Scene: a definition

It’s the end of the gift-giving season, and I’d like to offer the kind of post that might spark some fireworks for creators in the new year.

Let’s define the word “scene.”

I’ve been thinking about this a lot. What’s the difference between a gripping scene and a scene that people tune out?

I think with The Man From Beyond, we wrote scenes based on instinct, without a firm definition of “what makes a scene.” A fair amount of what writers do I think is instinct based on osmosis from years consuming storytelling across all sorts of media.

Writer’s workshop in progress.

To quote the artist-musician Brian Eno, intellect is often catching up with intuition.

But when you do have a firm definition and can stand back, do the intellectual check (not just the gut check), to see if you have written a scene, your work will achieve true consistency.

Basic definition

Merriam Webster: a scene is: “one of the subdivisions of a play,” but also potentially “the place of an occurrence or action,” as in “the scene of the crime.”

Oxford: a scene is “a part of a film, play or book in which the action happens in one place or is of one particular type.”

A scene is a discrete part of the continuous action of a story. It is often defined by a particular place, changing when the location changes, or when someone enters or exits. Something certainly is happening in a scene. Note that both of those definitions include a nice little word, “action.” Maybe begins to suggest movement.

But a two minute bit in which I make oatmeal is not really a scene, now, is it?

But what if… I’m signing a song to the morning sun, open the pantry to make my oatmeal, but discover that it’s gone, I forgot I ate it all yesterday. I break down sobbing on the kitchen tile floor because I fear I am beginning to lose my memory.

Now that’s a scene.

A scene is…

Change.

It’s that simple. The scene begins, your character expects one thing to happen, but then: SURPRISE! Something else happens instead.

If nothing changes in your scene, you have a wheels-spinning-in-place or slice-of-life bit that, unless you’re dedicated to some serious post-modern story-telling project, should be cut from the final edit. No one wants to watch me make oatmeal when it doesn’t at least overflow.

Drama in a bowl.

Put even more simply: you should never see a scene of someone knocking on the door and being cordially let inside.

I see this mistake a lot in all sorts of media: nothing changes by the end of the scene. Everything goes exactly as you expected, or worse, they TALK, and nothing happens. It’s boring, just like life. This mistake is being made at all levels of professionalism, beginners and Hollywood pros.

I prefer to call moments in which nothing changes “vignettes” rather than “scenes.” It’s a snapshot, a static moment, rather than an event. Vignettes are fine, you can make a whole show out of vignettes if you want, but events are more interesting.

Start looking for scenes as you consume your stories. Ask: did something change? Or did everything end just as it was when it started? You’ll find the scenes you enjoy the most involve change.

I sometimes like to say “a scene is surprise” because “surprise” is a bit more specific than “change.” Change is a little nebulous, but surprise is a more concrete box you can check. In a scene, someone needs to experience surprise. Something someone didn’t expect to happen, happens. In an immersive or in an escape room, the character can be surprised or your players can be surprised. Either one works! But you need to subvert expectations in every scene.

Thwart Your characters

Of course, it’s not enough to have a jack-in-the-box go off in your scene. The surprise has to mean something to someone in the scene.

Best served with stakes.

Your characters need to want something, what is called motivation. The character enters the scene wanting something. By the end of the scene, the character either is thwarted in their desire, or undergoes a redirect—they see a new avenue for getting what they want that they now must consider. One or the other.

Only by the end of the entire story can the character get what they want. (Or not—up to you.)

So let’s say my characters (or players) need to stay hidden in an attic. Then they bump into an old jack-in-the box. And the enemy finds them! STAKES.

Scenes in Escape Rooms and Immersives

What makes escape rooms and immersive theatre great is they deliver embodied surprise. It’s more powerful than the flat surprise happening to characters on a screen. People love discovering new things for themselves, whether that’s what’s in a previously locked box or what’s behind a closed door. Design for surprise, always.

A portal in Meow Wolf’s House of Eternal Return (Santa Fe). Meow Wolf loves surprise so much, they insist on closed doors everywhere that wreak havoc on their crowded crowd flow.

But surprise should come from more than just set and props. Characters can surprise players, too. You’ll use your non-playing characters best if they deliver unexpected things to the players. Remember that people are wayyyy more dynamic than sets.

And it can go the other way, too: players can surprise characters. Which is really exciting and totally not a thing that can happen in traditional theatre. As a performer, I love nothing more than when a player surprises me. As a writer, I create opportunities for the players to participate in the scene as the deliverer of surprise, the catalyst of change. It can be even more thrilling than “what’s behind that door.”

So if you have a video or voice over in your immersive, whether at the opening, closing, or in the middle, make sure it’s delivering surprise. If you have a live actor… oh, the possibilities! Actors love nothing more than delivering or receiving surprise. It’s really this little thing called drama.

The actor’s favorite element. Maybe everyone’s favorite element, really.

But even if you have no non-playing characters in your world, you still have scenes with your players to write. Write them for movement.

What is story?

Story is scene writ-large. Something BIG needs to change in a story. If the world is the same when I leave as when I entered, what’s the point?

