.

Be a mountain lion. Eyes before Engagement. Give it a try, and see how much readier they are to respond!

Bandersnatch and the challenges of choice

(This post got buried in my drafts due to months of construction fun, so apologies for its not-quite-timeliness. I stand by its relevance, nonetheless).

Cameron and I just wrapped up 85% of the decision tree of Black Mirror’s Bandersnatch (time to call it “good enough”), and it brought up a number of problems I’ve been thinking about regarding choice in immersives. Consider this to be a Bandersnatch meta-review.

If you haven’t played it yet, go do so. I’ll wait. Or not—I’ll limit spoilers, as what I want to examine here is the structural aspects of the experience, but note that reading this article beforehand may frame your experience of it.

Ready? Let’s go.

What do i want?

In a linear narrative experience, the kind we’re used to, no choice confronts the reader/viewer. If the writer even bothers to ask the recipients what they want, what it is they’re doing here, they’d probably answer “to experience the story.” Easy enough.

In a choose-your-own adventure (CYOA) scenario, the players need to decide what they want. Many stories are now available, so it’s not enough just to get to the end. You can go about blindly making choices, but I think a lot of players will want to construct some sort of strategy, and it will most likely involve maximization. Are we looking for the best ending? The worst ending? The wackiest ending? The ending most like what we would choose ourselves? (And, if it’s an option, some will play for all the endings, just on principle. I think Bandersnatch expects repeat plays, especially since you can get to endings pretty darn quick).

Be ready for your players to think in these terms. You should probably script endings to satisfy all of these types (spoiler: Bandersnatch didn’t, although I’ll concede that maybe that was their point…? More on that later).

Reality or fiction?

I find when I’m faced with choice in a narrative environment, I have two instincts: 1) do I take this as reality (when I know it isn’t), or 2) do I take this as fiction? These two perspectives have radically different outcomes.

If it’s reality, I’m likely to play more like myself. I’ll be honest, thoughtful, really reflecting on what I want at every decision point. I’ll want to draw out the good in other people, and do what I can to see my character to happiness. I’m also more likely to make conservative choices, because I don’t like frigging drama. Real people don’t want drama.

Actors love drama.

But if I take the world as a fiction, I’m going to want to flip some tables. I’ll be more inclined to make extreme choices, because extremity creates drama, and drama makes things way more interesting. But drama cracks a few eggs (or skulls), and you almost always pay a price for it. But hey! If it’s fiction after all, there are no actual consequences.

But immersives are a bit more social than reading a book or watching Netflix, so no, there are indeed consequences. People who approach the world as fiction tend to be the worst audiences in immersives. Actors, who have to believe, and players, who may choose to believe, will clash with the “it’s fiction” people. In my experience as a performer, I’ve found the “fiction” folks are the hardest to contain, because my character can’t even respond to them: we’re on different planes.

Adding on a choice-driven experience then gives a vehicle to maximize the blow-things-up impulse. Don’t be surprised when players take it.

BLACK HAT OR WHITE HAT?

Essentially, if you’re in a CYOA, you’re in Westworld. Do you take the white hat or the black hat path?

HBO’s Westworld taking the hats metaphor literally

Given what HBO has shown us of the Westworld park design, it seems to me that the design itself encourages you to go black hat. The most exciting adventures happen when you buck the morality you practice in the real world. You’re rewarded for a lack of make-believe. (And of course only when the park is no longer consequence-free does the black hat path even look bad.) But are we really sure that inviting people to don the black hats doesn’t, in itself, have consequences?

I would think a designed experience that encourages black hatting does have consequences. The implication of so many rich people vacationing in a world without morality is an episode I’m still waiting to see. Are we really so certain of our ability to recognize the difference between reality and fiction?

I’m pretty sure I fell in love with immersives because my body couldn’t distinguish the difference, and my mind got a bit messed up because of it. They are fictions that truly happen to me. The black-hatting a CYOA inspires becomes a rougher, more visceral experience inside an immersive.

I found this piece on the original Club Drosselmeyer (Boston 2016) a very educational read: “On Drosselmeyer, devastating endings and giving your story to your audience!” On closing night, the winning group chose the “black hat” bad ending because they thought it’d be more fun. And everyone, from actors to participants who weren’t even aware such a choice was going on—had to experience the bad ending of Nazi victory. If you put a choice on the table, be ready to commit to every possible outcome.

I think a designer would be hard pressed to steer an audience entirely away from the “it’s just fiction, let’s see how extreme we can go” option. There’s always going to be someone wanting burn your world.

How do you design a choice-narrative that makes the “I’m taking this as real” path superior? Or even just appealing? I honestly think it’s easier to design an all-pro-black-hat experience, frankly, which is precisely what Bandersnatch does. Perhaps all CYOA experiences should embrace black-hatting.

I found myself in our first play-through of Bandersnatch going for the most dramatic path. It wasn’t explicitly “the most evil,” but I was all about not treating the characters as real people. If this had been an immersive, I would have been an incredibly obnoxious guest.

Story-litE

If you’re creating a multi-branching narrative, paths don’t share much overlapping information. There’s just not a lot of space for detailed narrative. I think that’s one of the reasons choose-your-own-adventure books didn’t take off: they were all too much the same.

I found Bandersnatch to be story-lite, a pseudo-intellectual piece who thinks it’s enough to say “choice” and “thief of destiny,” nod to the meta, and call it a philosophical day. Mentioning the issues is not the same as engaging with them, thanks. What’s worse: I didn’t care for the characters.

Can a fully-realized narrative exist in this format? Possibly. Every branch would need to share details with other branches or have their own unique arc. But the creators would have to show an interest in their narrative greater than in their decision tree. (And let’s face it, those choosing this format are super-into their decision tree).

Clear choices

In the first choice of major consequence, I hit a fast dead-end when I chose what the narrative wants me to choose. But it ended up being a choice that was incorrectly presented: “refuse” meant something different than I thought it meant. Choosing “accept” then proceeded to shame me for misunderstanding. While it trained me early in dead-ends and end-goals, I felt shamed by the creators for what ultimately was a sin of clarity on their end.

General customer service thing: don’t make fun of your players for their choices, and don’t bait-and-switch your choices on them. Unless of course you’re into that sort of thing. (Everyone’s got a fetish! Mine just happens to be making my guests feel like heroes.)

If you want me to feel ownership of a choice, be sure that I understand the options available to me. And make sure you signal to me that I’m making a choice. Bandersnatch didn’t have that problem because of the TV mechanism, but not knowing you’re making a choice is a common complaint I’ve heard when choice and immersives meet.

Choices that matter

The very first choice in Bandersnatch has no apparent consequence. It was a tutorial choice, but I still would have liked to see some reward, any reward for my action.

Every call-to-action in an immersive should give a reward for the activity. Period.

To our dismay, Bandersnatch continued to traffic in choices we had no opinion about. The screen presented what looked like similar actions. This left us in a constant state of shrugging. Sometimes they had no impact. More often, these indistinguishable actions ended up leading to very different paths, but again, I felt no ownership over them. It was just random. So why give me the choice at all?

Scaling choice

Cameron and I played together—and while we think a lot a like, two was too many cooks. I can’t imagine what it’d be like with a crowd. After the first choice, we paused and had a detailed discussion about how to play together with the mechanism. We decided to shout out choices so that the strength of our choice was communicated as clearly and as quickly as possible. Essentially, we wanted to limit debate but still experience it together.

I think the ideal player size for Bandersnatch is one. It’s on-demand video, it has no real estate limitations, no cost of goods sold, so that’s not really a problem.

I’m deeply skeptical of CYOA in immersive theatre because it leads to two options: 1) one person is capable of making the choice for the larger group (like flipping this switch), thus fundamentally dictating everyone else’s show, or 2) you have a jury deliberation moment. Is debating with other participants (whether friends or strangers) really that fun? And doesn’t someone usually get burned on a jury? People will either have no strong opinion (which means the choice is boring) or strong opinions where someone doesn’t get their way.

It’s called Twelve ANGRY Men, after all.

And you can’t have the jury moment take unlimited time, that’s just not practical, but putting a time limit on your jury deliberation moment will make players feel a lack of agency—the exact opposite of what you want to do by presenting a choice in the first place.

Or you can go with 3) a one-on-one-pipeline structure, much like Bandersnatch, and have one person making a choice only for herself. But that leads to some serious economic limitations since the through-put will never be high.

Play IT again?

