Escape room video game
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An escape room video game, also known as escape the room, room escape, or escape game, is a
Elements of escape the room games can be found in other adventure games, such as
Origin
The basic gameplay mechanism of having the player trapped in a single location dates back at least to John Wilson's 1988
The term originated in 2001 from the
Structure
Most escape-the-room games play from a
During gameplay the player must click on objects to either interact with them or add them to their inventory. As the player passes the mouse over the game screen, usually the mouse cursor will change shape (e.g. to a hand or different kind of arrow) if the item under the cursor can be used, opened, manipulated, collected, searched or (if an exit) followed, but some games do not provide such hints to the player. If the object cannot be collected, opened, used or manipulated, the player is usually assumed to be inspecting it; in most cases, the player will see a brief text description.[2] The player must collect items and use them with various objects (or other items in the inventory) to find a way to get out of the room. Some games require the player to solve several rooms in succession. Some require significant amounts of pixel hunting (tedious searching for a small clickable area), which can frustrate players.[3] For example, when reviewing the PSP game "Crimson Room Reverse" (a collection of room escape games that were originally free online flash games), critic Brad Gallaway said, "Key items are often hidden behind other items, and the player has no way of knowing these areas exist or that it's possible to search there unless the cursor falls in a very specific location, sometimes a "hot spot" as small as a few pixels."[14]
References
- ^ a b divisionten (October 12, 2009). "Escape-the-Room Games: A History, A Catalogue, and an Explanation - Kino Diaries". Retrieved 2013-01-08.
- ^ a b c Brown, Kristine (September 4, 2012). "Reading Escape from the Blue Room - Digital Rhetoric and New Media". Retrieved 2013-01-08.
- ^ Gamasutra. Retrieved 2013-03-23.
- ^ Matthew Broderick (2018-08-31). "Where would you be without your brain?". allpullupbars.co.uk.
- ^ Suellentop, Chris (June 4, 2014). "In Escape Rooms, Video Games Meet Real Life". The New York Times. Retrieved December 20, 2019.
- ^ a b Meer, Alec (October 6, 2009). "Room Escape: A Secret Giant?". Rock Paper Shotgun. Retrieved 2013-01-08.
- Siliconera. Retrieved 2013-01-08.
The first is the Escape Part. Here, you explore the rooms and use the DS touchscreen to examine everything in the room -– anything that could give you a hint on how to escape from the locked room. As you discover new things, the people with you will also give their input and provide you with more hints. Sometimes, you can also find usable items, which can be combined with other items for various purposes. Once you solve all the mysteries in the room, it is possible to unlock the door and escape.
- ^ Hamilton, Kirk (2013-01-28). "I Spent Saturday Morning Solving Puzzles In The Belly Of A Naval Battleship". Kotaku. Retrieved 2013-03-23.
- ^ World of Spectrum: Behind Closed Doors
- ^ a b c d Abad-Santos, Alex (October 26, 2016). "The strange appeal of escape the room games, explained". Vox. Retrieved October 29, 2018.
- ^ Yoshida, Emily (September 24, 2013). "Lost to the Ages". Grantland. Retrieved October 29, 2018.
- ^ Ransom-Wiley, James (2007-01-15). "New MOTAS levels to point and click thru". Joystiq. Retrieved 2007-12-14.
- ^ "Inside Out Escape London". Insideoutescape.co.uk. Retrieved 28 September 2016.
- ^ Gallaway, Brad (January 7, 2010). "Crimson Room: Reverse Review / GameCritics.com - Games. Culture. Criticism". GameCritics.com. Retrieved 2013-01-08.