If you’ve played a lot of escape rooms or done a few immersive theatre pieces, you know a big change doesn’t always happen by the end. I’m not a fan of it. These are not the experiences that stay with me.

Recommended Reading

If you’re inspired by this post, treat yourself right now to Pulitzer Prize winner David Mamet’s absolute power-screed on writing drama. It’s a rant to the writing staff of The Unit. It’ll take you all of five minutes to read. He says it all better than I do—and with more expletives.

Do not disappoint David Mamet.

An excerpt (yes, it is in all caps): “IF THE SCENE BORES YOU WHEN YOU READ IT, REST ASSURED IT WILL BORE THE ACTORS, AND WILL, THEN, BORE THE AUDIENCE, AND WE’RE ALL GOING TO BE BACK IN THE BREADLINE.”

Cameron and I enjoy reading this out loud every few months.

If you’re up for deeper dives…

In my self-guided tour, I found myself where many writers end up: at the feet of Robert McKee.

Robert McKee’s book Story has informed a great deal of my thinking, as has his equally excellent Dialogue. Heck, while you’re there, dive into Character, too.

To whet your appetite…

From Story: “Scene is unified around desire, action, conflict, and change.”

“Big helpings of static exposition choke interest.” (Dialogue)

“When scenes fail, the fault is rarely in the words; the solution will be found deep within event and character design. Dialogue problems are story problems.” (Dialogue)

“All stories dramatize the human struggle to move life from chaos to order, from imbalance to equilibrium.” (Dialogue)

“Plot is character; character is plot.” (Character)

There’s also the screenwriter’s book Save the Cat by Blake Snyder, which (in)famously offers a beat sheet, outlining the minute by minute moments of a successful film.

From Save the Cat: “Danger must be present danger. Stakes must be stakes for people we care about.”

If you’re an immersive creator, you will want to adapt this advice for our medium, which adds the twist of turning our audience into characters we need to write for. To quote David Spira of Room Escape Artist, Immersive experiences are about living the moment: not showing and certainly not telling,” which challenges us to develop a new story-telling approach. That being said, I feel strongly we are closer to screen (images) than stage (words), so keep that in mind.

Go on now. Surprise me.

Know What Motivates You

As the date for this year’s virtual Reality Escape Convention approaches, I am getting HYPE by remembering my biggest take-away from last year’s in-person convention in Boston. It’s been in my head ever since. If you bumped into me in the past year, I probably waxed on a little too long about the idea. I love this idea. Time to share it more formally.

In a workshop entitled, “Reflecting your Business in your Brand,” Stuart Bogaty of Trap’t challenged us with the question of why we were in business.

He said there are typically three root whys…

  1. In it for the money
  2. In it for you
  3. In it for them

Stuart then asked us to rank these Three Whys by priority. Different businesses have different priorities, and ranking the three from most motivating to least motivating clarifies decisions that you’ve made—or will make.

Let’s dive in…

for the money

Money is the most obvious why. Most people labor for money. It’s a bonus if they enjoy the labor, but money is usually the primary goal. Small business owners are no different. Many start with the dream they might just strike it rich. The rest at least dream of replacing or surpassing the income of their more boring job.

It is not exactly a glamorous why. Who wants to be a fat cat capitalist when you could be a starving artist? *Commence wild eye rolling*

I hate you, RENT.

Let me push back against that idea. Money is an important why that (I swear) some people prioritize too low.

Yes, there can be a certain commercial sheen in a work created just for the money: it can feel shallow, passionless, rudderless, baffling the viewer into asking “Why does this exist?” Such experiences usually exit through the gift shop. But valuing profit does not guarantee that fate.

Profit and art can not just coincide, but should. Artists who neglect profit either stop being artists (we have to eat, too, you know), or depend upon a patron or outside source of income that, again, makes them and their work extraordinarily vulnerable. I abhor the notion that to make something that is profitable—that “the people like”—is to bastardize the purity of your artistic vision a priori. But I digress.

I really hate RENT.

The degree of devotion to money can vary, from “maximize profit at all costs” to “as long as we’re in the black every month.”

Of course, go too far into maximizing your profits, and you diminish your product. That’s the story of most escape room chains. They prioritize growth to the point of destroying their product and thereby risk the entire escape room industry with their broken games and lost-at-sea game masters not even empowered to take a freaking SHARPIE to a prop where the Sharpie marks have completely faded!!!

“You can do it—fix it now! I’ll just stand here and wait! What do you mean, no?”

Not that I’m speaking from an explicit experience or anything.

The Escape Game is a great example of a business that has money as its primary why, but hasn’t sacrificed the quality of its product in that pursuit. They understand that the best way to make money is to deliver a consistent product that delights a wide range of guests with best-in-class customer service. Rather than create new games for each of their locations, they perfect the ones they have—a cost-saving measure if there ever were one in this industry (I don’t know about you, but working on something new is so damn expensive). I recommend their games to locals and traveling enthusiasts alike.

You can tell that money is their goal because they went back to public bookings after the pandemic, which we all know makes for a weaker product but a better bottom line. But rumor has it if you contact them that you are an enthusiast who is (coughcough) likely to ruin other people’s games (cough), they may offer to make your booking private. Enthusiast money also speaks, apparently.