Repeat customers is the Holy Grail for immersive designers, and choice seems to be the #1 tool for motivating the return. But how do you get audiences to pay to start at the beginning again?

We played Bandersnatch over two nights, but that second night bored me. We had to sit through a lot of content—unexciting content—that we’d seen before (and weren’t particularly excited by the first time) only to make choices we felt ambiguous about again.

To motivate a return, you need a ton of new content. And you have to make the depth of the content clear and present on the player’s first visit. They can spy that they could be on a radically different adventure. In short, if you’re banking on a return, you pretty much need to write a second show. Sleep No More justifies returns well. Escape rooms that promise more puzzles do not.

If you’re gating different shows by choice, you could also run into problems when repeat players face jury moments again. They’ll be desperate to make the opposite choice from their first visit but may lose the vote—and feel like they wasted their money.

The Man From Beyond takes a different strategy to repetition: we create an experience so detailed that returning is like watching your favorite movie again. We’ve had a surprising number of people return just for the emotional ride. No one cares that they’re repeating content because the content is exciting. Of course, we’re not building a business model on veterans, but I do think creating one amazing experience is more viable than housing a ton of content that most of your guests will never come back to see.

okay, but what did you really think of bandersnatch? (Spoiler section)

As far as decision trees go, it’s pretty clever. There’s a lot of clever going on. But witnessing somebody else’s cleverness is not why I seek the arts.

There’s a loop towards the end that a lot of people get stuck in, thinking there’s more, but there isn’t. They forced the black hat on me, and I couldn’t get out of the cycle. I looked on the internet, and saw there was no true white hat ending. Cute and all—apparently I don’t have the power to choose the best ending, just the illusion that it could be possible. This is in keeping with Black Mirror‘s general emotional goal, which is to shit on its audience.

Not a fan.

My efforts were rewarded when I hit the amusing meta-tracks (reminiscent of my favorite video game, The Stanley Parable, notably a CYOA). I laughed at those. But the story didn’t capture me, and I found replaying to be tedious work. At least if you have to see something again in Sleep No More, it’s usually freaking exciting!

I don’t think anyone wants to convert all of their storytelling to this form. But is film CYOAs a break-out genre we’ll see more of? I doubt even that. Bandersnatch felt like a gimmick instead of a pioneer.

the hard problems of choice

I get the impression that some immersive designers think increasing audience agency always makes for a better experience. I don’t. The Activity Spectrum is not qualitative. But I do think the more agency you grant, the more behaviors you need to prepare for, and I think the experience can very easily become unfulfilling. Like Bandersnatch.

If you’re designing with choice…

  • Be ready for players to “black hat” your world and make choices just to watch the world burn.
  • Don’t forget to write a detailed story for every branch. Choice is no substitute for story.
  • Present clear choices—players need to know when they are making a choice and what each option is
  • Give choices clear stakes and meaningful outcomes (that is, if you don’t want to jerk around your players)
  • Design carefully for how many people make the choice. Having multiple people make a choice (the jury) or having one person choose for the rest (the rogue player) can be un-fun.
  • If you’re banking on repeat customers, make it evident as they go through the experience that there’s a ton of content yet untapped

Which is to say, I’m a choice-skeptic. Some of these are hard problems.

I hear talk of CYOA-type things a lot, but I don’t even know of one that’s been produced yet, let alone played one. If you have, let me know. Let’s talk! Prove this skeptic wrong.

Relocating a Site-Specific Show

Strange Bird Immersive has officially reopened! It was an all-consuming journey, one I’ll recount in future posts, but more fascinating than the nuances of construction we had to master I think is how The Man From Beyond has changed.

What follows is a chronicle of some of those architectural changes and how audience responses have changed, so brace yourself for level-one spoilers (with photos and everything!) of what’s inside Madame Daphne’s. No puzzle solutions or plot points are spoiled, but you’ll see furniture and hear about function. And I’ll warn you clearly when there’s something level-three. So if you’re the type who travels for immersive experiences and wants to know absolutely nothing, go ahead and skip to the next post.

When we decided to move to an expansion location in Houston, we knew we didn’t want our award-winning show to change—at all. Escape rooms are delicate soufflés. Something as minor as a font change can take a clue from seen to unseen. We wanted to limit the changes as much as possible to avoid throwing off that balance we had worked so hard to achieve in our original location.

But changes are inevitable. In proscenium theatre, you can plan a show to fit on every major stage in the world, no problem. It’s cookie-cutter theatre. In site-specific theatre, there are some features of the space that you can’t change or can’t afford to change and you have to find a way to make it work in your favor. And then you have to do it all over again when you move.

Is strange bird really site-specific?

Many immersive theatre experiences find a location first and then create around that. Many escape rooms do this, too (which we kinda sorta totally recommend doing, because custom walls are expensive). This location-first, creation-second approach makes for a deep union of architecture with experience and earns the name “site-specific theatre.”

By the time we were real estate shopping for The Man From Beyond in the fall of 2015, we had written the show. We knew what furniture we needed and even had a layout. When we found just the right space, we still had to add two custom walls. So in the common use of the term, we really weren’t that site-specific. Of course there were many details we still had to figure out by the time we moved in, and we did what we could to embrace the space, rather than fight it.

When we submitted our floor plan to the architect of our new space, we planned for the parlor to be identical in size. Flipping the orientation of just one piece of furniture, or the location of the parlor door, hell, even the direction of the door’s swing, would throw something out of balance. The second time round, we built even more custom walls (to say nothing of our next show, Lucidity), so in a way, we became even less site-specific. Still, we had to adapt to the new space, and how people are responding to those changes, when all else is the same, is fascinating.

Ceilings

The original Silos location had low ceilings covered in pipes. PIPES EVERYWHERE.

You gotta have a vision! (Original Silos Studio 213, pre-construction)

Seriously, who would put a Victorian séance parlor in this industrial space?

We fought the pipes. We painted them black. Can confirm the color black does an amazing job of making things disappear. We also hung bolts of landscaping fabric to cover the hideous chicken-wire ceiling that frankly had a certain smell to it.

Painting ceiling pipes requires a hard hat. I learned that the hard way.

On the plus side, the pipes were great for hanging theatrical lights. They also did a phenomenal job of masking our deep magic, the magic we don’t want you to discover. With such a ceiling, who’s to know that junction box is a fake?

The ceilings in the parlor sloped, from about 8 feet to 10 feet. We used this to our advantage by putting our show-stopper piece, the historic mantel, at the high end. It had a certain psychological effect. But it did mean that another very impressive piece of furniture, “The Cabinet of Mysteries,” was crowded on the low-ceiling end and had a pipe that blocked the sign on top. Honestly, we’re lucky it fit at all.

Less than ideal.

In our new location? The ceilings we inherited are 12-feet high with black acoustic tile. It’s like night and day. The results? “The Cabinet of Mysteries” looks GREAT…

…but we’ve had to re-design all of our ceiling magic, and that includes a whole new mechanical device as well as software recalibration. Many elements are all in “beta test” again, against our will. Good news is they’re working well so far, but I don’t trust anything until it’s fired correctly 100 times.

On the plus side, the ceilings are high and clean, and while our previous guests may not have thought it was a show about pipes, our new guests have to suffer none of that subconscious crowding.

When Madame Daphne opens that door, they gasp. They never gasped before. It’s the same hand-stenciled wallpaper, the same furniture, the same lighting and music, but that gasp is all-new.

It’s the ceilings. I’m certain of it.

For love of a pipe

The old space had this gigantic elbow of a pipe coming out of the wall.

The infamous elbow, showing here to the left (along with our early “work light”)

It was about 5-feet high, jutted out, and didn’t even have the decency to be in a corner. Prime placement for “I hit my head in your escape room!” To mask it, while also drawing attention to it, we draped a red silk dupioni curtain over it.

No one ever hit their head—success!! The curtain also made for a lovely cinematic nook for our projector videos, encouraging people to gather around the projector as a team, rather than view it from across the room. It also softened the harsh white rectangle of the projector screen itself.

We loved our solution to that damn pipe so much we rebuilt the pipe. No joke. Same height and everything. We didn’t even debate it.

The pipe lives!
A matter of inches

Due to an architectural curiosity in the new parlor, the desk is about three inches closer to the corner than it used to be. No big deal, right? Wrong. Turns out every team isn’t noticing a detail about the desk until clued about it. It went from 90% notice to about 10% notice. Which, luckily in this instance, is actually better! We wanted them to need the clue. But seriously. Three inches! What was I saying about escape rooms and soufflés?

