The world’s first Free to Play Puzzle Room on Youtube? (I think), lessons for game designers
The world’s first Free to Play Puzzle Room on Youtube? (I think),
lessons for game designers
2018 – Steven Kolber –
Escape / Puzzle Room development
I made, what I believe is, the first free-to-play online
escape / puzzle room on YouTube. There are a number of puzzle solves and
explanations of peoples escape or puzzle rooms before or after the fact, as
well as examples of the technology they used to create it. But as I am aware,
nothing of the sort that involve active engagement with the puzzles. Here is a
reflection on how and why I created this, what tools I used and what things I
would recommend for others who choose to make their own as well as how I think
this type of activity is useful for people creating their own real-world escape
or puzzle rooms.
This puzzle can be
attempted here: https://youtu.be/lzzwYyO_AUQ
Read on if you are interested in a brief overview of its
creation and how it can be improved. If you are a game designer looking for the
key takeaways from this experience jump to the end.
My motivation was drawn from:
-
Attending escape rooms
-
Buying a Breakout EDU set
-
Recently attending a more ‘commercial’ escape
room
-
My wife and my love for point and click
adventure games
-
My experience using flipped learning to create
videos for my students
-
The game ‘Her Story’ and ‘The Eyes of Ara’
-
The concepts of gamification being practiced in
business and education
Development of the room
1)
4-6 hours of development, which occurred the day
following attending a ‘commercial’ escape room that set the bar low for
immersion. I made use of a beautiful old Dictionary that I have owned for a
long time, other books and trinkets from my home and locks from the BreakoutEDU
kit.
2)
2-3 hours of narrative development which
involved writing and re-writing the narrative aspects of the story in an
attempt to achieve a somewhat genuine voice for the character.
3)
5-6 hours of filming and editing the footage and
uploading the items that people would need to complete the puzzles of the room.
Then time taken to set up the Microsoft Forms.
Technological difficulties
1)
Microsoft Forms was shown to be less
feature-rich than Google forms and there were issues with either providing the
answer to everyone who typed in anything, or not providing answers to anyone,
except via email responses.
2)
There were some minor issues with image quality
of non-essential pages of information for people to complete the puzzle.
3)
The providing of additional ‘red-herring’ pages
of information may have caused solve problems for people.
4)
Audio levels during the narrative elements were
incorrectly produced and made it difficult to hear the narrative being
presented.
Physical difficulties
1)
Would it be worth using or excluding the room
discovery element of the video, as this is the aspect of video that was most
removed from the actual experience of a puzzle room?
2)
The lack of physical interactions means that
solving a portion of the puzzle is a lot less rewarding than actually seeing
the lock snap open (which could not be included in the video as this would
solve the puzzle).
3)
Lighting was something to be reconsidered, as
darkness is typically used in puzzle rooms to set up the mood, sense of mystery
and for something to be gained by the puzzlers. However, there is also a
significant need to make the puzzles clearly visible.
Lessons for game or puzzle/escape room developers
1)
This process was amazing for producing instant
feedback on the puzzles complexity and failings.
2)
External narrative elements made sense in a
physical space, as they could be discarded, or ignored as necessary and they
could be clearly delineated from clues to solve puzzles which were all enclosed
within locked elements of the room. Including these narrative elements as a
side-dish for the video made less intuitive sense.
3)
Having narrative elements sectioned off from the
puzzle solve itself was not ideal and may have caused confusion or viewers to
tune out of the video.
4)
Adding difficulty through an increasing amount
of information built into the puzzles and a removal of clear structuring towards
the end of the puzzles was not ideal and as a result puzzle 4 still remains
unsolved.
Learning from this first attempt that I will follow for
repeated attempts
1)
Narrative needs to be core not additional
2)
Move to Google Forms rather than Microsoft Forms
for improved functionality
3)
Add hint pages to incorrect responses on Google
Forms
4)
Provide only core puzzle information and crucial
clue documents
5)
Remove background music completely?
6)
Improve the end-game reveal / solution to create
more of a pay-off for viewers
7)
Improve image quality of documents needed for
puzzles solves
A glance at the data generated
These are the solutions for the first puzzle I created, it
shows that it was accepted by 18 people, with only 56% of the puzzlers actually
completing it correctly. This could raise the question of what numbers these
people were referring to and where they went wrong in a rather straight-forward
problem solve. Which suggests that the player base is not very experienced with
puzzle thinking.
This is the solutions for the second puzzle which was a lot
more involved than the first, you can see that there are far less attempts
here, but also that those who persisted through the first puzzle are
significantly more adept than the numerous people who failed on the previous
puzzle.
Types of feedback generated
-
Play and attempt rates.
-
List of incorrect responses (which can be used
in a diagnostic manner).
-
Drop off rate for the puzzle (such as that seen
above, which suggests that puzzle 1 was too complex, or did not provide
sufficient positive re-enforcement to encourage continuing with the puzzle).
Applications
-
Create a similar video using your own puzzle
elements and publish it as ‘unlisted’ to test it among friends and family.
-
Create a similar video as a ‘table solve’ to
thoroughly stress test the puzzle room you have created.
-
Use this form of video to remove the need for a
physical space.
-
Create this using original copies of the puzzle
before producing duplicates or more durable versions of prototypes.
A thought on Free-to-play puzzle rooms
During my online research for this puzzles creation I
watched a great many videos on escape rooms and puzzle development. One of
these videos suggested that it was inevitable that puzzle and escape rooms
eventually became free-to-play, though there was no suggestion how this would
become a reality. Obviously this online puzzle room is a hollow experience when
compared with a real, physical experience. It does however, raise an
interesting question about how long it might take until we see our first
real-world F2P puzzle room and whether this would be a positive or negative
outcome for the puzzle / escape room community.
In summary, this type of video provides possibilities for
game designers to thoroughly test their creations, before taking them to
market, or before gaining a physical space. This puzzle is as of yet, unsolved,
with no one being able to fully complete it, this could be due to the newness
of the format, or a failing of my game design. Especially, Puzzle 4 has never
been solved, if you are reading this and you are puzzle-savvy, please check
into this puzzle and see if you can complete it.
If you are interested in anything further, please email me
at: mrkolbersteaching@gmail.com;
or look into my other content on Youtube here: https://www.youtube.com/channel/UCDeO4H9GI-YWCrE12SkqgcA
Running Word Count: 2,588
Originally Published: http://www.diy-escape-room.com/guest-post-worlds-first-free-play-puzzle-room-youtube-think.html/
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