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  3. Where an i?

Where an i?

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  • wombstarW
    wombstarW
    wombstar
    wrote on last edited by
    #6

    They were 'portals' mainly.

    I don't think I ever heard a team say 'You're in the level 1 clue room' (they might have done) it's always been a "a room, with a table with some objects on it and a door to your right"

    A full description isn't going to help the dungeener, giving him a brief description have any apparent dangers or the puzzle (say it's a causeway and he'll know exactly what it is and not to make big/fast steps) is all they need, he dones't need to know where the doors are, that wont help him much, as log as he'll follow the teams instructions.

    But we're talking about kids, if I was going on the show today we would probably be better prepared.

    A lot more difficult than it looks I bet with that helmet on.

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      pjmlfc05
      wrote on last edited by
      #7

      One thing not to say is 'You're in a room, your not gonna fall off anything' like Alan's team in Series 7 kept on saying!

      I guess it's just instinct to say it unless you go into deep description of where the dungeoneer actually is.

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      • M
        M
        MightKnare
        wrote on last edited by
        #8

        I always loved the the early seasons were mostly consisting of 'You're in a room' and as the show became more sophisticated with it's backdrops it became almost entirely "You're in a courtyard" or 'You're in some ruins".

        Old castles single handedly kept Knightmare in business.

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        • R
          R
          Reboot
          wrote on last edited by
          #9

          "You're in a chamber" isn't helpful - "chamber" isn't a word most people would naturally use! If it's a corridor/cave/clearing/etc, that's a different matter to an extent, but how much does it matter? All the dungeoneer really needs to know immediately on entering a new area is (1) where to go, (2) where NOT to go [i.e., down a pit].

          After that, if they don't require immediate movement [e.g., bomb room, corridor of blades], next comes who or what else is there that might be relevant, but what the area actually looks like to the advisors never really needs to come up except insofar as it relates to clues or dangers. You'd be as well saying "You're on a solid floor" or whatever and skipping rather than altering "room".

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          • D
            D
            Drassil
            Senior staff
            wrote on last edited by
            #10

            This discussion reminds me of the episode of House in which life is described as being a series of rooms.

            Can advisors really be blamed for giving the same answer to the same question? Perhaps some responsibility lies with the dungeoneer to vary his or her wording (if permitted by the production staff). Because if the dungeoneer were to say something like "Tell me about the room I'm in" or "Any immediate danger in this room?" or "I'm in a room, aren't I? Or maybe I'm not. Surprise me, my friends!" then there'd be no way that the response could be "You're in a room".

            Having said that, if the lead singer of Ultravox were standing in front of the dungeoneer then a response along the lines of "Ure in a room" would scarcely be avoidable.

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            • C
              C
              Canadanne
              wrote on last edited by
              #11

              I'm sure I remember one dungeoneer saying something like "What sort of room am I in?", which was a good way of avoiding the same old response! Can't remember who it was now.

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                pjmlfc05
                wrote on last edited by
                #12

                I'm sure I remember one dungeoneer saying something like "What sort of room am I in?", which was a good way of avoiding the same old response! Can't remember who it was now.

                I'm sure Barry from series 7 said that! Just trying to think what room he said it in though.

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                • U
                  U
                  UnclePob
                  wrote on last edited by
                  #13

                  In some respects the points raised here are one of the reasons I absolutely hated the massive overhaul the dungeon received between Series 3 and 4. While the "You're in a room" routine had gotten old as early as the middle of Series 1, I had always envisioned the day when the advisers would be able to accurately and quickly convey the dungeoneer's location through the use of the established room names - for example:

                  "Where am I?" - "You're in the Level 1 Clue Room"

                  "Where am I?" - "You're in the Great Corridor of the Catacomb"

                  "Where am I?" - "You're in Merlin's Chamber"

                  Just as the show reached the point where the incoming teams would likely know and be familiar with the more popular locations, they were pulled away and replaced with more numerous, but much more generic locations. Teams couldn't even take for granted they would even be within the dungeon itself, with locations ranging from forests to caves, footpaths to medieval houses, random castles and everything in-between.

                  This consequentially led to teams either taking forever in an attempt to properly describe the dungeoneer's location, or just skipping most of it and merely stating how many doors there are, if there is a table and stuff like that.

                  I know the dungeoneer is supposed to be blind, but that's merely a by-product of the dungeon itself being virtual. I've always felt the dungeoneer only really experiences about 10% of the adventure, simply trotting around like a tank and following instructions instead of feeling immersed, especially if he or she can't properly visualize the locations he or she has passed through in his or her head, and that's always seemed a tad unfair to me.

                  "You're in a room" to me epitomizes the problem here pretty well.

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                    U
                    UnclePob
                    wrote on last edited by
                    #14

                    I'm sure I remember one dungeoneer saying something like "What sort of room am I in?", which was a good way of avoiding the same old response! Can't remember who it was now.

                    I'm sure Barry from series 7 said that! Just trying to think what room he said it in though.

                    You're right, Barry asked "What sort of room am I in?" in the chessboard/spikes room. He also asked "What sort of place am I in?" just after the starting point of Level 3. There may have been plenty more imaginative ways of asking the question used by Barry during his adventure - that's why he was so enjoyable to watch

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                      P
                      pjmlfc05
                      wrote on last edited by
                      #15

                      I'm sure I remember one dungeoneer saying something like "What sort of room am I in?", which was a good way of avoiding the same old response! Can't remember who it was now.

                      I'm sure Barry from series 7 said that! Just trying to think what room he said it in though.

                      You're right, Barry asked "What sort of room am I in?" in the chessboard/spikes room. He also asked "What sort of place am I in?" just after the starting point of Level 3. There may have been plenty more imaginative ways of asking the question used by Barry during his adventure - that's why he was so enjoyable to watch

                      Oh yes, I couldn't agree with you more! Thanks for pointing out the room, I couldn't think which one it was!

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                        U
                        UnclePob
                        wrote on last edited by
                        #16

                        "You're in a chamber" isn't helpful - "chamber" isn't a word most people would naturally use! If it's a corridor/cave/clearing/etc, that's a different matter to an extent, but how much does it matter? All the dungeoneer really needs to know immediately on entering a new area is (1) where to go, (2) where NOT to go [i.e., down a pit].

                        After that, if they don't require immediate movement [e.g., bomb room, corridor of blades], next comes who or what else is there that might be relevant, but what the area actually looks like to the advisors never really needs to come up except insofar as it relates to clues or dangers. You'd be as well saying "You're on a solid floor" or whatever and skipping rather than altering "room".

                        It isn't a question of being important for the purposes of the game.

                        It's perfectly possibly to forgo the description altogether. Considering that the dungeoneer is essentially blind, he/she needs to be steered around either by the advisers, a game character or the Eye Shield regardless of how much or little the dungeoneer is actually aware of. If there's a hazard in the room, he or she isn't required to know what it is or where it is, since it's the advisers task to guide him or her safely around it in any case, especially as plenty of things actually move around.

                        The reason why dungeoneers request a description of the room or location they are in is simple: because they want to be kept in the loop. While the three advisers are able to become fully immersed in the experience, the poor person in the helmet is usually relegated to puppet status. While some have still described the experience as thrilling and unique, it's difficult to envision the dungeoneer having quite the same enjoyment the advisors are getting because he or she is blind, and simply following instructions the whole time.

                        If you're in the helmet, it's easier to remain properly immersed in the whole experience if you're kept up to date on everything that's going on. That means proper and full descriptions from the advisors of where the dungeoneer actually is, and other little details of significance in the scene, that way you feel as if you're having an actual adventure.

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