Rules Hall

The layout of our rooms in our original location left this little hallway, 5 ft by 10 ft connecting two spaces. While I initially imagined we’d just walk through this space, when the reality of decorating these spaces descended, I realized we could use a separate transitional space, for one little scene only: the reading of the rules.

Thus, Rules Hall was born. While all immersive entertainment needs a reading of the rules at some point, I doubt we’ll always create a separate space just for rules. But Rules Hall makes for excellent theatre: the darkness focusing player attention, the medium’s sinister teasing ramping up their anticipation, the cramped quarters making the parlor reveal more breath-taking.

Needless to say, Rules Hall is back, and just as small as ever.

Level-THREE-spoiler thing

But we couldn’t rebuild everything.

In our earliest blocking rehearsals, it occurred to me that we could use the stairs outside the studio as one of our sets. It was my favorite site-specific choice that we made.

We’ve done what we can. In our new location, Strange Bird has ownership of the world outside of Daphne’s, so this scene has become psychologically safer for players, which is both good and bad. We re-created the same stark aesthetic: bright lights, white walls, the need to whisper. But we could hardly rebuild the stairs themselves. A bench suffices, and while the cinematic picture of this moment has improved, it’s not inspiring quite the same flavor as the stairs. I miss them.

END OF LEVEL-THREE SPOILER.

Tarot Reading room

The most obvious change to veterans of the séance is in Madame Daphne’s Tarot Reading Room. Due to architectural restraints (we tried to preserve as many extant walls as possible), the room ended up longer and a foot less-wide than the previous space. This done screwed up the furniture.

Now instead of being tucked to the right of the entry door…

Silos layout

Daphne’s table is as far from the door as possible, past all the other furniture.

Houston Design Center layout

In the old space’s corner, she would often startle people, which was a sort of fun, but not elegant. Now, the visual is better: BAM! There she is when you open the door. Being further in challenges guests to venture deeper into the room, and if a line forms to greet her, everyone is immersed in this new space rather than waiting outside. But so far they seem far less inclined to sit on the couches. Perhaps there’s more room, or they don’t see the couches they passed by in the new configuration? Both of our Daphnes are reporting that they have to invite them to sit.

There are also a couple of moments with the mirror behind Daphne’s table; now that it’s not by the door, one of them is a bit awkward (but has to be powered through), and another moment we’re often cutting on the fly, because no one is there to see it. Little changes like this can have a big impact.

Old Tarot Reading Room layout (Silos) versus the new layout (Houston Design Center)

I’ve already had one veteran praise us for moving Daphne’s table, as if it were calculated. Truth is, it was the only layout in that room that worked! Not all design is deliberate, although it always reads as such—which means you do always have to own it.

You’ll notice in the new layout that we have an inexplicable second door in the middle of a wall. This is for players to exit from—the distance to exit could not exceed 75 feet, and with the door we wanted players to enter from, the path would have been over that mark. For experiential reasons, we wanted them to enter through a different door. For reasons of safety, we needed a second door. Thus, the Star Door was born.

My favorite thing I painted, and I painted a lot of things.

Again, not a thing we chose to do deliberately, but we do have to own it. The treatment of this door is totally a thing Daphne would do, and the reverse side is totally a thing Adrian Rook would do. World-building wins all-round.

Overworld

By far the most drastic change in our relocation is the addition of a meta-lobby space. Originally we conceived of renting out individual studios for each Strange Bird experience. This is why the Tarot Reading Room functions just like a lobby—we needed a space for players to gather “in-world” before the experience officially began. Of course, we never mentioned the phrase “Escape Room” in this hallowed space.

When we opted for many reasons to expand to a single, larger location, we had to take on a lobby to connect our different experiences, just like all the other escape room companies.

But what does a Strange Bird lobby look like? What do Strange Bird restrooms look like? How do we want people to feel and act in this extra-lobby space? We knew we wanted to keep our commitment to immersion, so if this isn’t an escape room company’s lobby, whose is it?

I took to calling it the Overworld. Just like in Zelda, our Overworld connects each of our games into a cohesive world, the games in turn functioning like self-contained temples.

The Overworld has its own story to tell and its own emotional effect, an ideal prologue to every game we’ll ever create. And when the time comes and Madame Daphne opens her doors, she’s greeting guests who are more excited and even more eager for interaction than before. The ice has already been broken.

In order to make a clear delineation of who is in charge of which spaces—I am the set dresser of our rooms, at the end of the day—we went with strong bright lights and a black, white, and chrome aesthetic. It is very modern and very now.

And you notice when it changes. When you enter Madame Daphne’s, you know you’re in somebody else’s space. I also suspect we won’t get any more people wondering if they have suddenly time-traveled to the 1920s when they step into her parlor. Our experiences are designed to be as real as they come, and our Overworld reinforces that.

The Overworld is also architecturally weird. It’s just a little bit disorienting—always an immersive plus. And it is impressive. I recently overheard a player conversation, “ARE THOSE DOORS REAL?” “I THINK SO???”

Ultimately, more space means the experience is bigger. It feels like you’ve arrived someplace special. Now that’s a change I can live with.

On-theme vs. Immersive Design

EDIT: after publishing this article, I learned that some might call “immersive puzzles” diegetic, some might call them mimetic, and in general, “diegesis versus mimesis” is a hot mess, exacerbated when film decided to use diegetic to mean its opposite (read this great piece from Errol Elumir, published after this article). To sidestep this problem, I’m proposing that we call the concept “immersive puzzles,” as that clearly expresses both that extra level of sense and the ultimate goal to immerse the players in the world. In other words, I’m stubbornly refusing to edit this post.

In the escape room community, you often hear about puzzles being on-theme or not. (Important note: “theme” in escape room lingo means time-and-place, like a WWII submarine, not “theme” in the literary sense of ultimate message, like “war is hell”). Puzzles deemed “not on-theme” don’t blend with the game’s setting—”Shame on you, rando-puzzle!” As escape rooms have grown in sophistication, I’m hearing this complaint less and less. More and more rooms seem to be presenting challenges that are “on-theme.” And yet, I still find myself playing games where I feel like the puzzles lacked a shred of sense.But I’m judging not by a binary. I’d like to propose a third category that goes beyond “on-theme”: is the puzzle immersive? An immersive prop or puzzle dives me deeper into the plot, character, or world. In short, when you step back to look at it, it makes sense. When it’s immersive, it isn’t just decoration; it’s revelation. I can clearly see the human hand that set up this challenge or created this thing—and the events that have brought me to this place to solve it.

At the top is true enlightenment.

Basically I’m proposing we permanently enshrine Nicholson’s “Ask Why” paper with a new tier for judging puzzle quality. (If you haven’t already, read it.)

CASE STUDY

Let’s say you’re in that World War II submarine.

Random puzzle: there’s a steel-ball tilt-maze that I need to navigate to get the ball through a hole that completes a circuit, turns on a blacklight, and reveals a four-digit combination that I then plug into a lock. Cool. I confess I’m a maze-hogger, and I’ve done tilt-mazes in games before, they’re pretty fun! But this is clearly not a thing that has ever happened on a submarine—WWII or not. Why even bother building an immersive set? No matter how fun it is, this is not a cinematic engagement.

On-theme puzzle: the captain’s jacket has morse code symbols on it, that I then need to punch out on a morse telegraph key that then magically throws open the door to his cabin. NEAT! That’s nautical! But wait…why does the captain wear morse code on his jacket? If it’s a password he wants kept secret, why would he flaunt it? Also how does the right morse code lead to a door magically opening? Is this submarine haunted? Why would the captain leave his uniform behind in the first place? This feels…artificial.

Immersive puzzle: your team of soldiers has stumbled upon a scuttled German U-boat that can still be salvaged. You first need to close all the valves that have been opened and disable the demolition charges set to go off. Once you’ve saved the submarine, you break into the captain’s quarters and find a coded message from the day it was abandoned. The codebook has different codes by day, so you use a calendar from a shipman’s locker to decipher the right day, then decipher the code, then translate it using the German-English dictionary left behind (hey, the Captain needed it, too!), and win the game by predicting their next coordinated attack. (Inspired by German U-505, for the curious).

Winning team photo (U-505 successfully captured)

Note how the immersive puzzle required me to make up a scenario, whereas the other two didn’t engage a scenario at all.

