Let's have a look at 5 most Frequent mistakes in escape rooms Design or experience, that may ruin it for visitors! We won't be listing them in any specific sequence , as they're (quite) bad for escape room experience, and it actually depends upon what extent that they appear in the room.
Poor puzzles layout can represent many things and could be present Within an escape room in various forms. The final result is generally similar -- that the visitor is confused, annoyed and unsure what the heck just happened.
· Reusing the identical information or hints for more than 1 puzzle can be really confusing for visitors. When you figure out that you should not only determine which book to use in a mystery from a group of bits of paper you found scattered all around the area, but also who's the murderer, what's his shoe size and exactly what he had for breakfast last January, that's the password for his computer account (yes, I am exaggerating:-RRB-), it renders far from a fantastic impression.
· Involving props which shouldn't be transferred . That's probably just the worst puzzle design flaw out there. Of course gamers can touch and move everything from the room -- it's part of the experience and what they are utilized to do. If them moving props in the area produces a puzzle unsolvable (without hints), it is just poor design.
· (too well) hidden items can be quite annoying. We seen a room where we couldn't find the first key for nearly 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 things was a huge part of the rest of the game too -- and was just there because of the shortage of real puzzles.
· Non-working puzzles is the risk that becomes higher and higher when more technology is utilized in the puzzles. It isn't really limited to the high-tech puzzles thoughit may happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles can be great, and will definitely increase the"wow" factor of the room. But when something goes wrong, it's just a bad experience.
A Poor INTRODUCTION AND DEBRIEFING
Introduction and the debriefing may not be a Part of the space itself, but it's certainly a part of the escape room encounter. A fantastic debut and debriefing can turn a fantastic escape room into an awesome one -- and it works both ways. A bad debut and debriefing can truly harm the overall experience when seeing an escape room. No matter how great the space is, it can only feel like something is missing if you are immediately requested to pay and leave after you solve it.
As poor introductions go, we have seen all kinds -- from space master only reading the instructions from a piece of paper to not even mentioning the story of the room. A good introduction is the first step towards immersion, and it really can put you in the mood and set the air of the story behind the escape room.
It is even easier here to Pinpoint a bad debriefing -- and those are not tough to find. To be entirely honest, we've probably had more mediocre or bad debriefings overall, compared to the really great ones. Too many occasions it happens, which you are just escorted outside of this 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 ).
The couple awesome debriefings we have had included Going throughout the space again, answering any questions that you may have, commenting and minding the puzzles, maybe explaining a little more how some puzzles are connected to the narrative of the space . Some rooms also provide refreshments after the room was finished, that's not crucial but it surely does not hurt.
Anything The reason could be -- some room simply use it to cover up the lack of actual puzzles and prolong your escape room encounter, some might overdo the narrative elements -- some escape rooms simply contain waaaay to a lot of distractions. By distractions, I suggest items of no significance to the video game itself. A normal detective office, with loads, and I mean, LOADS of paperwork, pictures, notes all across the room. Not only does it require a very long time to make it through all them, it was they were of very little worth to us ultimately. Many rooms resolve the issue with a special markers which are used for things which are not a part of the video game. Though it has a small negative effect on immersion, it is great for preventing visitors from wasting their time on parts of the scenery.
BADLY PREPARED ROOM
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 ideal places. We have had it happen a couple of occasions that some locks were not locked -- mostly even the vital locks such as the doors into another room. When you are politely asked that you go back to the first room because the doors weren't supposed to be opened yet (and that they will let you know as soon as you're able to visit the second room), it just demolishes the immersion.
BADLY TIMED HINTS
Timing Hints properly can have a great effect on escape room encounter. Experienced groups perhaps do not even need tips, but when it comes to beginners and people with a couple rooms under their belt, signs are an important part of their expertise. Give clues too late, and they won't be able to address the space in time , not a great option.
In one Room, we were given signs before we could even attempt anything ourselves -- and they lead us from this room in about 40 minutes, with numerous hints one after another.
In our opinion, the Perfect hint system ought to aid a group come out of the space in time, or within a couple of minutes.
TO SUM IT UP...
These five are the most Normal mistakes we came across in escape rooms. Most of Them can be easily avoided -- and it's really worth It, as it'll tremendously boost the customer's satisfaction. What about you? Do you want to include something, make a remark about something? Tell Us in the comments!