Yesterday marked an important part in the life cycle of the project. We ran the firstĀ āPlaytestsā.
After a brief discussion with Andy we came across the idea of sending people into an empty room to see how theyād respond, and after a quick chuckle at thinking that might be silly, we actually thought about how it could give us insight into our project, and begun doing just that with the small Quiet room we plan to use as our space that we set our project up in.Ā
We started out just having the participants start in the room and we would explain to them that they were toĀ āescape the simulationā. However most often people would just walk out of the room, sometimes after asking if they can leave, as we expected to be the āwinningā criteria. While some would look around briefly most often they would just take the opportunity to ask if they can leave. We decided to refrain from giving the participants as much information as possible and would instead just reiterate theĀ āescape the simulationā.
As we tested a bit we changed up the circumstances by leaving the room after explaining the goal and by leaving a note in the room that explicitly statedĀ āDo not leave the roomā while we explicitly stated toĀ āescape the simulationā. This started changing up how participants would look at the room, and would often start looking around the room for puzzles and options and things to do in order to reach the goal. Most often they still got to a point where they would leave the room, but it changed the experience from being 15 to 30 seconds to up to 5 minutes where we would step in.
This was great for giving us insight into how people consume an escape room type scenario especially since there was the preconception that there would be puzzles or activities in order to achieve the goal we were setting. Notably there was the safe inside the room that many of the participants asked about or went to try while trying to find useful information for their escape. We also had some feedback from the participants that, unsurprisingly, definitely showed a lack of satisfaction when they did find the result, even if they found it out fairly quickly.
After this exercise, we have gotten a sense of what people do when faced with an escape room type scenario, and what people are looking for. We plan to do further testing as we add more content to the room to see how it changes with activities.
Since we have been looking more at doing a puzzle room in less of a sequential format than the typical escape room, I think that this building up of things to do will really help us identify, through feedback, how to display it in a way that makes the participants not just want to reach the end, but a bit more to play and explore, which is more in line with how we want them to explore their perspective on reality.