The Escape Game’s games will never top TERPECA, but they shouldn’t. That wouldn’t be in service of their top priority.

For you

Most small businesses owners could make more money working for somebody else. But that’s not what they want the most. They want something more—a challenge. They start a small business to serve themselves: to be their own boss, to do work they enjoy, to give themselves the space to showcase or grow their talents.

Maximizing profits rarely requires maximizing human potential, leaving so many of us bored and unexplored.

The world is crowded, and people are so creative. They have to claim their own space if they are to explore their creativity fully.

That is one of the things that made me fall so hard for the immersive arts. While the barrier to entry is not as low now as it once was, the immersive arts promises careers that previously were under lockdown, with only Hollywood and Broadway producers holding the keys. Start your own business, and look who’s holding the keys now?

Ever played a game where the creator wants to show you something in progress that they’re working on? Or give you a backstage tour? They always have such joy in their voice. I love it. That’s someone who is in it for themselves. Their self-exploration is what drives the business.

These types of businesses are called lifestyle businesses, as they exist to yield a desired lifestyle to the owner. Such owners may reach a point of contentment with their business, where it’s enough for them to maintain what they have. They don’t need to open new locations because adding more of the same work for more money isn’t a bargain that sounds attractive to these types.

Or they’ll go the opposite route, and it’s never enough. They will be always working on something new and something more ambitious than, quite frankly, it needs to be. But if you are ultimately serving yourself with your ambitious build, then maybe it is as ambitious as it needs to be.

If Felix Barrett’s recent press statement is to be believed, Punchdrunk has produced their last masked show with the closing of The Burnt City and will pursue new structures ahead. Which I think is wild—they have a model that works. But that’s what a business in it for the owners would choose to do. They’re bored. They crave what is new.

Look, Felix, but I’M NOT BORED. The Burnt City is exquisite.
For them

Finally, we come to those who are externally motivated by them, whoever they are: the audience, viewer, player, customer. These creators will spare no expense to deliver something that truly wows the receiver. The sky is not too high.

It’s as if they are in the business of gift-giving.

Are they in love? I wonder.

These owners will be especially keen to receive feedback and adapt the product accordingly. They will want to make sure it works for the gift-receiver. They will often act irresponsibly when it comes to money.

People who prioritize their audience are how we get such indulgences as Molly’s Game and The Dome. Rumor has it neither will make their money back, but rumor has it the creators just don’t care. That’s not what they set out to do. They set out to blow your mind. That’s what matters.

Patented Dome Smiles™

Probably most TERPECA owners are them-motivated people. The games that make that list are irresponsible and off-the-hook.

Enjoy the gift.

My ranking

It will come as little surprise to my avid readers. For my part in Strange Bird Immersive, I am motivated by…

  1. Them.
  2. Money.
  3. Me.

I want to move people. I want to connect at the heart. I want to make my audience feel violently alive, aware of the full span of their lungs, flush with possibility. I want to do that so badly. And I will rewrite it if you don’t get that.

Perhaps the order of 2 and 3 was surprising to you? Where I ranked money surprised me, too. Fiscally, we’ve always structured our business to run a responsible profit, but I’d like to go further still in pursuing that value. Lucidity was designed at the outset to counter the fiscally questionable structure of The Man From Beyond—without sacrificing quality, of course.

It’s wonderful to create things, the sense of purpose I have every morning shoots me out of bed like a rocket, but at the end of the day, I am very open to replicating our experiences in other locations (that is, to make money), rather than always pushing the boundaries of what I can do. Opening other locations some day also serves my primary goal of reaching more people.

How to measure a successful business?

Once I had this lens at my disposal, I started to understand the wide variety of businesses out there. It has made me far less judgy of other people’s approaches. There are many ways to define a successful business beyond maximizing profits.

I’ve always resented immersive experiences that can afford to abandon all hope of making the investment back, as it makes those of us who don’t have that funding look weak in comparison. But nowadays, I feel less angry with the ones who can throw profit to the winds and more grateful that they choose to spend their money on me. So now I simply say, “Thank you.”

I also understand businesses that stop making new things, are not in the most optimal location, or are not doing particularly marquee-worthy things but are perfectly happy as they are. The owners are pursuing a life that makes them happy. Is that a bad business? No!

So next time you play a game or attend an immersive show, speculate on what their why might be.

And I encourage you to make your own list. Maybe it will surprise you, like it did me. It will help to step back and understand yourself—and may help you make your best business decisions yet.

Recon 2023

One of the best decisions you can make for any escape room business is to attend Recon this year, August 19-20, 2023. It’s virtual, so it’s easy to attend. I’m not paid to promote it or anything; it’s just a phenomenal professional opportunity I look forward to every year. The talks will be gold, but the connections more so. I would love to meet you at one of the extended “happy hours” in the wee hours of the morning and hear more about what motivates you.