Any given challenge has three stages: puzzle, solution, and what it yields. An immersive challenge is not only a puzzle that makes sense in the world, but its solution and what it yields are also logical. Solutions shouldn’t just come from something random in the space (like an hour’s sign being the password). The solution instead should come from understanding the person who set the password. And if you’re using magical tech for reveals, be sure to have a supernatural or otherwise very clever character behind it all.

Note how essential the character becomes to the immersive challenge.

Immersion is a soufflé. Just one of these in a non-locker-room-scenario will deflate everything.

It’s a high bar.

Just what are escape rooms selling?

In the early years of escape rooms, designers didn’t make puzzles out to be anything other than a good puzzle. Rooms were rooms, puzzles were puzzles, and all you had to do as a designer is make a good flow of puzzles. This sort of game put a lot of emphasis on the locked door for player motivation—it was the only thing that could really qualify as “story.” But fairly quickly, owners shifted away from selling pure puzzle games (let’s be honest, it sounds a bit nerdy!), and instead started marketing their escape rooms as cinematic adventures. Nowadays designers have to pick a setting and then sell a story.

I should know better by now, but I can’t help it—I am so easily seduced by those three-sentence scenarios on escape room websites. They set my imagination on fire. I can’t wait to bring the story to completion. And I know I’m not the only one. We’re a story-telling species. It’s well-known that casual players are primarily motivated by a room’s theme: does it sound awesome or not?

Trouble is, while they may deliver on décor, escape rooms drop the story-telling past the marketing stage. Game masters may read that blurb to you before leaving you in the room, but then it and all the characters mentioned disappear from the game. Talk about bait-and-switch: you sold me an adventure, and then you hand me puzzles in a decorated room. Are on-theme puzzles really making that material a difference, when the heart of what you sold me is missing?

Strange Bird Immersive is gambling hard that the industry will eventually wake up and start delivering what we’re selling. And that’s a cohesive experience that dives players deeper into an imaginary world.

How to achieve immersive props and puzzle

Always begin with your big picture: what’s the story, and who are your characters? And by characters, no, I don’t mean the players (see: When You’re the Star on the importance of non-player characters). I mean the people who inhabit the space and/or the people who built the space for the players to engage with.

There is no such thing as a room without an author. So who’s behind yours?

My rule of thumb for writing (and acting) is, “Is that a thing a human would do?” A simple question, but one that most designers don’t think to ask. If the answer to this question is “No,” then I am left in an artificial game, constantly aware that a game master is monitoring my progress in this office-suite-turned-submarine, battling not the antagonist in a story but a bizarre game designer, who literally could have made the answer just about anything.

In the first games I played, I was quite the Gollum. I’ve since learned not to take it personally.

Giving each puzzle a human logic not only enhances my immersion, it also makes the puzzle easier. And yes, that’s a good thing! Players who win a game come back for more—seriously, Escape Games Canada measured it. Grounding everything in human logic means I am more likely to look for solutions that make sense over something random, which delivers pleasure over frustration. Players want to say “Aha!” not “WTF?” When you need to deliver a hint, you want players to exclaim, “Of course! Why didn’t we see that before?” not, “Wait—say that again?”

I admit that escape rooms have quite the acrobatic feat to pull off if they really want to answer WHY. Why would someone place a web of interconnected challenges in this particular location for someone to solve in exactly 60 minutes? This is typically not a thing a human would do to begin with. So we’re on the hunt for exceptional humans. It’s easiest to say “a serial killer is testing you,” or “there’s a secretive magician, inventor, or spy who left behind these weird things for you to decode,” or (my favorite) “there’s a supernatural power at work here that needs you to do its will”—there’s a reason why these themes are so popular. But there are other explanations out there. Get creative. Just because it’s hard doesn’t mean it’s not worth doing.

Like a skilled magician, who uses multiple techniques to perform the same trick, you can have multiple answers to why. Some things in The Man From Beyond are Madame Daphne’s, some things are stolen from Daphne, some things are historical and Daphne knows about them, some things she’s never discovered before but have been there all along, and some things have been brought back into being—we have five different reasons why something is in the space. And that lends our séance parlor layers of richness for the players to discover.

Once you have your characters and your story, you can start getting into the details that enrich a puzzle. In design meetings, we start first with the story, then devise a puzzle, and then find a way to make its connection to the story clear. Sometimes it’s as simple as good set dressing. Instance: we needed an approachable on-ramp puzzle to begin the game, so we devised an unusual maze. Not exactly the most compelling story-telling device—admittedly mazes are hardly “Houdini-themed”—so we crafted a jewelry box and added a gift tag on it from Houdini to his mother. Boom. Immersive. Even better: that tag may be a clue to something else…

Immersive props in immersive theatre

Not designing an escape room? Guess what: the same principle applies to props and décor in immersive theatre. Sure, you can stuff a room with something shocking all day long, but that’s flat and forgettable. It won’t mean anything to the guest who discovers it. Build that connective tissue! Ask why! Reward your audiences for paying attention! If they’re snooping through drawers and find something, it should be exactly like a clue in an escape room: another piece of the story. You want them to say “Aha!” and share the story-connection they discovered with friends afterwards.

Case study: in Punchdrunk’s Sleep No More the Macduffs’ apartment features multiple kid rooms, including one with creepy baby dolls hanging from the ceiling around an empty crib. But the creepy baby dolls aren’t just creepy. They’re a clue. Look around, what else do you see? Or don’t see? Where, oh, where are the children? And it seems the mother is pregnant again. Put these clues together, and you’ll see new nuances in their pas de deux.

What’s on those walls? Fortune favors the nosy. (The Macduff’s Sitting Room, Sleep No More)

That’s the bar, my friends. Let’s jump it!

Emotion is the Goal

While at the Transworld’s Room Escape Conference, I overheard the tail-end of another creator editorializing on an immersive experience he saw, and I heard David Spira (of Room Escape Artist) respond, in perfect meme form, “Less story, more feels.”

Cue light bulb.

All that weekend, I had been harping on the importance of story, as I do whenever I’m around escape room creators—or, you know, it’s breakfast. Story creates stakes, makes memorable moments, guarantees your uniqueness in an industry flooded with look-a-likes—in short, fundamentally elevates the genre of escape room from a forgettable game to a true experience. The best designers and players agree. So it struck my ear like a discordant note to hear story talked of in terms of less after so many hours of everyone begging for more.

But when we say we want story, what is the goal, really? Why do we crave stories? Why do we fill so many of our leisure hours with storytelling experiences—books, theatre, movies, television? There are many reasons we turn to stories, but I think, more than any other reason, we crave emotion. Story is an ideal vehicle for emotion. At the end of the day, we want to feel something.

Grand, SWEEPING pseudo-sociological section

Modern society has erected something of a code: we’re not supposed to feel strong emotion. It’s disruptive, it’s not polite, it’s not “professional.” We’re supposed to smile, not guffaw, say, “Sure thing” when we want to say, “Go to hell.” Even-keel feelings keep the ship afloat, as it were.

Think about whenever you answered someone’s “How are you?” with anything other than “Good, and you?” They’re taken aback, even when you respond positively, because answering that question honestly is against the code. (And if you never have, try it sometime. It’s deliciously subversive.) Woe to the poor server when you tell him you’re not doing well—he literally has no idea what to do next. None of his training prepared him for someone declaring they are having a bad day—we’re supposed to hide that fact. We keep up appearances of a steady ship. Start paying attention to the amount of emotional regulation in the wider world, and you’ll understand a little bit better why we seek outlets for feeling.

This is the Wall we talk about in Meisner acting theory. In the real world, you need a Wall to protect you from responding to people who enrage you, attract you, etc. The Wall says, “Don’t take it personally.” And, outside of acting, Walls are good things. They keep us civilized. They mark the difference between adults and toddlers. Well-regulated emotions mean we’re not breaking out into violence, destroying society, and committing ourselves to “nasty, brutish, and short” lives, so famously described by Hobbes.

No, not that Hobbes.

This Hobbes.

We have put emotion under such sharp control that we actively fool ourselves that reason motivates our actions—never emotion. Under no circumstances should anyone act from a place of emotion! To be motivated by emotion is to be a pre-Enlightenment creature, more animal than human, not to be given a place at the table. Or so the lie goes. I’m getting sick of this lie. Can we admit yet that arguments from emotion tend to be more successful? But to assert something closer to the truth—that emotion comes first and the reasoning brain follows in its wake with its many beautiful justifications—is to invite anarchy. Won’t that lead to the End of Democracy and the Fall of Civilization?

We needn’t unpack Hume’s ought today, but the rest is unmistakably true.

