Universal’s Great Movie Escape | Page 4 | Inside Universal Forums
Inside Universal Forums
Inside Universal Forums
  • Home
  • Forums
    New posts Search forums Account Upgrades
  • News
    Universal Studios Hollywood Universal Orlando Universal Studios Japan Universal Studios Singapore Universal Studios Beijing
  • Merchandise
Log in Register
What's new Search

Search

By:
  • New posts
  • Search forums
  • Account Upgrades
Menu
Log in

Register

Install the app
  • Signing up for a Premium Membership is a donation to help Inside Universal maintain costs and offers an ad-free experience on the forum. Learn more about it here.
  • Forums
  • Universal Parks & Resorts
  • Universal Orlando Resort
  • Universal CityWalk
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an alternative browser.

Universal’s Great Movie Escape

  • Thread starter Thread starter Brian G.
  • Start date Start date Jun 13, 2022
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • …

    Go to page

  • 14
Next
First Prev 4 of 14

Go to page

Next Last
Nick

Nick

Veteran Member
V.I.P. Member
Joined
Sep 22, 2011
Messages
31,222
Location
Orlando
  • Jun 15, 2022
  • #61
Jwhee said:
Rising Star and Bob Marley’s still hold strong. Don’t think the Groove ever had much of a fan base.

I assume this attraction will be open late? Probably midnight or 2am on the weekends. Will be interesting to see if they also have a bar/cocktail lounge in this place for guests doing the rooms.
Click to expand...
Pat O's still does good too.
 
  • Like
Reactions: Jwhee and Clive
Grabnar

Grabnar

Jurassic Ranger
Platinum Member
Joined
Aug 5, 2018
Messages
2,014
  • Jun 15, 2022
  • #62
Gonna be real, I have tickets to go to the OI event for the first time since the pandemic started and I think I may be more excited about maybe getting to do this during the day than anything else.
 
  • Like
Reactions: n i c k
Alicia

Alicia

Superstar
V.I.P. Member
Joined
Jul 17, 2014
Messages
13,925
Location
Orlando
  • Jun 15, 2022
  • #63
If this lock icon is any indication, looks like the missions may be made up of smaller rooms leading to the conclusion.

 
  • Like
Reactions: MrRoamer, Rhian, Sithina and 4 others
Clive

Clive

Dragon Trainer
Staff Member
Joined
May 26, 2010
Messages
6,865
  • Jun 15, 2022
  • #64
So is this going to be more “Delusion” immersive show than a traditional escape room? That makes me more and less interested.
 
Alicia

Alicia

Superstar
V.I.P. Member
Joined
Jul 17, 2014
Messages
13,925
Location
Orlando
  • Jun 15, 2022
  • #65
Clive said:
So is this going to be more “Delusion” immersive show than a traditional escape room? That makes me more and less interested.
Click to expand...
I don’t know what that is, but I was suggesting for capacity it would have a series of rooms, each with their own challenge that moves the story forward, rather than keeping each group locked in just one room for an hour. It gives designers a chance to create multiple settings per story, and can have several groups playing the same challenge at the same time, just doing it room by room, one after another.
 
  • Like
Reactions: shiekra38
PenguinCowboy

PenguinCowboy

Shark Bait
Joined
May 14, 2018
Messages
320
  • Jun 16, 2022
  • #66
Alicia said:
I don’t know what that is, but I was suggesting for capacity it would have a series of rooms, each with their own challenge that moves the story forward, rather than keeping each group locked in just one room for an hour. It gives designers a chance to create multiple settings per story, and can have several groups playing the same challenge at the same time, just doing it room by room, one after another.
Click to expand...
Unprompted thoughts on the nature of escape games from a former designer of said games; read at the risk of your own boredom:

When I was a design engineer at 5 Wits our philosophy was similar to what you mention above, Alicia. We designed our adventures to be sequential storytelling, where once you progressed from a room, it was sealed so you couldn't go backward, allowing us to theoretically start a new group when the first was about halfway through.