Bottlenecks: Designing for Focus Mid-Experience

In Bookends and Bottlenecks, I explored the structure Strange Bird Immersive uses to tell stories within the chaos of an escape room. I then specifically investigated the value of an inciting incident, and then dove into what makes for a fulfilling finale. (Hint: it’s not your game master asking “Did you have fun???”)

Rocking my Recon Meme Shirt

Today I’m exploring the trickiest part of the structure: bottlenecks.

Escape rooms and immersive entertainment are wild, over-stimulating experiences with so much happening all at once. That’s why we love them. Bottlenecks, however, offer moments where one and only one thing is happening, and that moment of focus offers the designer the best opportunity to deliver surprise (narrative, scenic, puzzle, or otherwise).

Defining Bottlenecks

Bottlenecks are moments in an open-style experience where nothing else can be done BUT this One Thing. The One Thing could be a puzzle, or it could be a scene.

At bottlenecks, you have the complete attention of all the players. Immersive entertainment struggles in not having control of the camera lens like a film director does, but for the length of the bottleneck, you have camera-like focus. What would you like to bring into focus?

Wait, Aren’t Bottlenecks bad?

You’ve probably heard escape room enthusiasts gripe about bottlenecks. They complain about having only one puzzle to solve, and disliked it either because: they were left out of the solve, or the solve took too long, or both. (I’m looking at you, Mayan Sudoku.) It’s a common mistake to encounter in the genre.

But a bottleneck is neither inherently good nor evil. It is a neutral tool, and its moral qualities depend entirely on how you employ it.

Unlike traffic, which is always evil (please, let’s all learn how to Zipper Merge)

If you have a bottleneck puzzle (or what designers call a linear moment in gameplay), try to involve as many people as possible. If you do, the time to solve your bottleneck puzzle can expand. A cutscene should also engage everyone present.

If you can’t involve everyone in your bottleneck puzzle, then keep the puzzle short and simple, so people don’t begin to notice that they’re standing around while someone else tackles the puzzle.

If it’s a bottleneck scene, it should be under two minutes. A rule I’ve derived from experience: we used to have a bottleneck scene that was three minutes. Attention held much better when we cut it down by thirty seconds. It’d be even better if it were two minutes. Think of scenes at bottlenecks as cutscenes. You can’t go on for long, or the player will press X to skip.

Designing both for team engagement and time spent will reduce its villainy. And a bottleneck can be used for so much good…

Plan Your Bottlenecks

Unlike beginnings and endings, bottlenecks do not happen naturally. They are not easy to slip-in after the fact. Plan your bottlenecks as early as you can in the design process.

When you begin structuring your experience, you probably have a few surprises, wow moments, and unexpected turns in the story line. Great! That makes things memorable. You’ll want to make sure each and every one of those turns is placed properly at a bottleneck.

In an open-world experience, if an amazing moment is not at a proper bottleneck, some guests will miss it. Maybe they were pages deep into a logic puzzle across the room or even in a totally different room. And hey, not everybody gets to see every cool thing in an experience—it’s okay if some players miss anything that is nice-to-know. But it’s not okay to miss anything need-to-know. Big reveals, and especially plot twists, are must-see moments. If you do not deliberately structure the experience to have a bottleneck at that moment, you risk leaving some of your players behind.

Not properly structuring wow moments is such a common problem in the escape room industry, that on their escape room tours, Room Escape Artist made a player rule that if you suspect something really magical is about to happen once you input a solution, you call out to everyone in your team, “HEYYYY EVERYONE!!! I’M ABOUT TO ENTER THE CODE, AND I THINK SOMETHING COOOOOOL MIGHT HAPPEN!!!!” The fact that I have adopted this rule whenever I play tells you how structurally broken so many experiences are.

But I know we can get it right.

Built-In Bottlenecks

Good news is many escape rooms have built-in bottlenecks. The end of every game is a guaranteed bottleneck, so send a team off with a wow!

Games with multiple rooms also have built-in bottlenecks. Often when a team enters a new room, they have completed all the puzzles in the previous room (although not always). When they are working on the last puzzle in a room, they are at a bottleneck.

At the end of each room, I recommend…

  1. Create a final puzzle in the room that the other puzzles funnel into or unlock (this is often called a meta-puzzle). Make this bottleneck puzzle a memorable puzzle, and involve as many players as you can. (But make sure it doesn’t overstay its welcome).
  2. Reveal something magical when it’s solved.
  3. Have a scene, whether via live actor, video or voice-over that progresses the narrative, preferably in a surprising way. (But make sure it doesn’t overstay its welcome).
  4. Reveal the entrance to the next room, preferably in an epic way.

Okay, yes, this is more a wish list than a checklist, and plenty of fantastic games don’t do these things. Even Strange Bird doesn’t do all of these things. But it’d be really cool if we did.

The order of the wish list matters. Note that Event Number 3 “Cool Scene” does NOT come after Event Number 4 “New Room Revealed.” If you reverse that order…guess what you get?

A bunch of hyped-up players yelling over your epic villain escalating the stakes. I love narrative, but even I struggle to have the discipline to listen and “SHUSH!” everybody when we enter that new room. Nobody likes being shushed.

