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密室逃脫的人生哲學

2018-08-14 19:51:12ByMollyYoung
英語學習 2018年8期
關鍵詞:游戲

By Molly Young

W hen my coffin lid was slammed shut and padlocked, I didnt panic. It was dark, and my wrists were chafing from the handcuffs.1 Nearby, I could hear my husband, Teddy, scrabbling2 about in his own coffin, testing to see if his lid was sealed securely (from the sound of it: yes). The air smelled like a warm shoe. Teddy shouted my name, and I shouted back. Entombment3 did nothing to dull our communication skills. Which, I suppose, would be comforting if I believed in the afterlife.

The coffins were part of an escape game called“Boxed Up,” hosted by a venue in Brooklyn that offers a variety of such amusements. Escape games work like this: You enter a room (or coffin) and are given a limited amount of time to find your way out by solving puzzles and clues planted within. Its basically the 90s computer game Myst4, but in real life. Escape games come in all sorts of themes, most with a cinematic flair: crypt, haunted hotel, underground bunker, spaceship, sanitarium, zombie apocalypse, and archaeological dig.5

Like dreams and traffic disputes, escape rooms are scandalously6 dull to summarize. But try it once, and everything else will suddenly pale in comparison. Youll see. A perfectly nice friend will text to see if you want to grab a drink, and youll be thinking: You want to sip a beverage and chat when we could be jimmying open an armoire that contains a bloody doll with an anagram carved into her left foot that we have to chant three times holding hands before an amulet falls from the ceiling?7 Please!

Generally, the games begin with an employee gathering you and your friends at a door to give you a spiel8. (“Please do not use physical force to escape.”) Then a clock starts, and you start looking for puzzles: hidden compartments, trick mirrors, twoway radios, carpets woven with concealed messages.(The hard part isnt solving the puzzles; its figuring out what is a puzzle. One time I wasted eight minutes examining a bowl of plastic vegetables that turned out to be décor9.) Each puzzle leads to the next, which eventually leads to a key to unlock the door.

Think of all the ways you already insert pleasurable, circumscribed10 bursts of risk into your life. Maybe you watch horror movies, consume hot sauce, jaywalk. Maybe you steal Splenda11 packets from Starbucks or treat the speed limit as a cute suggestion. An escape game is like stacking these things atop one another and rounding out the itinerary12 with a medium-scary roller coaster. The panic is real even if the pressure is an illusion. You wont die or get stuck in the 1980s if you fail to escape; an employee will simply unlatch the door and let you out with a “Better luck next time.”

Because escape games are cheap to create and fairly lucrative to operate, theyve proliferated since their invention (apparently in Japan, where else?) around 2007.13 Theres probably one near you. And while they have a reputation as dorky14 corporate team-building exercises, I would urge you to approach them as a regular form of dorky recreation.For our bout of endangerment in the coffins, my husband and I paid little more than the price of a fussy restaurant dinner.15 We werent totally unsupervised; an employee of the venue listened through hidden microphones to offer hints and intervene if something disastrous happened. But still. What if there had been a fire? What kind of twist ending would it be if we died after paying someone to entomb us for fun—the legendary kind of twist ending, or the horrifying kind?

Aside from moonshot calamities16, the risks are psychological. Escape games are a natural emetic17 for all your bad qualities. Are you bossy? An escape game will turn you into a sickening tyrant. Are you meek? Youll cower18. Anxious? Youll freak. If you have a grain of self-awareness, the emotional purge will occur within the first minute of the game, and youll spend the rest of the time actively compensating for your worst instincts, surfing them like a wave and relishing the conquest.19 What Im suggesting is that escape games are a thrilling substitute for therapy. Theyre also a fine alternative to alcohol. Being trapped in a box with other adults replicates20 drinkings shortcut to intimacy, while working under a clock eliminates awkwardness (theres no time for it?。? Does it matter why your pulse is quickening as long as its quickening?

In the coffin game, Teddy broke free of his tomb first. Like a good and faithful husband, he helped loose me from my own before moving on to the next puzzle. After the game ended, we went home and did what we always do: drink tequila and go over every hint, maze, codex and red herring in lingering detail.21 What were our triumphs? What could we do better next time? What was up with that latex clown?

