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The history of quests in reality - how did it all start?


The history of quests in reality began with computer games that had a dizzying success. The heyday of a new kind of entertainment & mdash; 90th years of the last century. Representatives of many countries have come to love new games.

Interesting facts about quests in reality

How did it all start? We've collected interesting facts about reality quests . What is attractive for a new generation of entertainment? The adventure genre of computer games began with the company Sierra Online & mdash; popularity won the projects King's Quests, Spice Cuest, Polis Cuest, based on the interactive management of the protagonist, a line of interrelated actions, solving puzzles, prizes following the completion of the stages. The most important component is & mdash; two parts with an emphasis on intellect and logicalth thinking. A distinctive feature of entertainment & mdash; the minimum number of traditional computer games: battles, calculation of the economy, tasks for the speed of reaction.

For example, the hero's goal & mdash; make a poisonous snake a quiet, quiet snake. The task is performed through secondary tasks: to find weapons, to find a hypnotic drug. Questas are characterized by the ability to use objects from the game world. You can prepare the sleeping pills yourself, having studied the prescription in the library, the option is also considered: to exchange from a trader. The storyline is full of tips that make it easier for players to set the task. Items can be used later, take them with you, and meet characters in detail to ask about everything. Smokily players get a lot of pleasure from the route, they do not have any problems moving by their prompts.

Text quests began to be filled with graphics. Players used the drawn objects, there was no need to insert texta. From 1990 to 1998, the "golden era of graphic quests" began, the characters received "voiceovers". After an unsuccessful attempt to introduce 3D graphics, LucasArts took up another field of activity.

To the question who invented the quests in reality , there is one answer: & mdash; Creators of computer games from Japan, Hong Kong and China (2007)! Crimson Room & mdash; One of the first projects created by Japanese Toshimitsu Takagi (2004). According to the classical scheme, you need to get out of the room, using logical thinking, your own ingenuity, left objects. The time of passage is limited to 60 minutes, which gives players a sense of excitement and tension.

Current trends in the development of quests in reality

Considering the development trends of quests in reality, one should speak about the spread of popularity of this entertainment among Americans, Europeans and Russians. Residents of the Hungarian capital with enthusiasm forThey seized a wave of quests in the rooms. Budapest became the center of gravity of the questmans from all countries.

Analyzing the domestic market of quests in reality, we note the company-founder of "Claustrophobia", which has introduced entertainment for Russians since 2013. Ready-made business for "leaving the room" is successfully sold in the capital, St. Petersburg, Samara, Orel, many Russian cities. The quests industry is acquiring new forms of expression. There are three main areas that have become favorite among various social and age groups of players.

Format escape the room & mdash; an attempt by a team of players to get out in a short time through the collection of puzzle elements into a single whole. Multitasking subjects develop dexterity, collective thinking, cohesion, attention to detail, logic, ingenuity, the ability to think outside the box. A small space is filled with tasks that differ in variety and interest.

Performance & mdash; players in a closed room are immersed in a different reality, atmosphere, try on roles. It uses the actors' play, sound effects, visualization, a special interior.

The imagination of the organizers of entertainment is immense. A promising area has developed urban quests on historically significant streets of cities, museums, parks, museums-manors. The success of the passage depends on attention to detail, resourcefulness, ingenuity.

Whichever direction of the quests you choose, it's addictive. Incredible emotions, great mood, replenishment of knowledge luggage & mdash; all this encourages participants to participate again in the room and city games.