Let's Take a Peek at 5 most common mistakes in escape rooms Experience or design, that can ruin it for people! We won't be listing them at any particular order, as they're all (very ) bad for escape room experience, and it actually depends to what extent that they appear from the area.
POOR PUZZLES DESIGN
Poor puzzles layout can represent many things and could be present In an escape room in various forms. The end result is generally similar -- that the visitor is confused, annoyed and uncertain what the heck just happened.
· Reusing the same information or hints for more than one puzzle can be really confusing for people. When you find out that you should not just determine what book to use in a puzzle from a collection of bits of paper you found scattered all across the room, but also who's the murderer, what's his shoe size and what he had for breakfast last January, that's the password to his computer account (yes, I am exaggerating:-RRB-), it renders far from a fantastic impression.
· Involving props that shouldn't be transferred . That is probably just the worst mystery design flaw on the market. Obviously players will touch and move everything in the room -- it's part of the experience and what they're used to do. If them moving props in the area produces a puzzle wracking (without signs ), it is just poor design.
· (also well) hidden things can be quite annoying. We seen a room where we could not find the initial key for almost 15 minutes -- and we weren't even the only ones, when talking to the owner, he said majority of visitors have problems with that. To make things worse, finding items was a huge part of the remainder of the video game also -- and was just there because of the shortage of actual puzzles. Searching for things =/= puzzles!
· It is not really restricted to the high tech puzzles however it may happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles can be great, and can definitely increase the"wow" factor of this space. But when something goes wrong, it is just a bad experience.
A Poor INTRODUCTION AND DEBRIEFING
Introduction and the debriefing Might Not Be a Part of the room itself, but it is certainly a part of the escape room encounter. A good debut and debriefing may turn a good escape room into an awesome individual -- and it works both ways. A bad debut and debriefing can really harm the overall experience when visiting an escape room. No matter how good the space is, it can only feel as if something is missing if you are promptly asked to cover and leave after you solve it.
As poor introductions go, we've seen all kinds -- from space master just reading the instructions from a bit of newspaper to not even mentioning the story of this room.
It's even easier to Pinpoint a bad debriefing -- and people are not hard to find. To be completely honest, we've probably had more fair or bad debriefings overall, compared to the really good ones. Too many times it happens, which you are only escorted beyond the space back to the entry hall, requested to pay, maybe provided a chance to get a photo or a couple of minutes of chat, and then asked to leave (or just stand there ).
The couple awesome debriefings we've had contained Going throughout the space again, answering any questions that you may have, commenting and minding the puzzles, maybe explaining a bit more how a few puzzles are connected to the narrative of the room. Some rooms also offer refreshments after the room was completed, that's not a must but it certainly doesn't hurt.
Anything The reason might be -- some area just use it to cover up the absence of real puzzles and prolong your escape room experience, some might overdo the story components -- some escape rooms just comprise waaaay to many distractions. We have had quite a bad experience in one of"solve the crime" genre escape room. A normal detective office, with loads, and that I mean, LOADS of paperwork, pictures, notes all across the area. Not only does it take a lengthy time to get through all them, it was they had been of very little value to us in the end. Many rooms solve the problem with a special markers which are used for things that aren't a part of the video game. Even though it has a small negative impact on immersion, it's fantastic for preventing individuals from wasting their time on parts of the scenery.
Tick, When it comes to preparing the room, there's absolutely not any room for sloppiness. All the puzzles must be reset, all the locks secured, all of the keys in the right places. We've had it happen a couple of occasions that some locks weren't locked -- largely even the vital locks like the doors to the next room. When you're politely asked that you return to the first room because the doors weren't supposed to be opened yet (and they will inform you as soon as you're able to go to the second room), it just demolishes the immersion.
Timing Hints properly can have a great effect on escape room encounter. Experienced groups maybe don't even need hints, but when it comes to beginners and visitors with a couple rooms under their belt, hints are an important part of their expertise. Give hints too late, and they won't be able check here to address the room in time , not a great option. We've experienced both extremes happen to us.
In one Room, we had been given signs before we can even try anything -- and they lead us out of the space in about 40 minutes, with numerous hints one following another.
In our view, that the Perfect hint system should aid a group come from the space just in time, or within a couple of minutes.
TO SUM IT UP... Normal mistakes we stumbled upon in escape rooms. Most of Them could be easily avoided -- and it's really worth It, as it'll tremendously increase the customer's satisfaction. What about you personally? Do you want to add something, make a remark about something? Let us know in the comments!