Most hobbies are enjoyable only if youre good at them, but Im mediocre22 at escape games, and Id still rather do them than eat or sleep. They reward sheer effort like nothing else. Escape rooms make a simple and beguiling23 metaphor for life. In the space of an hour, you dart through all the stages of human maturation, from bewilderment(infancy) to discovery (puberty) to reasoning (adulthood) to deliverance (death).24 Its like starring in your own dumb biopic.25

當我的棺材猛地被關上并被鎖上時,我并沒有驚慌。里面一片漆黑,我的手腕也被手銬磨傷。在我旁邊,我可以聽到我丈夫泰迪在亂扒他的棺材,檢查蓋子是否密封嚴實(從聲音來看是蓋實了)。棺材里面的空氣聞起來就像是一只暖和的鞋子。泰迪叫了我名字一聲,我也叫了他一聲。被埋葬并沒有減弱我們的溝通技能——如果我相信人有來世的話,這一點是非常令人欣慰的。

這些棺材是一個叫做“裝箱”的密室逃脫游戲的一部分,是由布魯克林一家提供各種類似娛樂項目的場館舉辦的。密室逃脫的流程大致是這樣的:玩家會進入一個房間(或棺材),并在有限的時間里通過解謎發現其中線索,從而找到出路。這就像上世紀90年代的電腦游戲《神秘島》的場景變成現實生活一樣。密室逃脫有各種各樣的主題,大多都擁有著電影一樣的質感:教堂地窖、鬧鬼的旅館、地下掩體、太空飛船、療養院、僵尸末日以及考古挖掘現場等。

像夢境和交通糾紛一樣,密室逃脫總結起來的確沒那么有意思。但是如果你玩一次的話,其他的娛樂項目就會相形見絀了。等著瞧吧。如果你的一個特別好的朋友發短信問你是否想去喝一杯,你可能就會想:你是想喝酒聊天呢,還是想一起撬開一個裝著嚇人的洋娃娃的大衣柜呢?而且洋娃娃左腳上還鑲嵌著一個易位構詞游戲裝置,我們必須要握著手將其重復喊三遍后“護身符”才會從天而降。拜托,我們就別去喝酒了!

一般來說,在游戲開始前,會有一位工作人員把你和你的朋友聚集在門口,為你們帶來一個冗長浮夸的開場白。(比如會說到“請不要使用蠻力逃脫”。)隨后計時開始,你們便開始尋找謎題:隱蔽的艙室、變形鏡、無線電收發設備,以及隱藏著謎題線索的地毯。(難點并不在于如何解決謎題,而是在于找到謎題所在。有一次我浪費了八分鐘來檢查一碗塑料蔬菜,最后發現它只是一個裝飾品。)每一個謎題都會引向下一個,并最終引向打開密室大門的鑰匙。

回想一下你在生活中追求能夠帶來愉悅的、適度的風險刺激的情況??赡苣銜纯植榔岳贬u,無視交通規則亂穿馬路。也許你會從星巴克偷善品糖糖包,或者是無視限速的建議。密室逃脫就像是把這些能為你帶來刺激的項目集中起來,并用一個中等嚇人的過山車把它們串聯在一起一樣。即便(被鎖在一個密室里所帶來的)壓力是假的,但恐懼感卻是真實的。如果你沒能逃出來,你并不會死在或是困在上世紀80年代的密室里走不出來。工作人員會把密室的門打開,并說“祝你下次好運。”

由于設計密室逃脫的成本并不高,而且運營起來非常賺錢,所以這種游戲自從在2007年被發明出來之后(很明顯是在日本,還有其他地方能造出這種游戲嗎?),整個行業的規模一直在擴大。說不定在你附近就有一個。雖然它以“過時的”公司團建必玩游戲而聞名,但是我強烈建議你把密室逃脫當做普通的娛樂消遣來對待。我和丈夫只花了差不多是吃得比較講究的一頓飯錢,就玩了一局從棺材里逃脫出來的游戲。我們并非完全不受監督;一位工作人員會通過隱藏的麥克風關注我們破解謎題的情況,如果一些不好的事情發生的話,他會給出提示或進行干預。但是,如果起火了呢?我們為了好玩而花錢讓別人來“埋葬”自己,但如果我們真的在玩的時候一命嗚呼,游戲的結局將會反轉成什么樣子?——是那種傳奇式的,還是恐怖式的?

