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From what grew modern quests: the history of active games

Quests in reality - a phenomenon for Russia is quite new, but quickly gaining popularity. First " escapes"  for a few years from an unknown entertainment for a narrow circle people became known to almost every social activist metropolis. It's no secret that the quests in reality came to Russia from Europe, but let's figure it out, is this a new activity by itself?

Of course not. People have been playing games for a very long time. Great-grandfathering quests - this almost any team games with a specific task: to find a treasure, for example. But there are quests and more recent ancestors, for example, a television show " Fort Boyard."

But about everything in order.

Great-grandfathers of quests

" Cossacks-Rogues »

From what modern quests grew: the history of active games

Perhaps, in this grandfather of all modern quests played each of us. And let it be called, depending on the country or region, the game could have been a little different (for example, "Bandits-militiamen" or "Nashi-Germans"), the rules were virtually identical everywhere. The participants are divided into two teams - actually "robbers" and "Cossacks" »

Actually, the first run away hide, in advance thinking up a word-password. Through the allotted time for the hide-and-seek, the "Cossacks" begin to search for the robbers.

The task is simple: either catch all the robbers to one, or catch one and by "torture" (not real, of course, and children's, "for fun") he has a cherished password. Why not search for the code that will open the door, as in modern "escape-rooms"?

It is noteworthy that in some variations of the game the Cossacks were asked to look for some additional artifact of the "robbers". For example, the treasure.

"The Lantern"

 What modern quests have grown up from: the history of active games

This game is exactly remembered by older readers, the late pioneers and themselves had time to stay with them. And to travel to the pioneer camps. It is interesting that the Zarnitsa was fully called the Pioneer Military Sports Game, that is, it was supposed that it not only (and not so much) helped children develop physically, but also taught them in case of what to repulse the attacks of a potential adversary. However, this game became only more interesting, especially for boys.

The rules are extremely simple. The players in Zarnitsu are divided into two teams, a judge and several neutral observers. At the beginning of the game, the referee selects the base for each team. It can have some significant point on the terrain: a tree, a stone, a shrub, a building.

Each of the commands places a flag (or any similar object) on its base. The goal of the game is to capture this flag, thus "neutralizing" the enemy base.

Before the beginning of the round, each participant is given out the so-called "lives" in the form, for example, of epaulettes. Ordinary players get two lives, and captains of teams - four. Purses need to be ripped from the opponent during the game, indicating that he is injured (there is only one shoulder strap) or killed (all shoulder straps are torn off). In some versions of the game, the wounded player has no right to run around the field, or can only walk.

It's interesting that you can win without grabbing the flag, but simply on points. Points are awarded for "killing" enemy soldiers and are taken away for unsporting behavior and dishonest game. In addition, points could be obtained for performing additional tasks: lighting a fire, installing a tent, etc.

Agree, is this very much like modern quests, especially computer ones? In virtual reality, you can also solve puzzles and carry out assignments of other characters, earning points and virtual currency. In addition, "capture the flag" is a popular format for computer shooters.

From which grew up modern quests: the history of active games

Here is how" Zarnitsu "recalls one of the participants of the game:

" It was necessary to pass the obstacle course and the minefield, show themselves in the orientation and possession of the radio. The funny fuss was with unexpected exclamations: "Flash on the left, flash on the right", when executing these commands it was necessary to lay down on the ground in the right direction, hiding behind the fire.

I remember the "zone of infection" that everyone disliked , where it was necessary to show the ability to use a gas mask. Much decided the outcome of the game firing line. In the winter, snowballs perfectly performed the role of shells. It was necessary to correctly make your snow projectile, roll it in such a snow-ice ball, to surely hit any target.

And the most cheerful final part of the game "Capture the banner" or "Capture the height ". Each team has its own base, its flag. The aim of the team is to capture the enemy's base and flag, but at the same time to keep its height and save its banner. This part of the "Zarnitsa" was prepared in advance. The cardboard and colored paper cut out the epaulettes and sewn them on the shoulders to the clothes. Sewn very tightly, so that they could not be easily torn off. Running - this is the main attribute of the life of the participant in the game. If the shoulder straps are torn off, it means that he is killed. If one shoulder is broken, then it means that it is wounded. The teams defined tactics and capture strategy, people were distributed, all as in real military actions.

At the conclusion of the game, we, wet and snow, waited a bit for frozen field porridge, hot tea and the results of the game.

Quest on the TV

Fort Boyard

From what modern quests grew: the history of active games This legendary the television project is surely familiar to you: everyone who has ever turned on the TV at the weekend will remember both Starza Furu and Passepartout. By the way, in Russia the last issue of Boyard was shown just a couple of years ago, and in France, where the show has appeared, it continues to this day. Perhaps, from all the examples in our selection of Fort Boyard most similar to modern querumums. After all, as the game progressed, the team had to leave the locked room, solving puzzles. And the reward for each of the rooms was the key.