To put it simply, we fear emotion. You cannot debate it or fix it. It is too powerful a force. So we do our best to discount emotion, to contain it when in society, and relegate it to the sidelines of our lives.

Story as emotional outlet

But emotion will out. We are feeling beings. We don’t want to be behind our Walls all the time. We can’t. So we seek outlets for feeling in art and stories.

We crave experiences that aren’t even-keel, at the same time that we don’t want to risk anything. Stories fit that need perfectly. We want to feel more love, laughter, joy. We also want emotions on the less-than-sunny spectrum, too: adrenaline, fear, anger, grief, helplessness, power. Really, every emotion is fun to experience when it’s in a safe environment. And entertainment is all about delivering feels. In fact, we choose what kind of story we want by its emotional result. Are you feeling like laughter or tears tonight?

Categorization-by-emotion goes deeper than the classical binary showing here: action delivers thrill, horror delivers fear, romantic comedy delivers love with laughs, romance delivers love with tears, etc.

If feelings are indeed so dangerous, imagination is a safe place to experience them. You can “opt in” when you need an emotional hit, and you can also “opt out”—it’s not actually your life. Books can be closed, television turned off, the theatre lights extinguished.  Your brain can say “it’s only fiction!” thus making storytelling a safe place to feel. This way we can have our emotions—and our society, too.

Eat your heart out, Marie Antoinette.

Story as emotional practice

It’s noble enough to be an outlet for emotions, but stories serve yet a higher purpose still: practice. Inevitably, emotion will break through in our lives. Society has left us ill-equipped for these moments, and certainly in public, you’ll feel pressured to get back to even-keel as soon as possible, and that’s not healthy. Thanks to stories, we have some idea how to handle extreme emotions. When romance walks through our door, we have already formed ideas about how to love because we’ve practiced it before. When our employer acts unjustly and we rage (directly or just to our friends), we feel confidence in our anger because we’ve experienced this sort of story before.

And grief, the other side of love, will come for all of us some day. We rehearse for that day with stories. Society says, “Don’t cry!” But a good drama says, “Do!” We need to know how to cry—and not to fear it. Opt-in to a good tragedy, and you get carte blanche to let the tears flow. God, that’s really important. Stories give us first-hand experience, bodily memory of emotions sans consequences, better preparing us for the inevitable day when the play-acting time is over, and fiction turns reality.

Perhaps best of all, the emotions stories prompt ultimately teach us empathy, expanding our understanding of who’s allowed in our inner circle of compassion. Emotion is the glue that binds us to characters and compels us to see the story through to the end. We care. When we emerge, we have a stronger sense that everyone has a point of view and so deserves our very best empathy. In fact, experiments in cognitive science have concluded that fiction really does improve our empathy.

World-building for what?

Emotion is the goal. That’s what we want from stories, much, much more than “ideas,” and we should write them with this end-goal in mind.

But sometimes creators get bogged down in the story details too much and can lose sight of why they’re telling a story in the first place. Every story detail needs to have a relationship with the audience. Ask always: why is it there? What work does it do? If you’re only adding detail to make the story seem more realistic, the audience can and will forget the detail. Flood them with irrelevant details, and you train them to tune you out. Make the detail do emotional work, and we’ll start caring.

World-building? So hot right now. Star Wars, Harry Potter, the Marvel Universe, the Hunger Games. We want to enter worlds different from ours and ferret out all the details, learn obscure character names, memorize the lingo. But all of these details aren’t going to interest us if our emotions aren’t captured in the first place. Emotion comes first. World-building is a distant second. We need to love the characters before we become rabid fans and want to learn more about them.

Let’s look at Harry Potter. Anyone who takes that world seriously for five minutes will see all sorts of holes in it. How do wizards handle a world with guns? Do they ever learn math?

World so broken, someone actually tried to fix it.

Yes, it’s true: Harry Potter’s world doesn’t hold up to reason. But it does hold up to emotion. When I think of the series, I don’t think about the many details, I think of how it provoked my laughter, my tears, my sense of injustice, my sense of wonder. The delivery of so many profound emotions is what makes it popular, not its richly-detailed (and unfeasible) world.

A 400-page, multi-branching immersive script is not a good unto itself. All that says is, “This show is complex.” What I want to know is, does its complexity do emotional work?

Less story, more feels.

Emotions in Escape Rooms

The primacy of emotion also explains why escape rooms, without a whiff of story, are so popular. Anticipation, adrenaline, frustration, joy, a rush of elation if won, the bitter taste of disappointment if lost—they’re perfectly designed for maximum emotional drama.

And they’d be so much better if creators actively designed for it! Do you really want your guests spending the first 15 minutes in frustration, or would you rather give them the elation of progress every 2-3 minutes? And are you sure you want to deliver bitter disappointment for even 25% of your paying customers? And if, yes, you still do want players to lose because you think that’s what escape rooms are about, be sure the game’s NEVER BROKEN and FAIR AS HECK—otherwise they will redirect their negative emotions onto you, the designer. They’ll probably still do that, actually, but at least you can sleep easy at night…?

I’d also argue that escape room emotions would be much stronger, more memorable when tied to a story, but I have to admit, even the worst escape room is more successful in the gamut of emotions than some theatre I know.

But the “story” often at the beginning of escape rooms—that wall of text delivered by the game master—does zero emotional work. It’s a prime example of world-building without the goal of emotion in mind. They’re trying to make the game feel more realistic, but realism is not why we tell—or remember—stories. The stories driving The Vanishing Act, The Maze of Haikana, and The Jazz Parlor (some of my favorites) I remember as well as if I played yesterday, because the stories engaged my emotions. These were not stories for story’s sake, but story deployed for emotional effect. Let’s just say it’s not a coincidence that these are top experiences.

emotion in immersives

As I’ve covered in other posts, I consider immersives more powerful than other forms of story-telling. Immersives locate you, body and soul, inside a story. There is less imaginative work needed on your part; you cannot easily “check out.” In response to this immediacy, the emotions the audience experiences can be overwhelming, unpredictable, dangerous. That’s why immersives so often have strict rules, content advisories, and black masks dedicated to everyone’s safety.

Immersives are fucking SCARY. I’m just saying. They’re not safe in the way books and movies and plays are. You leave with a bodily memory you can’t erase. And you definitely want to know if you’re walking into a show that’s dedicated to tearing you down instead of building you up, or you might just leave with some new psychological scars. Think of it this way: I can watch Schindler’s List, but I would not be able to attend a Holocaust immersive.

This is one reason why I love immersives, that element of un-safety, but that makes it all the more important to wield the power consciously.

I want all creators to write for emotion, but I implore it of immersive authors: please, write with the audience’s emotions foremost in mind. They’re not at a distance in the dark, but in your cast’s lap. You do not want to leave their reactions to chance. Ask always, how will this or that design decision elicit an emotion? You’ve chosen to tell your story in a form that is more visceral for the audience than others. Make sure that’s a good thing.

We try our best to design emotion-first at Strange Bird Immersive. We like to use a five-act structure and map out the emotions within each of those stages. Characters have emotional arcs, and audiences should journey with an arc, too. When making design decisions, we prototype as close to the real thing as much as possible, and see how our gut responds to the experience. Just recently we were wrestling with a design choice and opted for the prototype that didn’t provoke fear, as fear was an undesirable emotion for that moment in the experience. We nix choices and details that are only “funny to the GM”—the players have to be in on the joke.

Why you need to play/attend

Emotion is a powerful learning tool, and that’s why I advocate for every designer to be an enthusiast in their genre. Playing transforms dry theory into personal memory.

Players all say free-roaming blacklights are lame, but escape room designers don’t universally listen. But when you play yourself, you’ll never forget the rage you felt being relegated to “blacklight search duty” for 15 minutes while your teammates discovered cool things without you. Miss a game’s most amazing reveal? You’ll be more likely to bottleneck your own reveals. You may want to design a room with low-light—you want atmosphere! It makes no sense for this space to have good lighting! And that sounds like a convincing argument in a design meeting. But when you play such a game, how did it make you feel? Did it add to your wonder or increase your frustration? Only if you play, and play a lot, can you increase your ability to design player-first.

Same rule goes for immersive theatre. Ever attended an immersive where you missed the story? Or were uncertain about the rules? Or came back a second time and got stuck on two-thirds of the same track you saw your first time? That happened to Cameron at Then She Fell, and now we’re passionate advocates for dark rides to sell tickets for specific tracks (just don’t tell us where the tracks go).