Don’t squander your moments of perfect focus by putting beats in the wrong order.

Whenever I hear escape room creators claim that players don’t care about their story, I always suspect the game is not structured so that players can follow the story.

It takes a lot of discipline to get right.

Bottlenecks within a room

You can design bottlenecks within a single room, although it’s trickier than working with room transitions.

Even if players are at a proper bottleneck, and nothing is left for them to solve, how do they know it? If a player doesn’t feel they are at a bottleneck, whether they are or not will not matter: they will keep playing.

A progress meter—whether literal or metaphoric—can be useful here. If players have been collecting things, and they know they need three of those things, and they just got the third, and they finally get to use all three things (OMG!!!)—you’ve got a great moment for a Bottleneck Wow-Surprise. When the progress meter hits 100%, players know that they have done the task, and they can safely focus on only what’s in front of them.

Linear Gameplay

Some escape rooms are structured where one puzzle leads to another, which unlocks another, etc. We call this a “linear game.” I haven’t played many purely linear games. Most games employ moments of linear gameplay and other moments of open-path gameplay, where multiple puzzles are available at once. A good mix provides a good balance.

Deploy a linear structure when you have puzzles you do not want players to miss—whether because they progress the narrative or are just ridiculously cool.

An early play test of our upcoming game Lucidity revealed that we needed to restructure a room. The room initially was fully open-path, but when play-testers argued we had both “Wow” and narratively crucial moments inside the puzzles, we restructured the room to a more linear format. Of course, that led to redesigning puzzles from 1-2 person solves to 4-person solves, since linear puzzles just aren’t fun if you’re left out.

Can you artificially create bottlenecks?

Let’s say you already have an experience but, try as you might, can’t rewrite it with proper bottlenecks (restructuring is hard, I know.)

A foundation is not easy to fix.

But if a bottleneck only works if players think they are at a bottleneck, can you fake a bottleneck? Yes. Yes, you can.

We ran into this problem in The Man From Beyond when we had a scene at a moment that was not a true bottleneck. Many players played over the scene.

Then we took the lights down. It didn’t work. Then we got a new dimmer pack to isolate in light the thing we wanted in focus and and then took the rest of the lights WAYYYY DOWN. It worked. Much to our surprise, lights can direct player focus. It’s not perfect, but it helps patch over a missing bottleneck. Take note that we found this only works if you are insanely aggressive with the look (if you’re pulsing an object, it needs to be seriously strong; if you’re picking out an object, literally black out everything else.) Go big with the look, and then go one step bigger.

Video is even better than lighting. If you black out a room and use a video, you can mostly claim player focus. Mostly. A handful of folks still won’t take the hint, though.

Unfortunately, we can’t report in our experiments that sound can hone player focus. It’s too easy to yell over.

Now an actor…an actor in a spotlight (thus: combined with aggressive lighting) may be able to hone attention during gameplay…but it’s still not going to be one hundred percent. It’s not an experiment I am eager to run.

And if you have a true bottleneck, video, live-actor, spotlights, and sound can also help enhance focus, so employ these tools generously.

Fake a bottleneck if you must—and we do—but at the end of the day, being interrupted while you’re exploring something else will never be as fun as all the threads coming together in a proper bottleneck.

Check your structure before you wreck your show.

Bottlenecks in immersive theatre

Immersive theatre has more wide-ranging structures than escape rooms. Some experiences are linear (like dark rides), so directing attention is easy, whereas others are fully open-world, which poses more challenges for mid-experience focus. While strong bookends are a common tool in immersive theatre, bottlenecks are rarer.

The industry’s go-to touchstone of Sleep No More has some clever near-bottlenecks. While they are not guaranteed to capture everyone like the finale does, the Banquet and the Rave typically capture every audience member at least once per show, via the magic of the sheer number of characters present at the scene. Rather than collecting interesting objects for a puzzle, they are collecting interesting people for a scene. It’s clever.

TL;DR

Games are chaotic. Bottlenecks are your besties. Bottlenecks are the best tool for creating player focus mid-experience. (Lights and video are okay, but consider them as band-aids). In an escape room, involve everyone in bottleneck puzzles, and keep bottleneck cutscenes under 2 minutes.

And remember this is not the moment for your villain to start a monologue.

Plan bottlenecks as soon as you can in your design process, and you will get perfect attendance at your Wow-Surprise.

So…what do you want to bring into focus? I can’t wait to see it.

Bookends: Fulfilling Finales

In Bookends and Bottlenecks, I explored the structure Strange Bird Immersive uses to tell stories within the chaos of an escape room. I then specifically investigated the value of an inciting incident in an escape room. Giving players the motivation to act will make their achievement at the end of the game all the more valuable.

Let’s look now at that moment of achievement: the fulfilling finale.

Did you have fun?

Escape rooms have myriad goals: you need to escape the room, or get the McGuffin, or change something in the space, like lifting a curse. But no matter the goal, the ending is almost always the same.

Your Game Master opens the exit door and says…

“DID YOU HAVE FUN???”

No matter how on-point our GM has been through the experience, I absolutely loathe them in this moment.

Why?