The only difference is that in the "Fort" rooms were passed almost always by one (sometimes a couple) of participants. The rest of the team watched their colleague on a special TV, giving valuable advice and hints through the door. Fort "Fort" has almost a hundred and fifty people. Each season they go there to prepare a fortress for the shooting of the next issues of the program. The team includes a huge number of specialists: propagors, decorators, engineers, preparing all sorts of ingenious mechanisms, experts in light and sound. In general, everything is like in "escape-rumah", only more expensive and more extensive. It's not surprising, television is still. However, now many quests, perhaps, equaled the "Fort" in the quality of decorations, entourage, and even the number of specialists preparing the room.

City quests

What modern quests have grown from: the history of active quests games In this category of quests from the rooms do not need to go out, because the" field "for the game is essentially the whole city. However, "quests in reality" are now gradually emerging from the rooms. In one of the reviews we wrote that now there are exotic "escapes" for 20 people, and in Japan, for example, there is a quest in a stadium in which up to several thousand players can participate simultaneously.

However, city ​​quests with room quests are still there. So, we'll briefly describe them in our selection.

" Street Challenge"

From what grew modern quests: the history of active games This, perhaps, the most popular kind of quests in the open air. Its name comes from two English words: street - street and challenge - competition. It turns out something like a "street competition."

The main feature of these events is that they are held by car. Yes, to participate in "street-chat" you will need a car: they do not play here on foot. The main advantage of these games is their duration. One such game takes no more than 5-6 hours. The games are usually on the night from Friday to Saturday or from Saturday to Sunday. The essence of Challenging is simple: you need to find the points specified by the game organizers (a certain house, a sculpture or a "natural object" such as a tree ). The designation of a point is given in the form of a riddle or a puzzle. So the team must first solve the puzzle, and then, after understanding where to go, go to the location of the puzzle.

It is also important to take pictures with the find, then to provide these evidence to the game's arbitrators. "Street Challenges" are not good only by their excitement, but also by the fact that they help to learn more about their hometown and to visit places where you would not go yourself.

Urban orientation and its varieties ( Encounter, " Night Watch ", etc.)

From what modern quests grew: the history of active games And these games take already much longer, but to participate in them, personal transport is absolutely not necessary. The main task here is the same as in the " straight-stroke", only more puzzles and routes are longer.

Encounter - entertainment is rather ancient. From English it is translated as a "hlaquo-s typo"> " random meeting" or " unexpected collision", but the participants themselves use another -more rare translation - " fight". This was the name of the grandfather " of the Encounter."

The game itself appeared in 2004, it continues to play in it, and not only in Moscow , but also in all more or less large cities of Russia and CIS countries. In addition, the game itself is overgrown with a huge number of all kinds of varieties.

" Classic" encounter - this is the same " ": you get a clue-puzzle,  having solved it, go wherever the correct answer indicates, and get the next assignment on the spot. And so - to the finish. Who's come first, he won.

But in the versions of the game, the rules and final goals can change as you like. There are, for example, " caching" ( or "< / span> cache "), the essence of which is to find a set of GPS coordinates to find a cache with prizes from the organizers.

There are purely creative varieties like " photo extrema", where you need to make a production photo for the given time on the orders of the organizers ( let's say, " take a picture of the man with the bowling ball on his head that enters the library").

There are also just funny games like " Wet  wars ". This is a classic children's game with water pistols, but passing through the whole city with a lot of participants, represent?

A variation of the " of the Encounter" - " Night  Watch "is all the same, only at night. As the participants say, more interesting: nerves tickles more strongly, and people in the city at night are not so many, you feel yourself on an abandoned object.

Another difference is the division of players in the team into " headquarters" and " field players ". Field - these are those who are on the machine ( or on bicycles,  or on foot) are engaged in the direct execution of tasks: a clue puzzles and finding the right points in the city. Headquarters is a group of people, sitting at a fixed point ( in a cafe  or apartment) with Internet access. They help the field to look for information on the right places, and also help them to solve the next puzzles.

Who is better

Apparently, active games with puzzles were enough at all times. Yes, and now many of those entertainments, which we in the article call " grandfathers of questrums" wave themselves alive.

However, " quests in the room" still stand apart. First, quests like " quit  from the room "are compact. This means that you do not need to wait for Saturday and find a few hours of my free time to play in them. You can go to Questrum after ( and even before) the work. And it takes you just over an hour. But the impressions will be the same, if not more.

Secondly, no additional devices for playing in the " escape-room"  you do not need to. In the end, cars are far from everyone, but feel like a real hero, solving ingenious riddles,  I want everyone.

Third, on the entertainment quests long ago equaled ( and some  and surpassed) with television shows, for which the whole team works professionals. So if you want to feel like "" as in a movie, "rather choose a questsmare and go play.