We also built and designed all our games to be auto reset, meaning either they had an "A" solution and a "B" solution, so guests actually would perform the reset for the next group simply by solving the puzzle (let's say moving pieces from the incorrect "A" state to the now correct "B" state), or there was an auto-reset built right into the room (there was a puzzle involving gears on pegs, and the pegs would shoot out of the wall at the beginning of the game, then retract during the dragon attack, causing the gears to crash back into a trough below, resetting the game and also acting as a show element). This meant unless something broke on us, no human reset was needed in any room, so we could keep cycling groups with minimal downtime.

Our adventures were about 30 minutes (not counting the little pre-show), the aim being that you spent about 10 minutes in three rooms which seemed to be our magic number, but it could have also been expanded to more rooms. The added benefit of the 5 Wits model was that all paying guests saw all elements of the show, no matter how successfully or poorly they performed. No matter if they had no idea what was going on and never touched or interacted with a single thing, or if they breezed through every challenge, each person saw each room and each "big" effect, which meant from an expenditure standpoint we also never spent money on an element ~60% of guests would never see, and a guest felt like they got the full experience even if they failed. I cannot tell you the number of times people confidently came striding out proclaiming victory when they just had clearly explained to them by an Evil AI system that they had doomed all of humanity and were being air-locked into space. The central nerve system of the game kept track of the success of the group and then would give them a good, bad, or mid ending depending on their ending score, so there was also incentive to come back too.

I could see a similar approach working well here vs. a traditional escape game for them, as with just 3 adventures we were able to have at least 9 groups in the space at once (one toward room 3, one in the pre-show, one queueing), tripling a traditional escape game's throughput. This also meant time between games was also never more then 15 minutes, so if a group did not want to wait inside the store they were free to wander the mall or wherever we were located, and there is certainly more than 15 minutes worth of time waste in Citywalk.

Ok, end ramblings.
 
  • Like
Reactions: MikePat, Darko, MrBlonde and 31 others
Nico

Nico

Jurassic Ranger
Staff Member
Joined
Jan 30, 2013
Messages
2,017
  • Jun 16, 2022
  • #67
PenguinCowboy said:
Unprompted thoughts on the nature of escape games from a former designer of said games; read at the risk of your own boredom:

When I was a design engineer at 5 Wits our philosophy was similar to what you mention above, Alicia. We designed our adventures to be sequential storytelling, where once you progressed from a room, it was sealed so you couldn't go backward, allowing us to theoretically start a new group when the first was about halfway through.

We also built and designed all our games to be auto reset, meaning either they had an "A" solution and a "B" solution, so guests actually would perform the reset for the next group simply by solving the puzzle (let's say moving pieces from the incorrect "A" state to the now correct "B" state), or there was an auto-reset built right into the room (there was a puzzle involving gears on pegs, and the pegs would shoot out of the wall at the beginning of the game, then retract during the dragon attack, causing the gears to crash back into a trough below, resetting the game and also acting as a show element). This meant unless something broke on us, no human reset was needed in any room, so we could keep cycling groups with minimal downtime.

Our adventures were about 30 minutes (not counting the little pre-show), the aim being that you spent about 10 minutes in three rooms which seemed to be our magic number, but it could have also been expanded to more rooms. The added benefit of the 5 Wits model was that all paying guests saw all elements of the show, no matter how successfully or poorly they performed. No matter if they had no idea what was going on and never touched or interacted with a single thing, or if they breezed through every challenge, each person saw each room and each "big" effect, which meant from an expenditure standpoint we also never spent money on an element ~60% of guests would never see, and a guest felt like they got the full experience even if they failed. I cannot tell you the number of times people confidently came striding out proclaiming victory when they just had clearly explained to them by an Evil AI system that they had doomed all of humanity and were being air-locked into space. The central nerve system of the game kept track of the success of the group and then would give them a good, bad, or mid ending depending on their ending score, so there was also incentive to come back too.

I could see a similar approach working well here vs. a traditional escape game for them, as with just 3 adventures we were able to have at least 9 groups in the space at once (one toward room 3, one in the pre-show, one queueing), tripling a traditional escape game's throughput. This also meant time between games was also never more then 15 minutes, so if a group did not want to wait inside the store they were free to wander the mall or wherever we were located, and there is certainly more than 15 minutes worth of time waste in Citywalk.

Ok, end ramblings.
Click to expand...