除了這些月球探測器發射失敗一樣的災難之外,密室逃脫所帶來的風險也是心理上的。密室逃脫能夠非常自然地誘發你性格中不好的那些特征。你是不是一個霸道的人?一局密室逃脫游戲會讓你變成一個令人厭惡的暴君。你是不是一個溫順的人?(密室逃脫中)你會變得膽怯。你是不是一個容易焦慮的人?(如果是的話在密室逃脫中)你會“發瘋”。如果你還有些自我意識的話,這些情緒的宣泄會在游戲剛開始時完成,在隨后的時間里你便會一直積極地為這些不好的情緒做補償,(你會感覺到,駕馭這些情緒)就像是沖浪一樣,你會盡情享受征服的快感。我想說的是,密室逃脫也可以是一種心理治療的不錯的替代品。它也可以替代酒精。和其他成年人一起被困在密閉的空間里,也提供了一種像喝酒那樣可以迅速親近起來的捷徑,因為密室逃脫是需要在一定的時間內完成的,所以可以消除尷尬的氛圍(并沒有什么時間用來尷尬?。<热荒阈奶技铀倭?,那為什么加速還重要嗎?

在剛才那個棺材的密室逃脫游戲里面,泰迪率先從他的“墳墓”中逃了出來。像所有忠誠的好丈夫一樣,在開始解下一個謎題之前,他先幫我從棺材中脫身。游戲結束后,我們回到家,做我們經常做的事:喝龍舌蘭酒,并細細品味(游戲中的)每一個暗示、迷宮、古抄本和干擾注意力的裝飾。我們會互相交流,我們哪里做得好?下一次我們怎樣可以做得更好?(游戲里的)那個乳膠小丑是用來做什么的?

對于大多數的愛好來說,只有在你非常擅長的時候,你才會喜歡做。但是對我來說,我玩密室逃脫玩得并不好,但相對于吃吃睡睡而言,我還是更喜歡玩密室逃脫。沒有什么娛樂項目能夠像密室逃脫一樣,會給人純粹的努力帶來回報。密室逃脫為你的生活提供了一個簡單而又有誘惑力的比喻。在一個小時的時間里,你經歷了人成長的各個階段,從困惑(嬰兒期)到發現(青春期)到理性(成年)再到解救(死亡)。(玩密室逃脫)就像出演你自己傻傻的傳記片一樣。

1. padlock: 給……上掛鎖;chafe: 擦破,擦傷。

2. scrabble: 亂抓,亂扒。

3. entombment: 下葬。

4. Myst: Cyan公司于1993年推出的一款圖形解謎游戲,中文譯名為《神秘島》。

5. flair: 資質;crypt: 教堂地窖;bunker: 掩體,地堡;sanitarium: 療養院;apocalypse: 世界末日,大災難;archaeological: 考古學的。

6. scandalously: 過分地。

7. jimmy: (用撬棍)撬;armoire: // 大衣柜;anagram: 易位構詞游戲;chant: 反復地喊;amulet: 護身符。

8. spiel: 流利夸張的演說。

9. décor: 裝飾品。

10. circumscribed: 有限的。

11. Splenda: 善品糖,一種人工甜味劑。

12. itinerary: 路線,里程。

13. lucrative: 有利可圖的;proliferate: 增殖,擴散。

14. dorky: (俚語)過時的,愚蠢的。

15. bout:(游戲的)一局,一回;endangerment: 危害,受到危險;fussy: 過分精細的,過于講究的。

16. calamity: 災難,不幸事件。

17. emetic: 催吐素,這里引申為誘因。

18. cower: 退縮,畏縮。

19. purge: 情緒的宣泄;relish: 享受。

20. replicate: 復制。

21. codex:(圣經、經典著作等的)手抄本;red herring: 轉移注意力的東西。

22. mediocre: // 平庸的。

23. beguiling: // 迷人的,誘人的。

24. bewilderment: 困惑,混亂;puberty:青春期,發育期;deliverance: 解救,解脫。

25. star: 出演;biopic: 傳記片。

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