Let's Take a look at 5 most common mistakes in escape rooms Design or experience, that can ruin it for people! We will not be listing them in any specific sequence , as they are (very ) bad for escape room encounter, and it actually depends to what extent that they appear from the room.
Poor puzzles layout can represent many things and could be present In an escape room in various forms. The final result is usually similar -- the customer is confused, annoyed and uncertain what the heck just happened.
· Reusing the identical information or clues for over one puzzle can be really confusing for visitors. When you find out that you shouldn't only figure out which book to use in a puzzle from a group of pieces of paper you found scattered all around the room, but also who's the murderer, what is his shoe size and exactly what he had for breakfast last January, which is the password for his computer account (yes, I'm exaggerating:-RRB-), it renders far from a great impression.
· Involving props which shouldn't be transferred . That is probably just the worst mystery design flaw on the market. Obviously gamers can touch and move everything in the room -- it is part of their experience and what they are utilized to perform. If them moving props in the area makes a puzzle wracking (without signs ), it's just poor design.
· (too well) hidden items can be quite annoying. We visited a room where we could not find the initial key for almost 15 minutes -- and we weren't even the only ones, even when talking to the owner, he said most visitors have problems with that. To make matters worse, finding items was a big part of the remainder of the video game also -- and was there due to the shortage of real puzzles.
· It isn't really limited to the high tech puzzles however , it can happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles can be fantastic, and will really increase the"wow" factor of the space. But when something goes wrong, it's just a bad experience.
A Poor INTRODUCTION AND DEBRIEFING
Introduction and the debriefing Might Not Be a Part of the room itself, but it's certainly part of the escape room experience. A bad debut and debriefing can truly harm the overall experience when visiting an escape room. No matter how great the space is, it may only feel as if something is missing when you are promptly asked to pay and leave after you resolve it.
As poor introductions go, we've seen all kinds -- from room master just reading the instructions from a piece of paper to not even mentioning the story of the room. A fantastic introduction is the first step towards immersion, and it really can put you in the mood and set the atmosphere of the story behind the escape room.
It's even easier to Pinpoint a bad debriefing -- and those aren't hard to find. To be entirely honest, we've probably had more fair or poor debriefings overall, than the really great ones. Too many occasions it happens, which you are only escorted outside of the space back into the entrance hall, asked to pay, possibly provided a chance for a photo or a few minutes of conversation, and then asked to leave (or simply stand there awkwardly).
The few awesome debriefings we have had included Going through the space again, answering any questions that you may have, commenting and debating the puzzles, possibly explaining a bit more how some puzzles are connected to the story of the room. Some rooms also provide refreshments after the area has been completed, that's not a must but it surely doesn't hurt.
TOO MANY DISTRACTIONS
Anything The reason might be -- some area simply use it to cover up the lack of actual puzzles and extend your escape room encounter, some may overdo the narrative components -- some escape rooms simply contain waaaay to many distractions. By distractions, I mean things of no importance to the game itself. A normal detective office, with loads, and that I mean, LOADS of paperwork, images, notes all round the area. Not only does it require a lengthy time to get through all them, it turned out that they had been of very little value to us ultimately. Many rooms solve the issue with a particular marker that are used for items which are not a part of this game. Though it has a small negative impact on immersion, it is great for preventing individuals from wasting their time on parts of the scenery.
BADLY PREPARED ROOM
Tick, When it comes to preparing the space, there's absolutely no room for sloppiness. Each of the puzzles must be reset, each of the locks locked, all of the keys in the right places. We have had it happen a couple of times that some locks were not locked -- mostly even the vital locks like the doors into the next room. Whenever you are politely asked that you return to the first room since the doors weren't supposed to be opened yet (and they will let you know as soon as you can go to the second area ), it just demolishes the immersion.
Timing Hints properly can have a fantastic effect on escape room experience. Knowledgeable groups maybe do not even need hints, but when it comes to novices and visitors with a couple rooms under their belt, signs are still an significant part their experience. Give clues too late, and they won't be able to address the space in time -- again, not a great alternative.
In a single Room, we had been given hints before we could even attempt anything -- and they lead us from the website room in about 40 minutes, with numerous hints one following the other.
The Other extreme is being left alone for the first half an hour (with no way to ask a hint since it was a one-side communication), and consequently not completing over half of the room in the end.
In our view, that the Perfect hint system ought to help a group come out of the room just in time, or within a couple of minutes.
Normal mistakes we came across in escape rooms. Most of Them can be easily avoided -- and it's really worth It, as it will tremendously boost the customer's satisfaction. What about you personally? Do you want to include something, make a comment about something? Let us know in the comments!