A couple of weeks ago I had the chance to visit Charlotte, North Carolina. I played a variety of games, two of which were the games at Doors of Divergence: Charlotte: Heresy: 1897 and Madness: 1918. Doors of Divergence: Charlotte is not owned and operated by the creators who launched it in New York. It is under new ownership in Charlotte.

Before we take a look at Doors of Divergence: Charlotte, I need to catch you up on a bit of history.

A dark alleyway with clothing hung on lines. A door is open at the far end with light shining through.
Heresy: 1897

What Was Doors of Divergence?

Doors of Divergence was a theatrical and deeply replayable escape room that took the New York City escape room scene by storm in 2023. Made up of two actor-driven games, Heresy: 1897 and Madness: 1918, these games were interconnected to one another… and to the Paradox Bar.

Heresy: 1897 had two unique puzzle and narrative paths through the game, and essentially 4 endings.

Each of those 4 endings fed into a unique opening for Madness: 1918, changing the story and consequences in dramatic and wonderful ways.

The Paradox Bar was both a bar and the company’s lobby. It was a space that felt alive because the performer behind it and anyone who passed through built an elaborate fiction and never, ever broke that fiction.

The magic of Doors of Divergence lived in the lobby experience, the performances, and the choice mechanics.

A third concluding game was promised… but never came to be because of a debacle involving the company that was leasing the venue to Doors of Divergence. Tragically, it closed down in late 2023.

I 🩵 Doors of Divergence

I was a massive fan of Doors of Divergence back when it was in New York City.

In fact, no one played Doors of Divergence more than I did. I’ve seen almost every ending to Madness: 1918 (which is a lot of shockingly different conclusions.) This was enabled by a combination of living in the region, and opening up my house to friends who were traveling to visit Doors of Divergence. I tagged along for a lot of games (and thankfully Doors of Divergence stopped charging me because I kept showing up with teams of 4 or 5 people who would play both games twice.)

I don’t believe that anyone knows these games better then me unless they created them or acted in them.

I’m providing this context because I want to make it clear how badly I wanted Doors of Divergence to return and thrive.

Visiting Doors of Divergence: Charlotte

Doors of Divergence: Charlotte was Doors of Divergence… in so many ways it felt like I had traveled through time, but it was incomplete and off. My teammates who had never played before were surprised that these games were so celebrated. This was because there were a few significant problems:

  • It was public ticketed: These are not games that you want to play in public groups. The group makes meaningful decisions. It’s grim and emotional. Thankfully, when we wrote to them and said that we were buying both games twice, they locked them down for us, as private experiences.
  • The Paradox Bar was incomplete: The bar was the beating heart of Doors of Divergence, and it was barely a thing. It didn’t feel like a place and had no spark of life.
A wide open space with a shipping crate and a couch. There are some cracks in the wall beyond.
The Paradox Bar
  • Things were broken: In both games, significant props were visibly and clearly broken. Speaking to other people who had played months before us, the same things were broken for a prolonged period of time.
  • Our decision was ignored: There are two paths in Heresy: 1897, the Wife Path and the Child Path. Our team very clearly chose the Wife Path in our first playthrough and we were deliberately and secretly shunted down the Child Path. This was never acknowledged, but it was obvious to my teammates who had never played the original games… and it was extremely obvious to Lisa and me.
  • A whole path was missing: On our return visit, we wanted to pursue a specific path and learned that it simply did not exist. They said that it wasn’t programmed, but I found that confusing on account of it having existed 3 years ago in New York. The games were obviously running the same code. I don’t begrudge the performers for covering.
  • There was a lack of direction: These performers were great. They were clearly talented and they played their parts well. At the same time, no one was there to give them notes. In one instance we had a performer wailing over a critical voiceover. Their acting was good, but they didn’t get the note to not step on the story. This was one example of many where discipline was missing from the performance. I do not for one second blame the performers for this. This is a management issue, not an acting issue.

Like I said, the magic of Doors of Divergence was the lobby experience (which barely existed), the performances (which were lacking direction), and the choice mechanics (which they ignored).

When you strip all of that out, you are left with two fine escape rooms… albeit with some broken props.

In a vacuum those games aren’t special. When combined together with all of the life of the performers, decisions, branches, and implications… it becomes magical. There wasn’t a lot of reason to replay these games, unlike in the past when the magic of the games only truly revealed itself on your second run.