Attend. Feel. Learn. Repeat.

SUBTLETY, or “don’t be like a haunted house”

Now that you’re focused on emotion in your design, be sure not to go too far! People hate it when they sense their emotions are being manipulated. That’s why we speak of tear-jerkers and Hallmark movies so disparagingly: they’re blatant. Keep things subtle. You might have an ideal emotional response at every moment mapped out, but you can’t be obvious about it.

Rule of thumb: don’t be like a haunted house.

This guy wants only one thing from me…

By which I mean a standard, run-of-the-mill haunt, not the cool immersive haunts currently trending in cool cities. A standard haunted house wants to SCARE you. That’s it. And they’re blatantly manipulative about it. An actor jumps out at you, he has no backstory, we don’t know what he wants—other than to scare you! The experience is binary: you’re either scared, or you’re not. And they so desperately want you to be scared. They’re leaning into it strongly. The result: a bunch of people who rebel against the design. We want to keep the audience with us, not against us, and that requires subtlety.

Start by focusing on characters instead of the audience (be sure to read my thought-piece When You’re the Star…). You’ll want concrete characters with distinct points of view, who will then draw the audience into emotional relationships. We really like it best when the spotlight isn’t on us. Make sure your characters are experiencing emotions, ideally an arc, but be especially sure they aren’t unconcerned or unfeeling. Automatons make for really boring immersives.

Spaces, too, can be designed for emotions, but be sure to create believable rooms, rooms with nuances to discover or many layers of meaning, and not a room that immediately reads as Scary Room. That will prompt more laughter than fear. When you show your cards, you lose your power.

And you definitely will need details. I’m far from being against details—I’m just against details deployed in a vacuum. They need to be part of the larger goal. Details help make a world realistic, so that the emotions provoked don’t feel forced but rather blossom organically. If spaces don’t have a logic or characters don’t feel properly motivated, the audience won’t get involved.

Make sure, too, that your actors train for a range of reactions. No matter how consciously you design, you cannot predict everyone’s response—and perhaps that’s a good thing. Let the story do its work, and make sure the actors don’t get expectant. If at a key moment, you look too eagerly at the audience for their emotional response, many of them will defy you.

Nothing kills laughter faster than an expectant comedian.

Be sure to let the audience initiate relation at these moments, especially if you’re working with tears. Sharing tears is a sacred act. Remember always that your guests are coming from a world where they’re not supposed to cry. Don’t take it lightly.

Keep the designer’s hand invisible, and you may just create something that really moves someone. For me, I can think of no greater goal.

But what about IDEAS?

Stories are also excellent vehicles for ideas (aka “theme”), and at least according to English class, this is the nobler goal of stories (stopping at emotion means you’re relegated to the “just entertainment” category). And while I count it a very high honor to have stirred audience emotion, Strange Bird does have Something To Say (TM) with The Man From Beyond, and the core idea in our next production is so radical, it frightens me. We’re chasing after individual transformation, too. All lovely, important goals. But a purely-intellectual vehicle, however, really won’t get your ideas very far. Arguments from emotion? It’s time to admit, they work better. Move me first, and maybe my ideas will budge.

Room Escape Conference: Strange Bird’s Takeaways

My co-founder Cameron and I debated for too long whether we should attend Transworld’s Room Escape Conference. Considering we talked like a non-stop fireworks show for the twelve-hour drive home, plus meals and camping time, followed promptly by a three-hour production meeting, presenting concrete, actionable items…I’d say it was worth it.

Below are some of Strange Bird Immersive’s takeaways from the conference, from the talks we attended (or were a part of) to the games we played. Note that this list is NOT a summary of the main idea nor does it include ideas that we’ve already adopted. There were a lot of ideas presented that, frankly, were part of Strange Bird’s game-plan Day 1.

There was such a stir in the crowd over “Make your timer immersive” that Gratuitious Sets had to back-track and say, “At least try to blend-in your TV screen.” (The clock in The Man From Beyond.)

Instead, this list features something a bit more interesting—what Strange Bird learned. It’s either something that was new to us, or the rationale behind a design instinct we had, or “Holy crap! Somebody else came to the same conclusion! Maybe we’re onto something…” We’re talking higher-order revelations, the kind of things that can elevate your work from great to successful. (Note that we did not attend every talk, but specifically went to those we thought we stood to gain from, so this is again not intended to be comprehensive.)

If I’ve learned anything, it’s that escape room companies are co-petors, not competitors. If we all craft better experiences, we’ll make more enthusiasts. This post (heck, the whole blog) is my commitment to that.

Achieving #1 google ranking (Brad Kendall, Escape Assist)
  • Make sure all of your name and address listings are identical
  • List your category of business as “Tourist Attraction”
  • Register on Google, Yahoo, and Bing Places
  • Blog: Google rewards new content, hence why a blog is a good idea. To make the most of it, move it to your URL. (Did you notice that Immersology just relocated?) Posts should be minimum 500 words (LOL—got that covered!)
bigger, brighter, louder: HOW TO CREATE WATER COOLER MOMENTS WITHOUT BREAKING THE BANK (Skip Dylen, Wicked Escapes)
  • If you can make the prop big, MAKE IT BIG! 4 wheels with symbols you have to match up is fine, but when those wheels are three feet in diameter, it feels epic, important, heroic!

Big thing, showing here. (The Man From Beyond)

  • Big things in the middle of the room make the room feel larger.
  • Lighting: don’t light for coverage like a photographer. Light for drama—without of course going to the point where you frustrate players. Different colors can create shadow looks without actual shadow.
  • Sound has three categories: score, ambient, incidental. You should have all three.
    • Score: while traditional theatre rarely uses underscoring, all other media outlets do. At the right level and with the right taste, people won’t find it distracting, and it does lots of subconscious work.
    • Ambient: things around us make noise constantly. Bugs chirping, machines humming, dogs huffling, road noise, wind.
    • Incidental: sounds produced from discrete actions (aka PUZZLE FEEDBACK FX). Please to be having more of these!
Setting the scene: using story to enhance immersion (Summer Herrick, Locurio)
  • I loved this talk so much…
  • Story is what can make your room truly unique. There are a ton of similarly-themed escape rooms out there, and it’s almost impossible to make a truly original puzzle, but no two stories are ever alike. Story is memorable.
  • In addition to having story turns that the whole team experiences, be sure that each of these turns feature puzzles that engage the whole team. (I’d call this “bottlenecks are your besties,” but more on that later).
  • Make sets and props that reveal character. (The classic SHOW, DON’T TELL, which means stop with all the journals in escape rooms, please!)

Even with Madame Daphne out of the frame, you can easily imagine just what kind of person might step into it. (The Man From Beyond)

4 years of escape rooms: a data driven look (Lisa & David Spira, Room Escape Artist)
  • Read their data post
  • Locations opening peaked in Q3 2016
  • More companies are closing—but they consider that a sign of a maturing industry.
  • Inputs (how the lock works) are not and should never be puzzles. We’ve had this instinct since forever, but I’m glad to hear it reinforced. Whenever we see a team is stuck on how to work a lock, we are quick to hint them. Or, you know, we fix the lock permanently. Instance: we engraved an arrow on our briefcase lock, so everyone knows to slide the button instead of push it. Trouble with that lock instantly evaporated.

A good UI is a joy forever. (The Man From Beyond)

  • Ideally within the first 2 minutes, the team should experience a solve and its reward. 10 minutes in is way too damn long.
  • Design your lobby like you would your games.
It’s our time: How the escape room community will take the industry to the forefront OF entertainment (Mark Flint & rogers clayton, the escape game)
  • Learn from your mistakes. They didn’t drive this one home, but to me this meant: the best companies are not companies that don’t make mistakes; it’s that the best companies make certain they LEARN from them. A useful message for those of us working under the delusion that some day we won’t make mistakes anymore.
  • Their mission statement is “epic interactive experiences.” At one point, they shifted from “awesome” to “epic” as their guide-word.
  • They estimate that 5-10% of the US have played an escape room.
  • When they started requiring post-game reports of mistakes, the number of mistakes went down substantially. Strange Bird took detailed notes of the first 9 months of shows, but we retired the practice once the need for iteration declined. We’ll be reviving this practice in the new space, as I think it can 1) help our actors keep track of their performance and 2) help us identify things that are failing at an unusual rate—or could otherwise be re-designed to eliminate the potential for human error in the first place.
CASE STUDY: THE NEST (Jarrett Lantz & Jeff Leinenveder, Scout Expedition Co.)
  • The Nest offered a new structure for an immersive by bringing walking simulator games like Gone Home into the real world. Since it’s not a simulation, that term won’t work. I’m advocating for the term “explored space,” since it spells out the goal of the experience: to explore.

