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Escapes in Los Angeles \ О квестах \ Engineers about the quests: who and how creates the magic of "escape-rums"

Engineers about the quests: who and how creates the magic of "escape-rums"

Quests in reality or " excape-ruma" -

 these are complex technical measures. In the organization of each such game involved dozens of people: writers, prop, lighting, engineers, art directors, decorators, programmers, electricians, actors and many other talented professionals.

And if the functions of many of them ( for example,  actors or electricians) are clear to us, what exactly are they doing, say, the engineers of such projects, we can not always imagine. we asked the general manager of the club for intellectual quests " Enigma"  Anton Gasparyan and Indestroom engineer Edgar Rahimov tell about technical difficulties and share the secrets of construction  questrum.

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Anton Gasparyan , the general director of the project " Enigma", formerly a player of the Major League of KVN em>

Engineers about the quests: who and how creates the magic of < / p>

Quest begins with an idea that is tied to the location. Then there is a script, a story line, and only then riddles. More often we come up with them in a brainstorming mode, as they once did  in the KVN. Everyone offers their ideas, the unsuccessful ones are eliminated, interesting are analyzed, the best are included in the project. Although, the project and built quest - these are two different things.

In the process of creation, the riddles themselves or their way can change implementation. For example, because the contractor offered his own option, or we realized that they do not fit in with the meaning of the room, or simply we do not keep within the deadlines. Changes are often brought into play and after the test phase. We test it for patency, and if test teams can not cope on average in 60 minutes, something has to be simplified, because visitors will not play in a knowingly unfulfillable quest.

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Engineers about quests: who and how creates the magic of < / p>

In one of our games, we just encountered this situation. Testers passed it in no less than 80 minutes, and we removed part riddles. Then they used them in other rooms. Repetition of some We avoid the same riddles in different rooms, because our potential customers must pass all our quests without losing interest. So each of our rooms differs not only in the plot, but also the type of puzzles.

The first quest is sequential, that is, players move on to the next a riddle after the decision of the previous. The second one is parallel. Players Split into groups and start in different locations, solving simultaneously several tasks. The third quest is an economic performance. Players it is necessary in the realities of the history of our country to go from the indigent up to a millionaire. At the forefront here is an actor who Reincarnates in different roles in the course of the game. Riddles in this escape occupy the second place.

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Engineers about the quests: who and how creates the magic of < / p>

In general, there are several unspoken rules regarding puzzles and hiding places. At first,  All puzzles should be logical and fit into the plot and atmosphere games. It happens that in the pursuit of new ideas, the creators make quests with cool, well-implemented caches and puzzles, but completely devoid of a common idea and logic. Such quests are not interesting visitors, because they come just for the adventure, some history and a general atmosphere.

The second rule for creating quests is that one key plays once. The there are in the quest there should be no items used for several hiding places or riddles. This rule is also conditioned by the need make the game intuitive and logical.

Finally, the third rule is locks, code locks or keys,  should be at a minimum. Although, I do not agree that in the last Time this type of riddles began to be considered a bad form in escapes. Impressions of the game, as I said, are not so much from the technique of performing specific caches and puzzles, how many from the plot as a whole.

Coming to play, people seem to fall into an adventure film, so they like to move some  objects, search the room, select the code. All this they saw in films, read in books. And the presence of this type of puzzle in the game justifies their legitimate expectations.

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Engineers about the quests: who and how creates the magic of < / p>

It is also important how the riddle is presented. Even the most banal subject can be made a new, original attribute of the game, looking at it in a new way.

For example, in the quest " Dashing 90s"  we have a pager. The most common pager Motorola, only not connected to the network. Especially for him was written a program, which sends messages on the way players perform tasks. Thus, way, the familiar thing has become original, thanks to a fresh look.

To create such a quest item and the like, it uses hardware-software  funds, most often Arduino. This, in fact, electronic a constructor that can be programmed for any task. For example,  when the game needs to say a word in the microphone, to open a cache, this is the mechanism used. As soon as the right word is spoken, the controller opens the cache.

The second type of puzzle is mechanical. These are all kinds of keys, codes, buttons that need to be pressed, or magnets - in the professional environment of their are called mushrooms. Mechanical puzzles may seem more primitive than electronic, but it all depends on how this puzzle to think over. For example, to open a cache on a magnet you need to open it bring the magnetic key.

You can implement this puzzle simply, but you can add it. And the player you do not just need to find the key and open the lock for them, but, for example, first find a hint in the book about where to put this key. That is, there is a symbiosis of a logical and mechanical riddle.

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Engineers about the quests: who and how creates the magic of < / p>

It can not be said that electronic or mechanical riddles are better. On the one hand, it is easy to program a board, it saves human labor in the quest, but if the controller breaks down, or the program it works with errors, then it is difficult to fix it by yourself. Necessary Call the programmer and, until the error is fixed, close quest.

