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Dungeon Escape

  • Writer: Ezra Readhead
    Ezra Readhead
  • Nov 3, 2022
  • 2 min read

Dungeon Escape is designed to test the extent that players are willing to go to escape capture by the faceless antagonist. Will that be utilising teamwork to make it out of the dungeon together or targeting others for an egocentric title of victory?


(Readhead)


As players reach the end of the Dungeon, tension reaches a peak, since they have the highest chance of capture. A cooperative attitude towards game strategies increases the individual’s chance of survival, as others will be more inclined to aid struggling players if they have applied friendly play throughout the game. In doing this, it promotes a balance between healthy competitiveness and teamwork.



A 2020 study has shown, however, that cooperative games with a short play time (such as Dungeon Escape) do not have a statistically significant impact on pro-social behaviour (Selvarajan).





Figure 1.1 (Readhead)

The simplistic nature of the game is most appropriate for younger audiences and is targeted towards family group settings. The most prominent rules in the game are that of the power cards, which are clearly stated on each card (fig.1); the occasional illustration also aids with recognition of its function rather than recall. Players can also tailor how they play the game to fit the demographic of the group, for instance older audiences can play more competitively, maintaining a suspenseful dynamic to keep players engaged.



Figure 1.2 (Readhead)




Having a dungeon theme may market more towards men but the visual elements have been designed to be gender neutral, so the theme is hardly influential on the target audience overall.









The challenge within this game comes from the luck of the die. If it's not in the player's side, they are solely relying on a strategic play of power cards and a compelling show to persuade their team mates to lend a helping hand. This is most apparent at each of the gates which require a 6 to be rolled in order to pass, being equally frustrating and exhilarating when approached.



(Readhead)





References

Selvarajan, Sebastian. THE SHORT-TERM EFFECT of PLAYING CO- OPERATIVE and COMPETITIVE CARD-/BOARD GAMES on PRO-SOCIAL BEHAVIOR. Aalto University School of Business, 2020.


Readhead, Ezra. Dungeon Escape Banner and Poster, 22 Oct. 2022, imgur.com/a/ZwzmSVK.

Readhead, Ezra. Dungeon Escape Positive Cards, 21 Oct. 2022, imgur.com/a/sDrXU0p.


 
 
 

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EZRA READHEAD
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