But…we need to have a name…in order to have higher order discourse… (Mean Girls)

  • Reality in your design changes everything.
  • The Nest hosted only two people at a time, in part because the bigger the group, the sillier people get. (That’s one of the weaknesses of The Man From Beyond and of the immersive-theatre-meets-escape-room genre overall).
  • Unlaminated paper can last MONTHS. (We’d say years.)
  • Audio tapes were 60-90 seconds long. I think it’s wise to keep audio short.
  • Only about 25% of the stuff needed to be reset in a precise place. The rest could go wherever. (Not a model I’d recommend for an escape room, given the danger of red herrings, but a good tip for immersive theatre)
  • People invest themselves more in non-present characters (think of the difference between a movie, where a character is handed to you, and a book, where you imagine all the details on your own). I’m not certain this principle is universal, as a live actor is extraordinarily compelling, but probably if Josie had been in a chair in The Nest delivering monologues, people would have been less invested.
  • Jarrett & Jeff said the metric for an immersive theatre ticket is $1 per minute. Probably a rule of thumb from the LA scene? We offer 45 minutes of immersive theatre, on top of a full escape room experience (Houston games typically run $30), putting The Man From Beyond at a $75 ticket. So yeah, at $38, we’re really under-priced (at least by LA standards), but the trick is not the person afterwards saying it’s worth every penny, but the person beforehand who’s persuaded it must be worth every penny.
FUTURE OF THE INDUSTRY DEBATE (lots of people, including me)
  • Much to my delight, everyone agreed games should be designed to be won.  Escape Games Canada studied this, running rooms with a 4% and a 70% escape rate—and surprise, surprise, guests who won their game came back at rates high enough to infer causality. People like winning. We should focus on delivering a fun experience, not an absurd challenge.
  • 5 minutes is a hard puzzle
  • There are a lot of zombie escape rooms out there. No, not zombie-themed! I mean owners who signed a personal guarantee on their lease (DON’T DO THAT!), aren’t making the big bucks they expected, want out, and are riding out the end of their 3 or 5 year lease without opening new games or up-keeping old ones. That’s bad.
  • Pay attention to when an escape room opened. If they opened in 2014 through early 2016, they’re probably successful because they were early adopters and have a ton of SEO and review momentum. Now there’s enough market saturation in most cities that you need to differentiate yourself—just to get any momentum at all. (This one was me.)

Start by showing pictures inside your rooms. It’ll be okay, I promise. There’s an ocean of difference between seeing and being there—that’s what immersives are all about. (The Man From Beyond)

  • Think about beginnings and endings. If you have a McGuffin, have a moment at the end of the game that allows players to use it. Give games climax and closure that goes beyond the game master bursting through the door—which, no matter how much I like the game master, shatters the experience. (This one was me, too. At least, I hope that’s what I said…)
How to create themed facilities and unified aesthetics (Andrew PReble, Escape my room)
  • Begin the onsite experience with a grand gesture (in their case, it’s the lobby).
  • Escape My Room had to back off some of their in-world branding in their marketing. It is indeed possible to be too immersive.
  • They do a complete guest walk-through from website to on-site to follow-up emails every 1-2 months, to ensure that everything is still flowing smoothly.
  • LEVEL-ONE SPOILER ABOUT THE LOBBY (Oh, how I love that there’s a spoiler about their lobby!)…Only about 50-70% of guests were picking up the phone. Since they added explicit instructions on the door, it’s more like 90%. For an experience designer interested in pushing boundaries, I hated hearing that, even with instructions, it’s not 100%. But it’s very hard to get any behavior at 100%.
Alternative lines of business (ariel rubin & juliana patel, Escape room in a box)
  • You really should sell more than just escape rooms, and they had a great list of scalable stuff, from selling take-home games in your lobby to partnering with museums and/or ClueKeeper (a crazy-cool app) to deliver large-scale puzzle adventures.
  • If you’re going to add on a puzzle/quest/interaction to an event like a wedding or party, KEEP IT SIMPLE STUPID. The “stupid” tag refers not to you, but to them. Because your “players” are people who did not explicitly opt-in to a puzzle experience. They’re also probably drunk.
  • Ariel and Juliana proposed partnering with immersive theatre companies to expand your offerings, which caused my jaw to drop. The LA scene must be even bigger than I imagined. Meanwhile, I’m in Jamestown, and it’s friggin’ winter. I’d say if you’re in LA, NYC, or London, you can expect to sell tickets just by adding the “immersive theatre” label, but anywhere else? Prepare to make your audience.
Deep Dive: immersion (mark mummie & matt charles, Gratuitous sets)
  • Check out their youtube channel
  • Organic spaces don’t have corners. I’m not a fan of the indoors-turned-outdoor, but if you must, that’s good advice.
  • Don’t just research the history of your story. Research related film and instead focus on fulfilling the cinematic expectations of your guests. People don’t want a real lab; they want the CSI lab they saw on TV.

Note the lack of realistic fluorescent lighting, for example. (CSI Miami)

  • The average escape room they build totals 600 sqft.
  • Someone else cares when the Phillips Head Screw was invented! My people!!

While patented in 1932, the Phillips Head Screw wasn’t widespread until WWII. (Handcrafted drawers circa 2016, The Man From Beyond)

Lessons from playing
  • The first escape room to open in a city sets the tone for every company that follows. The Escape Game is well-known as one of the best in the industry, with its polished lobby, epic sets, attention to detail, and consistent customer service. So guess what? Aspiring owners copied that example. The result is a high-quality escape room market. (Maybe with the audiences we’re making, Houston’s about to become an epicenter for immersive-theatre escape rooms? But I doubt it. We were far from first—#20, actually.)

Decipher for yourself if we had a totally miserable time or not in “The Blind Pig.” Note the polished lobby, the designed photo. We never hold up signs, but who could resist these?

  • As more rooms embrace tech-driven locks, I’m encountering more confusion in games, where I don’t know what I opened, if I opened anything at all, or worse, what I did that made that thing over there just open. Feedback on a padlock is clear. The feedback on a tech interaction needs to be clear, too, or it muddles the whole experience. We need positive feedback and negative feedback. Frankly, the industry needs to make player-responsive, fully-automated light and sound effects standard—which demands some wicked coding. (We’re toying with packaging up ours for sale. Email me if you’re interested).
  • As games get more ambitious, designers need to get more careful. There were stories of injuries circulating at the conference. No matter how fantastic your idea, prioritize safe interactions.
  • I caught a glimpse of the scenic-arms race in the Nashville area. Sets like WOW. But sets without soul fall flat. Puzzles and story and characters give a space soul.
  • Escape rooms cannot escape the host interaction. You need a theatre director to step in and finish your design, and that probably means you’ll do better if you hire actors, too (unless they’re Equity, I swear they’re not more expensive). I am tired of having hosts apologize to me for “all this make-believe stuff.” WHAT DO YOU THINK I BOUGHT A TICKET FOR??? A PUZZLE ROOM??
What I’d like more of…
  • METRICS. Want to convince me that XYZ is a must-do for my escape room? Talk to me about your sales, or at least run some metrics on how often XYZ gets mentioned in your reviews. Convince me you’re doing better business because of XYZ.
  • NUMBERS. Let’s talk sales. Let’s talk material costs. Let’s talk about paying for labor. Let’s talk about how many people are working other full-time jobs or have an independent source of income—and aren’t yet living on their escape room business. I’ll start: we run a totally different (but still strange) business that happily doesn’t need our full attention, and that is frankly how we make Strange Bird work.
  • BUSINESS PRACTICALS. It’s clear escape rooms are beginning to fail because, like theatre companies, creatives enter the scene to create, not to run a business. Those are distinct skills. Where was the talk on marketing escape rooms? Or managing growth? Wouldn’t you love a panel of people talking about Certificate of Occupancy battles and code requirements in their respective cities? That’d be entertaining AF.
  • PUZZLES. Puzzle design was strangely absent, given the fact that puzzles are the heart of the genre. Where’s the panel of enthusiasts talking about their favorite and most dreaded puzzle types? Panel of designers discussing open-path versus linear games? What makes a fun puzzle, anyway? The industry can’t possibly get better at puzzles if we’re so obsessed with spoilers that we can’t talk about them. It’s an art form—and a lot more consequential than what type of screws you use.

