Thursday, March 23, 2017

Myst Escape, Escape Room Review

Myst Escape
Mountain View, California


Ghost Ship: Trapped on a ship with a ghost (or maybe it was a ship that was a ghost), we had to discover its secrets to make our escape. 

Pros: The game master greeted us warmly and then proceeded to clearly articulate the rules and expectations for our gameplay. Once we entered the escape room, we discovered a relatively average set that was decorated with a few scattered props aligned to the theme. The puzzles were similarly average with some of them being clear and logical, a few overly complex or convoluted, and one or two that seemed to defy logic or explanation. In the end, with lots of help from the game master, we escaped and were happy to depart from the group of annoying strangers that the fates had unfortunately assigned us to play alongside.

Cons: Logical fallacies are always annoying and therefore we wish to repeat our admonition to puzzle designers and game masters: if players consistently get stuck on a specific puzzle, then the problem is the puzzle design, not the players. Please do not assume that it is simply a very clever puzzle that challenges players to the extreme. Worse yet, do not assume that players just do not understand the "logic" of it. If one or two teams here and there need a hint on the same puzzle, then there is no problem. But clearly if most every group needs help, then there is a problem and you should fix it. 

Reader Warning: You are approaching a long-winded side-note. Feel free to cease reading this review here or at any point if you are feeling queasy or uncomfortable. 

While we are on the subject of things that frustrate us, another common annoyance is the continued trend of pairing people with strangers. I know it is a financial incentive for owners to pack rooms to capacity. However, please think about the player experience first and foremost. If we get paired with a great group of strangers, then all is well in the universe. On the occasions when we get paired with children, teenagers, drunk people, a fraternity/sorority, or a group of generally annoying people, then we quickly find ourselves very much regretting the ordeal. A bad experience playing an escape game may mean that customers never want to return to your establishment (or any other) to play again. For $30-$50 a person, a bad experience seems like a colossal waste of money (and time). The customer is also less likely to recommend escape rooms to others. So we recommend that you allow teams to play games with their own group. If you must therefore require a minimum number of players to book the room privately, then so be it. But, please stop grouping us with random strangers. 

Side-note over. K thanks!