Team 12 Individual Checkpoint 1

Emotions to evoke

  • Wonder/Awe – A key aim of our game is to promote learning around history, culture and geography, and as a result, the players would learn new facts, or view different historical places/events through a new lens.
  • Nostalgia – This is especially around puzzles that will be reminiscent of the early 2000s/late 90s, as well as those that relate to places that the players have visited before.
  • Empathy – Through creating puzzles that tell a story about a historical figure or person, the player can feel a sense of empathy and connectedness.

Mood board

Spotify Playlist

Three directions the game could take

  1. An escape room combined with a board game where the players use different pieces to map their current location or how far away they are from the final destination.
  2. An escape room with clues and facts plastered across a wall and scattered in the room, where the players have to play detective and race to figure out the different clues
  3. Each player has a completely different location/historical period that they are trying to decipher, along with their own individual clues. It still works as a race to see who would solve their mystery first, but in this instance other players can sabotage each other by solving someone else’s mystery before them.

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