Thanks for sharing this! Super interesting
 
  • Like
Reactions: Darko, Jakemeister and PenguinCowboy
Parkscope Joe

Parkscope Joe

Superstar
Joined
Feb 15, 2012
Messages
18,085
Age
38
  • Jun 16, 2022
  • #68
PenguinCowboy said:
Unprompted thoughts on the nature of escape games from a former designer of said games; read at the risk of your own boredom:

When I was a design engineer at 5 Wits our philosophy was similar to what you mention above, Alicia. We designed our adventures to be sequential storytelling, where once you progressed from a room, it was sealed so you couldn't go backward, allowing us to theoretically start a new group when the first was about halfway through.

We also built and designed all our games to be auto reset, meaning either they had an "A" solution and a "B" solution, so guests actually would perform the reset for the next group simply by solving the puzzle (let's say moving pieces from the incorrect "A" state to the now correct "B" state), or there was an auto-reset built right into the room (there was a puzzle involving gears on pegs, and the pegs would shoot out of the wall at the beginning of the game, then retract during the dragon attack, causing the gears to crash back into a trough below, resetting the game and also acting as a show element). This meant unless something broke on us, no human reset was needed in any room, so we could keep cycling groups with minimal downtime.

Our adventures were about 30 minutes (not counting the little pre-show), the aim being that you spent about 10 minutes in three rooms which seemed to be our magic number, but it could have also been expanded to more rooms. The added benefit of the 5 Wits model was that all paying guests saw all elements of the show, no matter how successfully or poorly they performed. No matter if they had no idea what was going on and never touched or interacted with a single thing, or if they breezed through every challenge, each person saw each room and each "big" effect, which meant from an expenditure standpoint we also never spent money on an element ~60% of guests would never see, and a guest felt like they got the full experience even if they failed. I cannot tell you the number of times people confidently came striding out proclaiming victory when they just had clearly explained to them by an Evil AI system that they had doomed all of humanity and were being air-locked into space. The central nerve system of the game kept track of the success of the group and then would give them a good, bad, or mid ending depending on their ending score, so there was also incentive to come back too.

I could see a similar approach working well here vs. a traditional escape game for them, as with just 3 adventures we were able to have at least 9 groups in the space at once (one toward room 3, one in the pre-show, one queueing), tripling a traditional escape game's throughput. This also meant time between games was also never more then 15 minutes, so if a group did not want to wait inside the store they were free to wander the mall or wherever we were located, and there is certainly more than 15 minutes worth of time waste in Citywalk.

Ok, end ramblings.
Click to expand...

Fantastic post. Easy to see how universal could apply this.
 
  • Like
Reactions: Darko, JMalez, Clive and 3 others
Imperius

Imperius

Webslinger
Joined
Feb 28, 2015
Messages
3,916
  • Jun 16, 2022
  • #69
All good escape rooms are more than one room. There’s no way this is a one room thing. Go look
At the escape game in Orlando. Each theme is at least three different rooms.
 
Last edited: Jun 16, 2022
  • Like
Reactions: Darko, shiekra38 and Nico
Clive

Clive

Dragon Trainer
Staff Member
Joined
May 26, 2010
Messages
6,865
  • Jun 17, 2022
  • #70
PenguinCowboy said:
Unprompted thoughts on the nature of escape games from a former designer of said games; read at the risk of your own boredom:

When I was a design engineer at 5 Wits our philosophy was similar to what you mention above, Alicia. We designed our adventures to be sequential storytelling, where once you progressed from a room, it was sealed so you couldn't go backward, allowing us to theoretically start a new group when the first was about halfway through.

We also built and designed all our games to be auto reset, meaning either they had an "A" solution and a "B" solution, so guests actually would perform the reset for the next group simply by solving the puzzle (let's say moving pieces from the incorrect "A" state to the now correct "B" state), or there was an auto-reset built right into the room (there was a puzzle involving gears on pegs, and the pegs would shoot out of the wall at the beginning of the game, then retract during the dragon attack, causing the gears to crash back into a trough below, resetting the game and also acting as a show element). This meant unless something broke on us, no human reset was needed in any room, so we could keep cycling groups with minimal downtime.

