Puzzling Virtually at Norwescon 43!

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Over the weekend, I participated in an online version of the celebrated sci-fi, fantasy, and horror convention Norwescon.

Although many of the convention’s panels and events have a writerly focus, plenty of attention is also given to art, films, games, and pop culture, so there was plenty for puzzle and game fans to enjoy at the event.

Naturally, since the convention was being held virtually rather than in person, some creativity was required to redesign events to be enjoyed from the comfort of attendees’ homes.

For instance, costumes were shown off through video or submitted photos — there was even a closet cosplay challenge held where participants had twenty minutes to create a costume based solely on what they could find in their closets!

As for my contributions, each year I host a themed scavenger hunt and an escape room for teen attendees to enjoy.

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The scavenger hunt adapted to the format easily. We cast volunteers to portray different characters from the film The Princess Bride, and players had scheduled times to actually interact with them through Zoom chats. Players downloaded a PDF of the rules and some puzzles to be solved, and they would receive a code phrase upon completing each of their assigned tasks.

(The code phrases, when properly combined, revealed a secret word which would “trigger” a surprise video.)

Their more puzzly tasks included using instructions to whittle down a list of 40 possible ingredients down to the three Miracle Max would need for his miracle pill for Westley, as well as solving a logic puzzle to find evidence that an ROUS was innocent of a royal guardsman’s disappearance.

And on the last day of the convention, they attended the wrap-up panel where we explained the hunt in full, thanked the cast, announced the winners, took suggestions for a theme for next year’s scavenger hunt, and even played a Cameo video from a member of the film’s cast as a surprise for all the attendees!

It was a rousing success.

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Adapting the Star Wars-themed escape room for a virtual format was far more daunting. After all, one of the most satisfying aspects of escape room solving is to actually physically solve puzzles, unlock containers, open doors, and defeat all sorts of key locks, combination locks, and more.

My solution to this problem was to still allow players to “unlock” and open something, just something virtual: password-protected PDF files.

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[This “panel” required a 5-digit code and a 3-digit combination to unlock.]

I created a webpage with images of all the “locked” panels for them to virtually open, each of which had symbols to indicate what sort of lock there was, as well as links to the password-entry screens. As they found keys and solved puzzles, they coordinated to try different panels and see which keys and codes unlocked the PDFs, which then opened to give them new tools and puzzles to solve.

It wasn’t the most elegant solution, but once players got the hang of it, they were soon racing through the room, using a built-in chat window to keep track of items they hadn’t used and working out passwords in real time.

One of the players even started livestreaming her efforts to solve a pipe puzzle on Twitch so everyone could solve along with her. It was a very cool and innovative way to virtually solve!

Hopefully, we’ll be back in person for next year’s convention and we can get back to opening locks and running around for a proper scavenger hunt. But either way, it’s nice to know we’re adaptable and creative enough to still pull them off in the virtual space when circumstances arise.

After all, as long as the players had fun, we can definitely call it a win.


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Virtual Reality Puzzling Takes Another Step Forward

Two years ago, we launched an April Fools Day prank involving a virtual reality version of our puzzles: PNVR.

It was great fun to both imagine how our puzzles would be reinvented by VR and to lampoon the idea of VR puzzling by creating pictures of solvers riding their bikes while wearing VR headsets, puzzling alongside interactive robotic companions, and more.

And more than a few people fell for the prank, given the explosion in VR technology when it comes to gaming and interactive entertainment experiences over the last few years.

Not only can you buy full VR rigs like the Oculus Rift system, but there are plenty of programs and peripherals available that allow you to turn your smartphone into a VR screen, immersing yourself in unusual situations and gaming scenarios.

Some video games have already embraced the technology, and more are sure to do so in the future. But it’s not just video game companies that are getting in on the VR trend.

Escape rooms are as well.

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Ubisoft (the company responsible for the Assassin’s Creed video game series) offers a series of game-inspired VR escape rooms in locations around the world.

From an advertisement for their latest room, Beyond Medusa’s Gate:

Two or four players team up and have 60 minutes to find a way out of a vast Aegean coastal cave where the legendary ship of the Argonauts is anchored. To successfully escape, players must use cooperative teamwork, problem-solving skills and precise timing to solve riddles and find their way out of this room-scale experience. Players start the adventure by choosing their avatar from among six diverse characters, and can customize them with Ancient Greek accessories.

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Although the VR environment means that the focus is more on VR action than puzzle-solving, there are several mechanical puzzles to unravel and virtual rooms to escape, either on your own or with the help of another player. From descriptions, it appears to feel more like playing a video game than conquering an escape room, but it’s still an impressive step forward in VR technology.

I wonder how far we are from being able to experience an escape room from home. Whether it’s fully immersive and you can manipulate objects or you’re simply piloting a person or robot remotely through the VR interface, I suspect we’ll see a puzzly experience like that sooner rather than later.


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