Unlike traffic, which is always evil (please, let’s all learn how to Zipper Merge) It is a neutral tool, and its moral qualities depend entirely on how you employ it. (I’m looking at you, Mayan Sudoku.) It’s a common mistake to encounter in the genre.īut a bottleneck is neither inherently good nor evil. 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. You’ve probably heard escape room enthusiasts gripe about bottlenecks. What would you like to bring into focus? Wait, Aren’t Bottlenecks bad? 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. The One Thing could be a puzzle, or it could be a scene.Īt bottlenecks, you have the complete attention of all the players. Defining Bottlenecksīottlenecks are moments in an open-style experience where nothing else can be done BUT this One Thing. 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). Today I’m exploring the trickiest part of the structure: bottlenecks.Įscape rooms and immersive entertainment are wild, over-stimulating experiences with so much happening all at once.
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