Our adventures were about 30 minutes (not counting the little pre-show), the aim being that you spent about 10 minutes in three rooms which seemed to be our magic number, but it could have also been expanded to more rooms. The added benefit of the 5 Wits model was that all paying guests saw all elements of the show, no matter how successfully or poorly they performed. No matter if they had no idea what was going on and never touched or interacted with a single thing, or if they breezed through every challenge, each person saw each room and each "big" effect, which meant from an expenditure standpoint we also never spent money on an element ~60% of guests would never see, and a guest felt like they got the full experience even if they failed. I cannot tell you the number of times people confidently came striding out proclaiming victory when they just had clearly explained to them by an Evil AI system that they had doomed all of humanity and were being air-locked into space. The central nerve system of the game kept track of the success of the group and then would give them a good, bad, or mid ending depending on their ending score, so there was also incentive to come back too.

I could see a similar approach working well here vs. a traditional escape game for them, as with just 3 adventures we were able to have at least 9 groups in the space at once (one toward room 3, one in the pre-show, one queueing), tripling a traditional escape game's throughput. This also meant time between games was also never more then 15 minutes, so if a group did not want to wait inside the store they were free to wander the mall or wherever we were located, and there is certainly more than 15 minutes worth of time waste in Citywalk.

Ok, end ramblings.
Click to expand...

Sounds like we were actually working on somewhat similar products, albeit with different technical approaches. A room I worked on took place entirely within the space you enter, but it relied heavily on digital media to randomize the game sequence, create repeatability, and facilitate good/neutral/bad endings.

I worry that if this is indeed the approach Universal is taking, they'd be better served to call these experiences "adventures." Escape room may end up being misleading to some if user input does not actually influence whether the group "escapes..." though I suppose few will care if the storytelling impresses. I don't tend to love "escape rooms" where you automatically progress by design, even if your success (or lack thereof) triggers different endings. Just not my thing, as I prefer that these sorts of "adventures" emphasize the journey over the interactivity and puzzle-solving. Delusion shows in Los Angeles are probably the best example of this.
 
  • Like
Reactions: Mad Dog, belloq87 and PenguinCowboy
PenguinCowboy

PenguinCowboy

Shark Bait
Joined
May 14, 2018
Messages
320
  • Jun 17, 2022
  • #71
Clive said:
Sounds like we were actually working on somewhat similar products, albeit with different technical approaches. A room I worked on took place entirely within the space you enter, but it relied heavily on digital media to randomize the game sequence, create repeatability, and facilitate good/neutral/bad endings.

I worry that if this is indeed the approach Universal is taking, they'd be better served to call these experiences "adventures." Escape room may end up being misleading to some if user input does not actually influence whether the group "escapes..." though I suppose few will care if the storytelling impresses. I don't tend to love "escape rooms" where you automatically progress by design, even if your success (or lack thereof) triggers different endings. Just not my thing, as I prefer that these sorts of "adventures" emphasize the journey over the interactivity and puzzle-solving. Delusion shows in Los Angeles are probably the best example of this.
Click to expand...
With you totally on the distinction, which is why I definitely offer it with a grain of salt given they explicitly mention "Escape" in the title. We were always careful about calling them "Adventures" even though the best guest comparison was an escape room. We could take 2 to 3 minutes to explain the true story-focused nature of the experience, or just simplify it for the elevator pitch and say "escape room-esque" and often times it was the latter approach which won out.

I'll definitely be checking it out come fall on one of our HHN days, and I'll be curious to see what route they take!

Also also, if anyone ends up going to a 5 Wits location and playing the Castle adventure, you didn't hear this from me, but if you arrange the statues in the throne room in ROY G. BIV order you may hear from a certain famous green Muppet, haha
 
  • Like
Reactions: Darko, MrBlonde, MrRoamer and 4 others
SpyderDan

SpyderDan

Jurassic Ranger
Joined
Feb 9, 2009
Messages
1,656
Location
The Daily Bugle
  • Jul 10, 2022
  • #72
They had me at Back to the Future...
 