Mechanical riddles are easier to fix, we have an employee in the location who can do something  to correct urgently. Of course, electronics are easier to assemble, for mechanics you need to think through the scheme, implement it, do not forget about vandal resistance. But it seems to me that it is behind the mechanical riddles the future. People are constantly sitting at their computers, gadgets, and the mechanisms cause a desire for something  to twist, to move. In short, get away from the usual reality. It is even worth remembering such a popular Fort Boyard, where all the riddles were mechanical.

It may seem that mechanical puzzles are monotonous and boring, but, again, everything depends on how the riddle is presented. Besides Of course, if you think about it, you understand that no one has come up with anything new. Everyone uses the same ideas, they simply formulate them in different ways.  The same lock with a key can be used both in a budget quest, for the creation of which was spent no more than 500 thousand rubles, so and in a complex technological quest, where he will become a wonderful mystery.

Engineering work is not confined to riddles alone. In each  room are installed ventilation and fire extinguishing systems, audio- and video surveillance. In our location there is also an internal telephone  there is an alarm button for calling the guard. This component not less important for the full operation of escape-rum,  and it is also constantly being improved, tested and repaired. One in short, all the conditions for an interesting, pleasant game and comfort are created players.

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Edgar Rahimov , an engineer at Indestroom

Before I started building quests, I worked in IT-service of a network of restaurants in Rostov-on-Don. Once I happened to meet an engineer who was already working on quests. He told me a lot about the construction of escape windows, the features of their design, and all this interested me so much that I decided to change jobs. And he did not regret ever.

I like what I do: there are always new tasks that often require non-standard solutions. Wherein you experience pleasure not only in the process of work, but also later, when the whole project is ready. Of course, all kinds of knowledge from different areas, an understanding of a variety of technologies, but you get the opportunity to realize all this knowledge, and you continue to develop farther.

In many ways, the previous and current work is different - if before I was engaged in information systems, virtual servers, now I work with real objects and products. However, a lot of things in common - the same work with people, the same process of project development, harmonization at the planning and implementation phase.

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Engineers about the quests: who and how creates the magic of < / p>

When we build a quest, the customer can come to us with a detailed TK, including a form, and even puzzle schemes, or can simply provide scenario. And then we choose the optimal technical solutions ourselves, based on the budget and the availability of time. The most important thing in this work, as in any other - the proper allocation of resources to solve each task, and then the interaction of these tasks among themselves.

Even at work, it is important to remember several potential problems in the technique of quests. The first is the possibility of breaking the product during the game.  This is probably the worst thing that can happen, since the impression from the quest, even the best, will be spoiled immediately. When designing and manufacturing the quest item, its reliability is necessary pay even more attention than the functional.

The second is to ensure interaction between decorators and engineers. These are two very different types of people. Decorators create an external  type of quest to form a visual impression of the players, and engineers - create electronic and electromechanical devices, Realizing the inner magic, animating objects and the whole quest entirely.

If these people work " each  for yourself ", then no magic will come out. They will throw work on each other instead of, combining their capabilities and strength, create the Best Quest.

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Engineers about quests: who and how creates the magic of < / p>

If we talk about the difficulty in playing the game inventory, and after all, in every game there are not only riddles and hiding places, but also " worker  tool ", which is used during the game: a gun, from which shoot, control other devices smartphone, program on the computer, then the simplest are the items manufactured based on access control systems ( ACS), various locks opened by electronic cards or key fobs.

By the complex can be attributed to objects interacting remotely, for example, Wi-Fi,  Bluetooth. Another difficulty is the adaptation of technology in non-standard conditions. For example, radio frequency identification ( RFID) is often used to identify items in the quest, that is, determines whether some  objects in the room. But not all of the inventory, which is necessary embed tags, suitable for size, shape or material. Here already have to invent.

Equally difficult to get to work together correctly several different types of devices, for example, a compass, a rifle, a TV, or run the video on the screens in the room at the right time. But, than the more difficult the task, the more pleasure you get from solving it.

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Engineers about quests: who and how creates the magic of < / p>

We recently created a Quest  live "for Truexit. According to the scenario, the game must systems of virtual reality. Mount it all was very difficult, but in the end turned out to be a wonderful and fascinating quest.

During its short history, the quests have come a long way from the full lack of electronics to the latest technologies. I think, In the near future, we can expect the use of 3D technologies,  and, perhaps, even methods of transmitting and reading thoughts at a distance. And most of all I want to use the time machine in the quest. The most real! I really wait for her to finally invent!

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Engineers about the quests: who and how creates the magic of < / p>

When everything is finally finished, the quest is launched, also in a few stages: technical, test and final. After a test run, When all the functionality is already working as expected, testers start it test in the " how to do  do not". Players use objects not as intended, they decide puzzles in alternative ways. According to the test results, sometimes have to change clues or riddles.

I myself do not often play quests. I like to invent more and implement the elements of the game, understand how this or that is arranged  riddle, and not to guess it. I'm proud of the work done and I'm glad, that you do not have to stand still. To replace each solved problem comes new, and for each I undertake with great pleasure.