Scenario designers work in several stages: first, they seek a theme for their play.
Understanding what a code is
A code consists of data and a method for transforming this data into an understandable message (code for a padlock, sentence, etc.). The message can be used again as data or a method for another code. The transformation method can be explicit (instructions for the Vigénère code, for example, with a table to use/Morse code) or implicit (Caesar code, multiple-meaning sentence). Therefore, one can find either data alone (implicit method) or data and a transformation method (card, inscriptions, etc.). A self-respecting escape room always provides what players need to decipher a message. If there’s no paper or pencil (or chalk and a blackboard) available to the players, this means that deciphering the messages is quite simple…
How is an escape room constructed?
Scenario designers work in several stages: first, they look for a theme for their room. At Echappe-Toi, the themes are all inspired by local culture and history. Based on this theme, research will determine what the setting will look like and what story the room will tell. The next stage is designing the puzzles. This often begins with brainstorming: designers try to come up with the best ideas for challenges, codes, and puzzles. They then try to distribute them throughout the room they imagine. Once they have accumulated enough ideas, the formalization of the scenario itself begins. The designers then draw up the floor plan of the room and the sequence of activities. Subsequently, several development meetings allow for the final plan to be developed. This plan will then be implemented and manufactured. The furniture, for its part, is purchased or custom-made. When the room is finished and decorated, it is tested by the designers. Finally, it is tried out by test groups to finalize the design and ensure that players will enjoy solving the puzzles.
Understanding False Clues in an Escape Room
When escape room designers move from the “creation” phase to the “production” phase, they have the choice between making or purchasing the furniture and puzzles that make up the room. Some elements (books, most of the furniture, etc.) are obviously purchased. And they often have a previous life that has left marks (various inscriptions) on them. Don’t confuse these marks with those that the room’s designers deliberately added!