
Most of the time, you don't win anything if you do manage to escape the satisfaction of having brained it out is its own reward. You aspire to uncover whichever clues you can, work together to make sense of them, and free yourselves before time runs out. The room is stuffed with dozens of puzzles, all leading to the location of the key or padlock combination. Most of the time there's a conceit, e.g., you're trapped in a vampire castle! And then you have at it. You all get locked in a space with a bunch of stuff in it-shelves with books and objects, wall art, rugs, things that can clearly be messed with-and given a time limit (usually an hour). The idea is pretty simple: You go in with a team of people you may or may not know.
PUZZLE ESCAPE ROOM SEATTLE TV
Today, there are thousands of these franchises around the world-more than 100 in the United States alone-but it's an especially big deal in Asia, where the games are set in old hospitals, amusement parks, churches, and stadiums, sometimes accommodating thousands of players, and inspire films and TV shows. The idea, which combined elements of the aforementioned video games, Dungeons & Dragons, and Agatha Christie novels, found an audience immediately. In 2006, two unaffiliated groups on opposite sides of the world-Hong Kong and Silicon Valley-designed prototype versions of what's now known as real-life room escape (RLRE). Then some enterprising nerdlinger realized that, unlike some video-game features, rooms are real.

Eventually, the "room escape" feature became a mainstay of the adventure genre of video games. The Legend of Zelda (1986) copped this feature to a degree, then Myst (1993) took it even further, and plenty more followed suit. It was the primitive kind where you type in your commands-"hit troll" or "drink water"-and get trapped in rooms and have to solve little puzzles to escape. The video game Zork was released in 1978.