Ultimately, it’s not the size that counts, but how you use it.

When You’re the Star…

Given the most innovative thing about immersives, “Rule #2: The audience is active,” it’s tempting as an immersive writer to create stories about YOU, the audience. Film can’t do it. Fiction can’t do it very well (choose-your-own-adventures hardly made the big time). Theme parks maybe get the chance to explore second-person narratives, but the stories they tell tend to be simple. Immersives provide a more complex story-platform, with detailed worlds and an empowered audience doing things, making choices, even talking. The temptation is great to make the audience the Star in the cinematic world. Haven’t you always wanted to be the Star?

Most escape rooms do precisely that. Some immersive theatre projects have dabbled in it, too.

But does that pay off?

Case study: The Grand Paradise

I am a huge fan of the work of Third Rail Projects. Anytime they produce anything that I can’t see (I’m looking at you, Behind the City!) is a cause for mourning in my household. But I am about to be critical, something I don’t usually do in this blog, because one of their shows taught me a lesson in immersive writing.

Back in 2016, when The Grand Paradise announced that it was closing, Cameron and I made a special last-minute trip to NYC. I’ve recounted before that I had some bad luck that night—being grouped with a Talker, not getting either part of the coffin/bird sequence, which surely would have been a highlight for me (imagine missing the Tea Party in Then She Fell). But I left that show turned-off for a more fundamental reason than bad luck.

The show was about me.

The Grand Paradise transported you to a 1970s pleasure resort, brimming with cocktails, water tanks, and New Age-ism. People wearing very little greeted you with leis and knowing smiles. A straight-laced nuclear family appeared, but was quickly broken up by the resorts many temptations. There was also a creepy fountain of youth, too, but that’s about all the plot you need to know.

Poor straight-laced me, I mean, them. (The Grand Paradise)

When not in set dance numbers, the Resort characters spent their energies seducing me. They looked straight at me and told me I needed to change, or realize who I am, or set myself loose on the world, etc. etc. The show had two sides, Family versus Resort, and they wanted me as a member of the Resort. Seducing me was the heart of the experience. I remember in particular a map-making, fortune-telling sequence about my past, present, future. Then there was a meditation on how I use my time. And ropes as metaphors.

I was there to be transported, and yet all the monologues kept prompting me strangely enough to think about Strange Bird (my future ambitions). That’s nice, but unexpected. That’s not why I came here. The characters again and again kept pushing me into my head. That higher plane we aim for in the theatre experience—where the head shuts up and the heart takes over—was unreachable.

I like introspection. I have a solidly introspective moment in the tarot readings in The Man From Beyond, but introspection does not make a good story-experience. Third Rail always likes to ask personal history questions, and those usually allow you to make a stronger connection with the character you’re with, but in Grand Paradise the questions were pervasive, and they never looped back to the character who was asking them. I do think Third Rail designed the show to be about the audience, for the show to seduce us as equally as the family (our stand-ins) are seduced and set free.

I bucked against the role they wanted me to play the whole time. When I left, it was the first time I had no desire to return to a multi-pathed immersive. I didn’t have the sense that there was more story for me to uncover—and damn, did it make me uncomfortable.

Case study: Sweet & Lucky

The night before I visited The Grand Paradise, I had been to Third Rail Project’s antiques shop in Denver, Sweet & Lucky. This was a hard act to follow.

It opened with characters ushering us from an antique shop to an outdoor funeral. They handed out umbrellas, and some folks had to share—because it was pouring rain inside this warehouse. I stepped onto the astroturf. Who was dead? We sang a hymn badly. Slowly, characters peeled the congregation off in groups, and the story that would answer my burning question began. When we returned at the close of the show to the funeral, there was no rain—because our tears had taken its place.

This show had nothing to do with me—so it had everything to do with me. I watched a romance in its many stages, its ripples through time, how a life touches another life. There was even a scene where the couple had a devastating fight, and despite clues to the contrary, I left thinking they had separated permanently but was later convinced by friends afterwards that they had indeed made it up. (So that says something profound about how sensitive I am to conflict…). I can’t look at a tree or a robot or a glass dish the same way again.

Those who saw this profound production were indeed lucky (Sweet & Lucky)

Through specificity, we get at universality. A story with characters with distinct points of view and rich details resonated with me—they felt truly human, and so felt more like me. The details would be radically different, sure, but I could easily be the person in that coffin.

While actors looked at me, drew me in, even gave me light roles to play, I never felt self-conscious. I was wholly in my heart. I was feasting on them. Who I was didn’t matter. I was not the star—they were.  And that was a good thing.

pitfalls of second-person narratives

When the audience is the true “star,” that means they have the starring arc. They need to start in one place, pivot, make choices, face consequences, and end in a different place, fundamentally changed. That’s…not easy to do. If you insist on making the audience the star of the story, you can only address the audience in the most generic way possible. The number of rich personalities who have come through The Man From Beyond have taught me it’s always best to let them be them—and invest in interesting things happening around them.

By calling the audience to be the star, you’ll be manipulating them constantly along a designed arc, so that you will most likely trigger self-consciousness—the enemy.  People may think they want to be in the spotlight, but they react viscerally against it most of the time when you put them there. You may force them into a role that doesn’t suit them, or on the flip-side, not build a detailed arc at all. (If you want to do this, explore Odyssey Works, which tailors experiences successfully, but for only one person at a time). I’d like to see an immersive succeed at making me the star, but I haven’t seen it yet. Perhaps there are lessons from larping that I need to learn, which are much more emergent and flexible than immersives, but what I do know for sure is…

You must always have a character.

Characters HAVE POV

Grand Paradise was missing characters. I paused at the playbill on the door at the exit, but I honestly didn’t recognize any difference among the paradise characters. They all had the same point of view. I wasn’t convinced that there was any additional insights to be gleaned from the story. Whereas I met impactful characters in Sweet & Lucky—I even believe that one character was another character but older, a theory met with much acclaim by my friends. Now that’s interesting.

Characters have points of view, an opinion about what is happening that differs from the rest of the company. The plot proper should tease out character, prompting the person to show their true colors. This goes beyond the nonsense that actors make up, like what their characters like to eat for breakfast. I’m talking about what the writer shows in the story.

You can have a story without a separate character than the audience, but it’s not going to be particularly compelling. It’s going to be a choose-your-own-adventure, and those burnt out in the night for good reason. At the very least, you need a sidekick. And I’d wager that arcs are more successful when they’re fully in the writer’s hands and not in the audience’s heads. It’s easier to find yourself when you’re lost in somebody else’s world, if you will, then when someone insists on staring at you and asking you probing questions and urging you to change. Or worse—not having any character look at you at all.

What this means for Escape Rooms

Escape rooms often advertise YOU as the STAR. Very rarely does a game deliver the storied experience you’re promised on the website. Sometimes you’re given a role and sometimes you’ve just stumbled upon a rogue submarine, but it’s not very common for the arc to go beyond “in trouble” to “we’re saved!” If you’re given a role, it’s lampshading—no role-play is needed in the actual game.  It is the rare Heist that calls upon you to be sneaky in the slightest.

So while escape rooms may think they’re delivering a cinematic experience where you (finally!) get to play Indiana Jones, throwing challenges at you doesn’t really amount to much. Cinema is, after all, about story arcs. We like to see people change, and thereby learn about ourselves.

I’d like to see more escape rooms featuring supporting or starring characters. Even if you’re not interested in involving live actors, you can still have a character presence. Escape rooms have always compelled me because they scratched an unscratched itch of mine: as a young girl at a slumber party, I always wanted to rifle through my friend’s drawers, discover her drawings, her secrets, her handwriting, the album in her CD player, all the things she loves and perhaps find the voodoo doll devoted to all the things she hates. I wanted to know how another life is lived.

A bedroom worth exploring at Meow Wolf’s House of Eternal Return (Sante Fe)

I doubt I’m alone in that curiosity. Escape rooms should lean into that unfulfilled desire.

What is a space without a human presence? It’s meaningless, un-immersive, a game at best. But a space with a distinct human presence—logic, reason, passion, handwriting. That’s a space I want to explore, and maybe, just maybe, I’ll come out the other side a bit different.

Yes, I know: most escape rooms aren’t after the same sort of “audience transformation” that I seek. But if you want a truly memorable experience? The kind that makes super-fans? It’s time to start calling ourselves artists—and to start thinking about characters beyond the players.