Critical Play: Mysteries Shelburne Museum’s “Tuckaway General Store” Escape Room (Hamidou Guechtouli)

I played an escape room titled “Tuckaway General Store” on Shelburne Museum’s website. The story is set in the General store at Shelburne Museum, where the player is trying to escape by opening 4 locks. 

 

Narrative is woven into the mystery through many of the mechanics, art styles, and features. Immediately, I clicked on a painting, which told me a short story about general stores and what they were used for. Not only that, there were even questions at the end of the story, asking me what I thought was going on in the painting and why. This got me thinking about the information I had just read, and I started imagining what the adults in the painting were talking about, who owned the dogs sitting in the corner, if anyone was buying anything or if they were all just hanging out, who was married to who, and so much more. This brought out an emergent narrative type, allowing me to add to the story with my imagination thanks to the prompting questions.

 

From here, my first job was to figure out who the artist behind the painting was (first name, because I was already given the last name “Frost”). To do so, I counted how many of each of the items listed were in the painting, some hidden and some not. When I counted 9 adults, I went to the next slide and was told I was looking at a cryptogram! This feature of the game told the story of the methods real people used during that time to write secret names and keep them secret from others. 

 

 

 

 

Narrative is also woven into the mystery through the music. It is very mysterious, with a high pitched gong like sound mixed with wind constantly blowing through the store. This tells me that the store is abandoned, and adds to the story in that in a different way, I understand that I am stuck in the store alone, and trying to escape. This also adds to the mystery. Why is the store abandoned? Why am I there?

 

The architecture of the setting also contributes to the narrative and controls the story. One way it does so is there are a lot of items behind glass, or in cabinets, which sets the general vibe to be as if you are actually in a general store. There were countless items within the store, from shoes hanging above me on a pole 

 

 

 

 

to drinks on cabinets. 

 

Another way narrative is woven into the mystery is through literal, obvious storytelling. I clicked on an item to try to find more clues to solve the escape room, and there was a video, discussing a typical general store from the 1880s. I learned about typical items in general stores such as textiles and hair products, and actually was able to recognize some of these in the store, which lightened my mood a little bit and eased some of the suspense, knowing that I wasn’t in uncharted territory. This video gave me the hints I needed to unlock a 3 color lock.

 

Another way the setting contributes to the narrative is that I was prompted to solve a crossword puzzle to barter some items, trading some of my stuff for other stuff I needed. This gave me more information about the general store I was in, and how people acted in it. This also added to the story, as I was bartering to get what I needed and leave the store.

 

 

 

There are no loops or arcs in the story, rather it is moreso of a mystery, informative, and explorative type of story. “Tuckaway General Store” offers a refreshing departure from conventional storytelling methods. Rather than relying on peaks and valleys of tension, the game immerses players in a steady stream of exploration and deduction. This approach fosters an environment where every discovery, no matter how small, contributes meaningfully to the unfolding mystery.

 

The game encourages players to engage with the story on a more organic level. Instead of following predetermined trajectories, players are able and empowered to shape their own narrative experience through active participation and interpretation. This emphasis on player participation creates a deeper connection to the game world.

“Tuckaway General Store” stays away from traditional narrative structures, enabling it to prioritize other elements of storytelling, such as world building and atmosphere. The carefully crafted environment, complete with detailed visuals and sound design, serves as a narrative on its own. Every aspect of the setting, from the items behind glass to the sounds of wind and creaking floorboards, contributes to the overall narrative experience. 

 

In essence, “Tuckaway General Store” demonstrates that narrative depth can be achieved through unconventional means. By embracing a more fluid and dynamic approach to storytelling, the game invites players to become active participants in the mystery, crafting their own narrative journey through the immersive world of the Shelburne Museum’s General Store. I truly felt immersed in the game, as if I was in Tuckaway General Store in the 1800s. 

Now, I would like to discuss the game design elements present in Tuckaway General Store that contribute to the mystery and narrative. In “Tuckaway General Store,” narrative intertwines with gameplay mechanics, art styles, and features, creating an immersive experience. The game sets clear objectives, compelling players to decipher clues and unlock locks to escape the store. Strategic thinking is essential as players encounter challenging puzzles and unexpected surprises, keeping them engaged and mentally stimulated. Feedback through visual and auditory cues guides players, while interactive elements foster a sense of agency and immersion. As players navigate the mysterious setting, the detailed visuals, sound design, and immersive art styles contribute to the narrative immersion. The game’s mysterious soundtrack, featuring gong sounds and howling wind, increases tension within the abandoned store setting, while the environment itself acts as a character, telling its story through design and layout. Conflict arises from the player’s struggle to escape, and constraints challenge them to think creatively. Through its immersive environment, engaging puzzles, and compelling narrative, “Tuckaway General Store” draws players into its world, providing a fun and engaging experience. Intuitive game controls, wasd to look around and mousepad to click on items/puzzles/locks, and seamless integration of mechanics ensure a cohesive and immersive gameplay experience. By carefully integrating these elements, “Tuckaway General Store” offers a unique and immersive narrative experience, demonstrating a unique approach in narrative driven gaming.

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