They just cut my adventure short. They broke the magic circle of the world, signaled the end of the fun—not two seconds after the most thrilling moment of the game!

Imagine you’re riding a roller coaster, but right after the highest drop, the train suddenly stops, and the park employee says “Get out, its over.”

Whiplash guaranteed.

Escape rooms are phenomenal vehicles for emotions. They thrill us. We need time to come down from the climax.

THE WORLD MADE RIGHT

Something is wrong with the world in the game. (If you deliver an inciting incident like you should, the players will even see how the world gets all wrong). You then ask the players to make things right.

To be explicit, making things right feels great!

They feel like heroes, just without all the spandex.

Players need time inside the world to enjoy their accomplishment.

If they helped a character out, show how things are now better for that character.

If they just saved the world, have the hint-mechanism character report back to the team the vast significance of what they did.

If they obtained the vaccine, maybe they disperse it into the air. Maybe they hear on a radio, walkie-talkie, or in-world TV about how many zombies are turning back to humans.

If players are escaping a serial killer, maybe you give them the opportunity to call the police at the end.

If players just got the key to escape the room (the simplest escape room story), let them open the door and rush into the hallway.

Find a way to remind the players of what was at stake and show the impact of their efforts. A conclusion will elevate your game from just another escape room into a froth-worthy adventure.

You know. Like that thing you sell on your website.

The blurb is the product you are selling. Deliver on the promise of your premise.
Take the time

The concluding bookend should be off the game clock. The players achieved their goal, and now they get to enjoy the fruits of their labor.

You can take as long as you want to end the story. It can take thirty seconds or much longer. I think the end of The Man From Beyond from climax to player exit is 15 minutes long.

I know this industry’s greatest pain point is throughput—we all have ceilings on how many games we can run on a Saturday. And I admit The Man From Beyond is too damn long for what we charge.

But concluding your narrative adventure should not be optional. I promise, you can do it without adding 15 minutes between your game times.

What about losing?

Readers of Immersology know by now that I have a very strong bias for designing escape rooms to be won by the vast majority, if not all teams.

But even The Man From Beyond has a losing scene. We hate running it, because the world is not made right again. But we do take the time inside the world to bring players out of the game, to come down from the high of “there’s one minute left on the clock!” In fact, one of our characters is made quite happy by the losing condition.

Write a losing ending. Don’t cheap out and have the Game Master come in. Maybe you can find a way to make losing fulfilling—often horror escape rooms are more interesting when you lose them than when you win! Yes, losing is no fun, you don’t get to feel like heroes, but a losing scene will bring the adventure to a close. Players will appreciate your commitment to the story.

A resolution by any other name would smell as sweet

In literary studies, endings go by many names.

Fans of the linear Aristotle’s Poetics call it the denouement (French for “unknotting”). The world was knotty, but the conclusion unties the knot, re-stabilizing the world. It brings a quiet moment of peace.

You probably learned this map in English class

Fans of the circular Hero’s Journey call it The Return: the moment the hero goes back home, but home is now different, after the hero’s transformation.

A less well-known dramatic structure map worth studying.

I like to call it the Fulfilling Finale. This phrase makes it clear what you need to do. I like the image of feeling full after a meal, not rushing up from the dinner table the moment you cleaned your plate. I also like alliteration a lot, and it pairs well with the pithy “inciting incident.”

At the risk of hubris, here is my map…

Note that the entirety of this map happens inside the imaginary world (aka the Magic Circle).

Whatever you call it, make sure your resolution accomplishes two goals:

One factual: How the world has changed.

One emotional: Come down from the climax.

A strong ending turns a game into a memory your players will carry with them. Stick the landing.

Make it memorable.

For more on escape room finales, check out Richard Burns’s article on Room Escape Artist, “Untie Your Escape Room Stories.” Let the reader note, Richard and I are actively searching for something we disagree about.

Tail Risks: Escape Rooms vs. ERCOT

Following the winter power crisis that swept through Texas and forced my family to flee my powerless, waterless home for four nights, I have been thinking a lot about tail risks.

I would say any good immersive designer needs to think about tail risks, but really any good business owner needs to consider them. You offer a thing to other people, you invite tail risks.

A tail risk is a term I’m co-opting from finance. Event probability follows a bell curve, some events being extremely probable to happen for your guests, but along the “long tail” of the curve lie events that are unlikely to happen. But still possible. The tails pose a risk.

Alas, this is not a post about the rare awesome things, but boy are they our everything.

Since the first meetings of Strange Bird Immersive, our creative team has been obsessed with tail risks. We’ve protected against it in the design phase, and when issues arise in the execution of the design, as they inevitably do, we prep to mitigate the negative risks so they have minimal impact.

Our creative partner Nathan Walton, lesser known to the public than Cameron and I but no less essential, taught me a great deal about tail risks. He’s cautious. “Sure, it’s unlikely to go wrong, but when it does go wrong, just how bad is it? Visualize how bad it is,” he says. If it’s bad…we need a re-design or a fail-safe Plan B. Nathan’s a risk exposure expert. I love him for this (and many other reasons).