There isn’t currently magic in that building. And that’s truly not for lack of effort on the part of the performers. They put in the work.

An old office with a large radio.

So Doors of Divergence: Charlotte is Closing

Yesterday, Doors of Divergence: Charlotte announced that it was for sale… and I have been inundated with people asking my opinion. So here it is:

First, I’m sad for the actors. These people clearly cared a lot. They were excited about the job and the potential of the third game. There’s no great way to lose a job, but some ways are worse than others… and having to act in a dead show for a month isn’t great.

Second, I am getting asked by a lot of people whether or not they should rush to visit Charlotte and squeeze in Doors of Divergence before it goes away. Sadly I have to say no. If you live nearby, sure… but if you’re going to disrupt your life and drop a bunch of money to play some escape rooms, I’d encourage you to go to play something that is receiving proper maintenance. This isn’t the Doors of Divergence that you’re looking for.

Finally, these games still have great potential. They need service. They also need ownership that doesn’t just want to run an escape room… but actually wants to manage the theater troupe that is required to make these games into the magical things that they can be. Don’t buy an expensive sports car if you can’t drive stick and don’t want to pay for the maintenance.

If you buy Doors of Divergence expecting to slim down the operations, cut corners, and ignore the unique qualities that make the games wonderful, then you will fail. That much is very clear.

In the meantime, I will return to hoping that Doors of Divergence rises again and can bring back the wonder… and maybe the long promised third game.

Learn More

For more about Doors of Divergence in New York, check out our REPOD S6E1: Replayability & Branching Narratives with Christian Vernon and Zac MacKrell, Creators of Doors of Divergence.

6 responses to “Doors of Divergence: Charlotte (A Discussion)”

  1. This is so disappointing to read! Ever since hearing about Doors of Divergence in New York I’ve been so excited to experience it, and my team and I are finally making our way to Charlotte in 2 weeks to experience it along with all the many other fine rooms in the Charlotte area. On one hand, I’m glad I’m able to experience at least a glimpse of its renown before it closes, but on the other hand, I’m so sad it’s not nearly as immersive of an experience as the original I heard about years ago.

    1. Enjoy it. There is plenty to love and the trip is planned (plus there are lots of other things in the region to play).

      And maybe it will return stronger and more worthy of replay.

  2. Chuck Kaplan-Smith Avatar
    Chuck Kaplan-Smith

    When I was there in mid-July, half of the Wife Path was unavailable; even though we made a different choice than our other group, we each got the same ending. A key prop was broken, and an in-world note said as much. Honestly, we kinda thought it was a clue. That’s shocking that half of Heresy was just closed. But considering management decisions, not surprising. So it has degraded more since my visit… if they are never fixing anything, it makes sense the only decision is to close.

  3. Doors was a magical experience for me when I played in Charlotte within a month of them opening, having never played in New York, mostly due to those talented actors.

    They did make my second Heresy experience and both Madness private for 2, or perhaps there was no other bookings at that time.

    But sounds like either version wasn’t a sustainable business model. The amount of staff they had to have at all times and being open 11 hours every day is expensive. Unless you have 100% solid bookings, that’s not very profitable.

  4. I flew out to Charlotte to play on opening weekend and played the two games back to back. I had heard so many great things about the original and simply had to play. I actually loved the minimalist bar and thought the bartender was excellent, but also didn’t go to the original so I didn’t know what I was missing. There were some issues I chalked up to opening weekend theatre issues, so everything seemed to be working, but didn’t find the

    1. [ah, technology…I will now continue from above] 

      I didn’t find the Heresy’s story or puzzles that compelling. I imagine that playing a second time would reveal how the story changes based on different decisions (or not because of what’s mentioned in David’s article) but when playing the game once through, it just seems that the story that happens is the story that happens just like any other escape room. 

      I did find Madness more engaging and I found the set design far more immersive. The decision at the end was also the first one where in-game it felt like it held some weight, both in using the what we had experienced previously in the story and because of it being literally a life or death decision. (death or death decision?) The acting sometimes seem to get in the way of the puzzling instead of enhance it, but overall I enjoyed it. Not necessarily a “Glad I flew across the country to play it” enjoyment, but I saw more what they were going for. 

      I didn’t see why it deserved the high praise that I had read about, but now understand that the Charlotte version just wasn’t as realized as the New York one. 

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