5 Points THAT CAN Wreck ESCAPE ROOM Practical Experience

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


Poor puzzles layout can represent many things and can be present Within an escape room in different forms. The end result is generally similar -- that the visitor is confused, annoyed and uncertain what the hell just happened.

· Reusing the identical information or hints for over 1 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 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 just the worst puzzle design flaw on the market. Of course gamers will touch and move everything from the area -- it's a part of the experience and what they're used to do. If them moving props in the area makes a puzzle wracking (without hints), it is just poor design.

· (too well) hidden things 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, when speaking to the owner, he said majority of people have problems with that. To make things worse, finding things was a big part of the rest of the video game also -- and was there due to the lack of real puzzles.

· Non-working puzzles is the risk that becomes greater and higher when more tech is used in the puzzles. It isn't really limited to the high tech puzzles however it may happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles can be great, and will definitely boost the"wow" factor of the room. However, when something goes wrong, it is just a bad experience.


Introduction and the debriefing Might Not Be a Part of the room itself, but it's certainly a part of the escape room encounter. A poor debut and debriefing can truly harm the overall experience when visiting an escape room. No matter how good the room is, it can just feel as if something is missing if you're immediately requested 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 piece of paper to not even mentioning the story of the 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 fair or poor debriefings overall, compared to the really great ones. Too many occasions it happens, that you are just escorted outside of the room back to the entrance hall, asked to pay, maybe provided a chance for a photograph or a couple of minutes of conversation, and then asked to leave (or simply stand there awkwardly).

The few awesome debriefings we've had included Going through the space , answering any questions you might have, commenting and debating the puzzles, maybe explaining a little more how a few puzzles are connected 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 room simply use it to cover up the absence of real puzzles and prolong your escape room encounter, some may overdo the story elements -- some escape rooms simply comprise waaaay to many distractions. We have had quite a bad experience in one of"solve the crime" genre escape room. A typical detective office, with heaps, and that I mean, LOADS of paperwork, pictures, notes all round the room. Not only does this require a very long time to make it through all them, it turned out they had been of very little value to us ultimately. Many rooms solve the issue with a special markers which are used for things that aren't part of this video game. Even though it has a small negative effect on immersion, it is great for preventing individuals from wasting their time on regions of the scenery.


Tick, In regards to preparing the room, there's absolutely no room for sloppiness. All the puzzles have to be reset, all 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 such as the doors to another room. When you're politely asked that you go back to the first room since the doors weren't supposed to be opened yet (and that they will inform you when you're able to go to the second area ), it only demolishes the immersion.


Timing Hints properly can have a great effect on escape room experience. Knowledgeable groups maybe don't even need tips, but when it comes to beginners and visitors with a couple rooms under their belt, signs are an significant part their experience. Give hints too late, and they will not be able to solve the space in time , not a fantastic option.

In one Room, we were given hints before we can even attempt anything ourselves -- and they lead us out of this space in about 40 minutes, with numerous hints one after another.

The Other extreme has been left alone for the first half an hour (with no way to request a hint as it was a one-side communicating ), and therefore not completing more than half of the space in the long run.

In our opinion, the Perfect hint system should help a group come out of this space in time, or within a couple of minutes.

TO SUM IT UP... Typical mistakes we stumbled upon in escape rooms. Most of Them can be easily avoided -- and it is get more info really worth It, as it'll tremendously boost the visitor's satisfaction. What about you personally? Would you like to include something, make a remark about something? Let us know in the comments!

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