When you hit the fourth stage, you redesign. The third stage, well, you may try to risk it.

We learned this lesson the hard way back in August. Thanks to spotty internet, we took the risk to have Professor Hazard in The Strange Secret of Mr. Adrian Rook host via LTE hotspot rather than deploy the recorded video/understudy solution (our Plan B). We tested the connection ahead of time, and it seemed good enough. If we discovered it failed with the first group that night, we could then deploy Plan B. Trouble was, the first group he hosted was a bunch of critics from four different media outlets, and…his connection failed.

High impact, indeed! I didn’t properly visualize. We’re internet paranoid now, but we can never fix that group’s experience, and that’s not cool.

Professor Hazard (played by Bradley Winkler), founder of the School of Accidental Photography, is not-to-be-missed in The Strange Secret of Mr. Adrian Rook.

There are two types of tail risks to consider: experiential and existential. Let’s dive in.

experiential tail risk

An experiential tail risk is where something really unlikely happens, and it impacts the guest experience. Their level of fun goes down.

Every business has some tail risk—like, how bad is it when a customer doesn’t like the service? When an employee doesn’t show up? When we run out of sweet potato fries? These are common.

But the more you invite your guests to act, the more risk you take on. Immersive entertainment, especially escape rooms, are all about inviting you to act. Humans are wild, original creatures. There’s going to be a wider range of behavior on display, say, then you’ll see running a movie theatre, so the list of tail risks is simply much longer.

And if you run a thing over 500 hundred times, you’re likely to see that 1% chance occurrence show up 5 times. The best designers will plan for it.

What happens when the warded lock fails? We’ve got spares.

What happens when the actor forgets this prop? Here’s the best improv! (Oh, have I seen some lovely improvs. Our company is smart).

What happens when that object isn’t precisely where it needs to be to trigger the thing? Do we run a hint saying “Please nudge the MacGuffin two centimeters to your right?” NO! We have software that allows us to mark it as present without the players ever being bothered.

What happens when the image recognition software fails? The game master can hit the trigger. What if the server fails? Well, there’s a secret physical pull knob that never fails.

What happens when a psychic-guest randomly guesses the word lock? We let them play! Puzzle flow jumps—where players unlock something out of the intended order—can happen, whether from a bad reset or a guest’s supernatural ability. We have a strict list of only two instances where we interrupt a team because of a puzzle flow jump, and that’s when the impact of interrupting them is less than the impact of breaking the game too wide open. In every other case, we know our puzzle flow well enough to know it’s okay to let them jump and play it out.

Or how about when the magic fails? In Strange Secret of Mr. Adrian Rook, Madame Daphne has a Plan B and a Plan C for her magic. And yep, 150 teams in, I’ve deployed them both.

Not that you’d ever notice: Madame Daphne is cool AF, unlike me.

Point is: we do what we can to impact the experience as little as possible and move forward.

Really, I think the heart of escape room design is about designing for tail risks. You want to keep every team within the boundary of the experience while inviting them to explore for themselves. Physical parts + creatively engaged humans = a tricky thing.

Hints mitigate tail risks

Hints (not to be confused with clues) are the assistance we variably give teams when stuck on a puzzle and unable to advance. Some teams need zero hints. Some teams need eight. (We average about one—design for the fewest hints possible. Trust me. Hints feel like a defeat, no matter how immersive the delivery.)

Hints allow us to handle the unexpected “tail risk” behaviors. Hints keep every team, from the 70 year-old ladies to the enthusiasts who can’t search to save their lives, on the right track. We have a stock set of hints, but it’s essential to have a hint mechanism that allows you to tailor your message to a team. There’ll always be, “One time the team did this…” and you’ll be glad you were able to redirect them with a custom message.

THE TAIL RISK TOOLKIT

Here’s a look at the tail-risk toolkit.

  • Design. This is the first stage and the best way to mitigate tail risks. Imagine guests of all ages and sizes and behaviors. You don’t put a knife in your kitchen-themed game, do you? Physical puzzles especially demand good design: what do you do with that team of two where neither can physically crawl through your crawl tunnel? Or a team where everyone is too short for the input (there’s a hard reason we can’t host a team of 10 year olds, y’all).
  • Spares and repairs. Things break, especially after hundreds of over-eager hands have handled them. We have a policy of “don’t just replace, improve!” whenever something fails, and that approach has shortened our list of things that are vulnerable to fixing. Nonetheless, light bulbs still go out, paper gets torn. When X fails, how do you carry on for the next team arriving in an hour? Be ready. Often with glue or a ladder or a duplicate from the spares shelf.
  • Responsive repair technician. When the fix goes beyond the game master’s capabilities, you need a repair guru that understands the thing on stand-by. Otherwise, you risk delivering a broken game (and nothing gives Strange Bird panic attacks like nixing a puzzle for the next team).
  • Electronic Plan B. An automatic electronic trigger may not work. We build software that allows us to trigger events via game master if the automatic trigger fails.
  • Manual Plan C. Should all electronics lose their mind, we deploy a physical solution that can never fail.
  • Hint and warnings. Useful for redirecting mental attention (hints) or stopping unwanted behavior (warnings). Have the ability to customize these.
  • Game-master interruption. We deploy this only when something has gone so wrong that it needs to be brought to the entire team’s attention. Either an object has broken or team behavior has not responded to our text-based “warnings.”
  • Customer Service. So many ills can be smoothed over by confident and attentive service.