  • Haha
  • Like
Reactions: shiekra38 and Disneyhead
T

Tbad556

Time Traveler
Joined
Aug 17, 2009
Messages
8,200
  • Aug 17, 2022
  • #73
HHN lineup is fully announced, Mummy has been having TM Previews, Epic Universe info/leaks are flowing... Just waiting on an update here now lol. Was really expecting a date by now tbh.
 
  • Like
Reactions: graspthesun, Nico and shiekra38
Kichkinet85

Kichkinet85

Webslinger
Joined
May 24, 2018
Messages
2,624
Age
26
  • Aug 24, 2022
  • #74
Can’t wait for this! Hopefully if there is a delay like there is with Mummy it’s not to bad.
 
minekb

minekb

Newbie
Joined
Jun 24, 2021
Messages
7
  • Aug 24, 2022
  • #75
Universal is currently hiring for Show Control Operators.

jobs.universalparks.com

Show Control Operator Opportunities (Universal’s Great Movie Escape) – Universal Orlando Resort – 578894 - Universal Parks & Resorts

Search jobs at Universal Parks & Resorts, Universal Orlando, Universal Studios Hollywood, or Universal Creative. Apply today!
jobs.universalparks.com jobs.universalparks.com
 
  • Like
Reactions: Grabnar, Nico and Tbad556
Frank Drackman

Frank Drackman

Webslinger
V.I.P. Member
Joined
Dec 20, 2012
Messages
2,834
Location
Mouse Mountain
  • Aug 29, 2022
  • #76
took a bad photo while walking by last night

uge.jpg
 
  • Like
Reactions: CyborgDinosaur, Darko, Grabnar and 5 others
SeanPhilly

SeanPhilly

Shark Bait
Joined
Aug 17, 2016
Messages
292
Age
52
Location
Philadelphia, PA
  • Sep 6, 2022
  • #77
But still no word, or even rumors, on an open date?
 
T

Tobias

Webslinger
Joined
Feb 25, 2014
Messages
2,994
  • Sep 6, 2022
  • #78
I can see this opening sometime in Nov., just in time for the busy Holiday season.
 
  • Like
Reactions: Clive
Alicia

Alicia

Superstar
V.I.P. Member
Joined
Jul 17, 2014
Messages
13,925
Location
Orlando
  • Sep 27, 2022
  • #79
Walls are down today. Nice to be able to look around and see the neat billboard on the wall.

 
  • Like
  • Love
Reactions: shiekra38, CyborgDinosaur, Coolbfitz and 9 others
SpyderDan

SpyderDan

Jurassic Ranger
Joined
Feb 9, 2009
Messages
1,656
Location
The Daily Bugle
  • Sep 30, 2022
  • #80
Really interested in what this is going to be like. No other details have leaked?
 
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • …

    Go to page

  • 14
Next
First Prev 4 of 14

Go to page

Next Last
You must log in or register to reply here.
Share:
Facebook X Bluesky LinkedIn Reddit Pinterest Tumblr WhatsApp Email Share Link

Book with our Travel Partners

MEI Travel

Latest posts

  • Frank Drackman
    Halloween Horror Nights 34 (UOR) - Speculation & Rumors
    • Latest: Frank Drackman
    • 9 minutes ago
    Halloween Horror Nights 34
  • Frank Drackman
    Picture of the Day - Orlando
    • Latest: Frank Drackman
    • 32 minutes ago
    Photography
  • kristenabelle
    Star Wars: Galactic Starcruiser
    • Latest: kristenabelle
    • 42 minutes ago
    Water Parks, Resorts & More
  • Jerroddragon
    Disneyland Resort
    • Latest: Jerroddragon
    • 50 minutes ago
    Disneyland Resort
  • Jerroddragon
    CityWalk Hollywood General Discussion
    • Latest: Jerroddragon
    • 56 minutes ago
    CityWalk Hollywood

Share this page

Facebook X Bluesky LinkedIn Reddit Pinterest Tumblr WhatsApp Email Share Link
  • Forums
  • Universal Parks & Resorts
  • Universal Orlando Resort
  • Universal CityWalk
  • Style variation
    System Light Dark
  • Contact us
  • Terms and rules
  • Privacy policy
  • Help
  • Home
  • RSS
Community platform by XenForo® © 2010-2025 XenForo Ltd.
  • This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Accept Learn more…
Back
Top