Claustrophobia Quests
First of all, what are quests? Imagine you are playing a video game, where you are required to find a way out of a room in 60 minutes while only using the things that you can find in the room, combining them, and solving mysteries. However, it happens to you for real, right here, right now. If you don’t manage within one hour, the door will open anyway, but you will not feel what it’s like to win. That is what a quest is and it is designed for two, three, or four players.
"Claustrophobia is all about adventure. It is about impressions, an opportunity to try something you have never done before and experience in another reality. This is something people lack in their everyday lives: routine meetings at the office are a far cry from the meetings of knights at the Round Table, and you’re not likely to meet any dwarfs or trolls at marbled subway stations. Of course, even the daily routine can be exciting and full of emotions, but who would refuse to become the captain of a spaceship, to solve (or, on the contrary, to commit) the robbery of the century, to visit overseas countries or even other worlds? At least for an hour. This is what’s hidden behind the door of each Claustrophobia’s quest: a small but memorable adventure. With our help, you’ll find yourself in a house with ghosts, a medieval castle, the famous house in Baker Street, or a brilliant scientist’s lab… There are lots of options for you to choose. Whether you’ll step out as a winner, depends on your quick wit and inventiveness." (Claustrophobia, 2017). Claustrophobia were not the first ones to come up with the idea of translating computer quests to reality. When Claustrophobia was founded, “escape the room”-type quests were already available in Europe and Asia, but were only limited to simple rooms with puzzles and no spectacular decorations and stories. As for Calustrophobia, it started focusing on details from the very beginning. "We believe that the degree of immersion, in the first turn, depends on how thoroughly the story and the surroundings are developed. And, of course, it affects the impressions people expect to experience here. Thanks to that we were able to take the quests to a new quality level, quickly gain popularity, cover the whole Russia from St. Petersburg to Vladivostok, and enter the international market. Having established quests in the USA, Europe, and Asia, we were really happy to achieve what we dreamt of: to become the largest quests network in the world. Still, we are not going to stop here. We continue creating quests and inventing new formats" (Claustrophobia, 2017). |