5 Issues THAT CAN Damage ESCAPE ROOM Practical Experience

Let's have a look at 5 most Frequent mistakes in escape rooms Design or experience, that may ruin it for people! We won't be listing them in any specific order, as they are (quite) bad for escape room encounter, and it really depends to what extent that they appear in the area.


Poor puzzles design can signify many things and can be present In an escape room in various forms. The end result is generally similar -- the visitor is confused, annoyed and uncertain what the heck just happened.

· Reusing the identical information or clues for over one puzzle can be extremely confusing for visitors. When you find out that you should not just 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'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 leaves far from a fantastic impression.

· Involving props which shouldn't be moved. That is probably just the worst mystery design flaw on the market. Of course gamers will touch and move everything from the room -- it is part of their experience and what they're used to perform. If them moving props in the area makes a puzzle unsolvable (without signs ), it's just bad design.

· (also well) hidden items can be quite annoying. We seen a room where we couldn't find the initial 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 items was a big part of the remainder of the video game also -- and was there because of 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 could be great, and can really boost the"wow" factor of this space. But when something goes wrong, it's just a lousy experience.


Introduction and the debriefing Might Not Be a Part of the room itself, but it's certainly part of the escape room experience. A poor introduction and debriefing can really hurt the overall experience when seeing an escape room. No matter how great the space is, it may only feel like something is missing when you are promptly asked to cover and depart after you resolve it.

As bad introductions go, we've seen all kinds -- from room master just reading the instructions from a bit of newspaper to not even mentioning the narrative of this space. A fantastic 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 simpler to Pinpoint a bad debriefing -- and people aren't tough to find. To be entirely honest, we have probably had more fair or poor debriefings overall, compared to the really great ones. Too many occasions it happens, which you are just escorted outside of the room back to the entrance hall, requested to cover, possibly provided a chance to get a photograph or a few minutes of chat, and then asked to leave (or just stand there awkwardly).

The few awesome debriefings we have had contained Going throughout the space again, answering any questions you might have, commenting and minding the puzzles, possibly explaining a little more how a few puzzles are joined to the story of the space . Some rooms also provide refreshments after the area has been finished, that's not crucial but it certainly doesn't hurt.


Whatever The reason might be -- some area simply use it to cover up the lack of real puzzles and prolong your escape room experience, some might overdo the story elements -- some escape rooms simply comprise waaaay to many distractions. A normal detective office, with loads, and that I suggest, 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 bit of a negative effect on immersion, it's great for preventing individuals from wasting their time on parts of the scenery.

Tick, In regards to preparing the space, there is no room for sloppiness. All the puzzles must be reset, all the locks secured, all of the keys in the right places. We have had it happen a couple of times that some locks weren't locked -- largely even the vital locks such as the doors into another room. When you're politely asked that you go back to the first room because the doors were not supposed to be opened yet (and that they will inform you as soon as you can visit the second area ), it just demolishes the immersion.


Timing Hints properly can have a fantastic effect on escape room experience. Experienced groups perhaps don't even need tips, but when it comes to novices and people with a couple rooms under their belt, hints are still an important part of their expertise. Give hints into the group too early (or too often) and they'll feel as though they did nothing in the long run. Give hints too late, and they will not be able to solve the space in time -- again, not a great alternative. We've experienced both extremes happen to us.

In a single Room, we were given signs before we can even try anything -- and they lead us out of this room in about 40 minutes, with numerous hints one after the other.


In our opinion, that the Perfect hint system ought to aid a group come from this room just in time, or within a couple of minutes.


Those five are the most Typical mistakes we came across in escape rooms. Most of Them can be readily averted -- and it's really worth It, as it will tremendously boost the customer's satisfaction. What about you? Would you like to include something, make a remark about something? Tell Us in read more the comments!

Leave a Reply

Your email address will not be published. Required fields are marked *