Introduction
- [ ] Short introduction for everyone. What do you do, what do you think you do best in the industry (or if you are modest, what do you do better than average)?
- [ ] What is the purpose of escape rooms for you? How does it make our lives better?
- [ ] What motivates people to play escape rooms?
After 20 mins
- [ ] How do you think difficulty plays a role in escape rooms? How do you feel about escape room difficulty as a player? And as a game designer?
- [ ] How essential do you think puzzles are to an escape room experience?
- [ ] When you design escape rooms, who do you design for? How do you think different types of players (novices vs enthusiasts or favourability for certain puzzles) relate to difficulty?
- [ ] How do players behave differently when an experience is too easy or too hard? are there any tells when a team is getting frustrated? Is there one individual playing the catalyst, or is the whole team simultaneously getting frustrated.
- [ ] How do you think group size relates to difficulty? Do larger groups get frustrated sooner? Do they generally work faster or slower than smaller groups? Where do you think the optimum is?
- [ ] Have you seen or heard about dynamic difficulty? What approach do you think has the most potential?
- [ ] How would the escape room industry benefit from dynamic difficulty?
- [ ] The approaches I've heard about, only moderate on time. Do you think this correlates with (perceived) difficulty? What could be a better indicator?
- [ ] As game designers, what dials can we turn to moderate difficulty? What pitfalls might we run into?
- [ ] Do you think discoverability is hindered by time?
- [ ] Conflicts of types of immersion
Final Question
- [ ] What do you think is a (other) big opportunity for escape rooms in 2021 and beyond?
Participant-specific questions