Prep your toolkit because—trust me—one day you will need it.

Train Employees for Tail Risks

None of these preparations are any good if you don’t train your employees to use them. A good game master should not only be trained explicitly in hint style, but also know what can break, when to interrupt the game, and how to fix it. Perhaps above all else, you should let them know that you can’t prepare them for every issue that will arise. Tell them you trust their judgment. They are authorized to do whatever they deem necessary to preserve the team’s experience.

I wonder if I spend more time training our company in tail risks than in rehearsing scene work. Scene work is easy in comparison! You really should see our training manual…

My favorite interview question for Strange Bird is, “Tell me about a time something went wrong on stage, and how you responded.” If their face doesn’t light up, they’re not going to enjoy working here.

INVESTING IN TAIL RISKS

It’s worth noting that what I’m recommending is expensive. Preparing for tail risks is an investment of time and treasure. It rarely comes up, so from a business perspective, it isn’t always profitable. You have to care about each and every customer’s experience to go on this mad rampage like we do.

Maybe we’re obsessed with tail risks because we’re artists. Maybe we’re a little consistency-cuckoo. But I do know that Strange Bird’s commitment to mitigating tail risks contributes to our high reputation. Games differ team to team, but everyone who’s played The Man From Beyond talks about the same magical experience. Because we don’t let anything derail it.

That’s got to help our bottom line.

THE EXISTENTIAL TAIL RISK

This second category of tail risk is the most important. It’s risk that is about safety. It goes beyond a threat to the guest experience, to a threat to the guest’s life.

There are lots of existential tail risks in escape rooms: what if the power goes out? What if that pneumatic special effect activates with someone standing there? (an example of the kind to design against). What if someone trips over a threshold? Or injuries themselves with their own exuberance?

Here’s a classic existential tail risk for escape rooms: do you lock guests in? Escape rooms have pivoted away from locking guests inside the game, even eschewing the safest option of push-to-exit maglocks. Room Escape Artist freaking grades escape rooms on emergency exits now, and I’m glad they do. It helps incentivize safety.

I’ll confess: in our first installation in 2016, we had a maglock on the parlor door.

And one of the fanciest push-to-exit buttons in the industry.

Why did we do that? Honestly…? Because everyone else was doing it. It was one of the tropes of the genre.

When it came time to rebuild the parlor in our new location in 2018, we nixed it. We gained absolutely nothing while taking on a serious tail risk. We knew by then that people stay where the action is, and we don’t care if someone leaves to go to the bathroom! If that’s what they need, that’s a good thing!! But most importantly: should something go wrong in the room, would the team think to push the pretty little button beside the door?

I shudder knowing we once risked this.

And then there was the fire in Poland. Remember it. Learn from it. STOP LOCKING EXIT DOORS IN ESCAPE ROOMS. (And thankfully, the industry is doing just that.)

It is extremely unlikely that there will ever be a fire at Strange Bird Immersive. And yet, we have spent tens of thousands of dollars should such an event take place. We have EXIT signs and emergency lights and bonus doors we didn’t want in our architecture so the path to exit the building never exceeded 75 ft. We spent at least $10,000 on a fire spray for our ceilings.

While I’d like to think we would have opted for these safeguards, we were saved from any moral wrestling. We are legally required to have these safeguards in order to receive our official Certificate of Occupancy from the city. While 10% of the hoops we jumped through were bureaucratic bullshit, 90% of those hoops were about not taking on the tail risk of killing people. To be frank, not everyone is willing to invest in that on their own, so they force you to.

That’s what regulations are all about.

THE ASSHATERY OF ERCOT

A failure to invest in a tail risk is why so many of my fellow Texans experienced a tragic week. For those of you out of this particular news loop, for five days last week, power was out for days in millions of homes across Texas, where indoor temperatures plunged to the 30s. The blackouts impacted the whole state, thanks to power plants freezing and 30,000 megawatts going offline. People died.

Texas has an independent power grid, run by the Electric Reliability Council of Texas (ERCOT). It’s notoriously deregulated. Following previous winter blackouts in 2011, recommendations were made to winterize the power plants. The recommendations were not followed.

Yes, it is unlikely that the entire humongous State of Texas would undergo a deep freeze at the same time. But if that did happen, how bad would it be? Visualize!

But wait, I forget, you’re not properly incentivized here, are you, ERCOT?

Preparing for a tail risk requires investment, and if the goal is profitability, it may not be worth it—especially when you have a monopoly over your customers. You can freeze them, displace them, even kill them, but it’s not like you’re going to lose their business. So…why should you…?

Regulations are written in blood.

Ask me how I feel running an escape room company more responsibly than Texas runs its energy grid.

Go on. Ask me.

Don’t be ERCOT. Invest in your tail risks. Care about each and every person, even if it’s not profitable.