Let's have a look at 5 most Frequent mistakes in escape rooms Experience or design, that may ruin it for visitors! We won't be listing them at any specific order, as they are (quite) bad for escape room encounter, and it really depends to what extent that they appear in the room.
POOR PUZZLES DESIGN
Poor puzzles design can represent many things and could be present In an escape room in various forms. The final result is usually similar -- that the visitor is confused, annoyed and uncertain what the hell just happened.
· Reusing the same information or hints for more than 1 puzzle can be extremely confusing for visitors. When you find out that you shouldn't only determine what book to use in a mystery 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 moved. That is probably only the worst puzzle design defect on the market. Obviously players can touch and move everything in the area -- it is part of their experience and what they are utilized to perform. If them moving props in the area makes a puzzle unsolvable (without hints), it is just bad design.
· (too well) hidden items can be really annoying. We visited a room where we couldn't find the first key for nearly 15 minutes -- and we weren't even the only ones, when talking to the proprietor, he said majority of people have problems with this. To make things worse, finding things was a huge part of the rest of the game too -- and was just there because of the lack of actual puzzles. Searching for items =/= puzzles!
· Non-working puzzles is the danger that becomes higher and higher when more technology is utilized in the puzzles. It isn't really restricted 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 room. But when something goes wrong, it's only a lousy experience.
A Poor INTRODUCTION AND DEBRIEFING
Introduction and the debriefing Might Not Be a Part of the room itself, but it's surely part of the escape room encounter. A bad introduction and debriefing can truly harm the overall experience when seeing 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 cover and depart after you resolve it.
As poor introductions go, we have seen all kinds -- from space master only reading the directions from a bit of newspaper to not even mentioning the narrative of this space. A good introduction is the first step towards immersion, and it can really 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 are not hard to come by. To be completely honest, we've probably had more mediocre or bad debriefings overall, than the really good ones. Too many occasions it happens, which you're only escorted beyond this space back into the entrance hall, asked to pay, maybe given a chance for a photograph or a couple of minutes of conversation, and then asked to leave (or simply stand there ).
The few awesome debriefings we've had included Going throughout the space , answering any questions you might have, commenting and debating the puzzles, possibly explaining a little more how a few puzzles are joined to the story of the room. Some rooms also provide refreshments after the area was finished, that is not crucial but it certainly does not hurt.
Whatever The reason might be -- some room simply use it to cover up the absence of real puzzles and prolong your escape room encounter, some may overdo the story components -- some escape rooms simply comprise waaaay to many distractions. A normal detective office, with loads, and I suggest, LOADS of paperwork, images, notes all round the room. Not only does this require a very long time to make it 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 the game. Though it has a bit of a negative effect on immersion, it's fantastic for preventing individuals from wasting their time on parts of the scenery.
Tick, Tock, time is ticking, the last group only left the room, and also the room master has limited time to ready the room for the upcoming visitors. In regards to preparing the room, 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 go back to the first room since the doors weren't supposed to be opened yet (and they will let you know when you're able to go to the second area ), it just demolishes the immersion.
Timing Hints properly can have a great impact on escape room experience. Knowledgeable groups maybe do not even need tips, but when it comes to novices and visitors with a couple rooms under their belt, hints are still an read more important part of their expertise. Give clues to the group too early (or too frequently ) and they'll feel like they did nothing in the long run. Give hints too late, and they won't have the ability to address the room in time -- again, not a fantastic alternative. We've had both extremes happen to us.
In a single Room, we were given hints before we can even attempt anything -- and they lead us from the room in about 40 minutes, with numerous hints one following another.
In our opinion, the Perfect hint system ought to aid a group come from this room just in time, or in a couple extra minutes.
TO SUM IT UP... Normal mistakes we stumbled upon in escape rooms. Most of Them can be easily avoided -- and it is really worth It, as it will tremendously boost the customer's satisfaction. What about you personally? Do you want to include something, make a remark about something? Let us know in the comments!