> how about designing the room and having your friends bash their heads against the wall.
I think you underestimate the skill and time it requires to make engaging puzzles.
The big chains will solve the repeatability issue by swapping puzzles around their world locations. I assume they are doing this already.
Re:Escape rooms are big business
by lazerwalker on Saturday August 10, 2019 @09:34AM
(#20661927)
This is a cool idea, but also a pretty unsolved problem, even in digital games. Heck, computers can't even procedurally generate decent crossword puzzles.
Best comparison point I can think of are roguelikes, but even if you can figure out a way to make custom hardware build-out easy, roguelikes largely work by making replayability cheap. It's hard to build an on-ramp to teach players about the interactions of complex systems when each playthrough costs them $50+ and takes an hour plus transpotation time.
is disagree. while it may be expensive it’s far from unsolved (im the virtual world of course)
We played a variant where you "find treasure." This made reconfiguration simple!
you can literally play the “same” room hundreds of times. how about designing the room and having your friends bash their heads against the wall. this space is ready for disruption!!!