Feb 16, 2009

Escape the room.

Imagine an escape-the-room game. A plain wooden door is what stands between you and freedom. You solve the puzzles, but when a hidden panel swings open, it's not a key; it's a door. When you go down, it's another world. A medieval one. The game transforms into a side-scroller RPG... A dramatic quest to save the kingdom, rescue the princess, and kill the dragon ensues. Crossing lava rivers on trapeezes, arranging ancient stones on tables, and decoding obscure codes all thoroughly fail to distact from that nagging question: What about that key?
Eventually you save everyone. And finally you get to ask the king about the key. The king shrugs; he doesn't know about it. But he comissions the royal locksmith to make a master-key, capable of unlocking any door in the world, and is glad you don't ask for anything harder. So finally, after maybe an hour or two of this game, you get the key, go back to the door, into the room, and look at the door. There is no lock. You twist the handle, and exit.
The door was never locked.

You could have left at any time.

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