Last month, I traveled with three of my fellow escape the room game makers to San Francisco, where mink and I delivered a talk to the Adventure Design Group.
We led the ADG in a Mastermind-style game about dystopian bureaucracy before giving a conversational presentation about the logistics and production realities of creating a successful, self-sustaining real-life escape the room game.
Thanks to Gabe Smedresden for inviting us to present! We had a great time, and were honored to speak to such a talented and interesting group of people.
“People build these communities without really recognizing what they are, then they suddenly realize, we’re out of money, we’ve changed priorities, we’ve been acquired—they decide to jettison their material,” Scott said. “That’s when we step in. We grab a copy of it for posterity, just because the conversation stops when the data is gone. We take a backup so that somebody can make use of it down the line.”
One of the archives promises that, just because a page isn’t displayed, it doesn’t mean it’s gone forever: “It may simply mean that we haven’t gotten around to restoring it.”
“Your page isn’t gone,” Scott said, when I mentioned my search. “It’s just in a quantum state.”