5 Points THAT CAN Damage ESCAPE ROOM Encounter

Let Us Take a look at 5 most common mistakes in escape rooms Experience or design, that can ruin it for visitors! We won't be listing them at any specific sequence , as they are all (quite) bad for escape room encounter, and it actually depends upon what extent that they appear from the area.


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

· Reusing the identical information or hints for over one 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 is the murderer, what's his shoe size and exactly what he had for breakfast last January, that's the password to his computer account (yes, I'm exaggerating:-RRB-), it leaves far from a great impression.

· Involving props that shouldn't be moved. That's probably only the worst mystery design defect on the market. Obviously players will touch and move everything in the room -- it is a part of the experience and what they are used to perform. In case them moving props in the area makes a puzzle unsolvable (without hints), it's just poor design.

· (also well) hidden items can be really 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 proprietor, he said majority of visitors have problems with this. To make matters worse, finding items was a big part of the remainder of the video game also -- and was just there because of the lack of actual puzzles.

· It is not really limited to the high-tech puzzles however , it may happen with padlocks and low tech puzzles aswell. Technologically advanced puzzles could be great, and will really boost the"wow" factor of the room. 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 bad debut and debriefing can really hurt the overall experience when seeing an escape room. No matter how great the room is, it may just feel like something is missing if you are promptly asked to cover and leave after you solve it.

As bad introductions go, we've seen all kinds -- from room master just reading the instructions from a piece of newspaper to not even mentioning the narrative 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 mediocre or poor debriefings overall, compared to the really good ones. Too many occasions it happens, that you are only escorted outside of this space back into the entry hall, asked to pay, possibly given a chance for a photograph or a couple of minutes of chat, and then asked to leave (or simply stand there ).

The few awesome debriefings we've had contained Going through the room again, answering any questions that you may have, commenting and debating the puzzles, maybe explaining a little more how some puzzles are connected to the narrative of the room. Some rooms also provide refreshments after the room has been completed, that is not crucial but it surely does not hurt.


Whatever The reason could be -- some room just use it to cover up the absence of real puzzles and extend your escape room experience, some may overdo the story components -- some escape rooms just comprise waaaay to many distractions. By distractions, I suggest items of no importance to the game itself. We've had rather a bad experience in one of"solve the crime" genre escape room. A typical detective office, with loads, and that I mean, LOADS of paperwork, images, notes all round the room. Not only does this take a very long time to make it through all of them, it was they had been of very little worth to us in the end. Many rooms resolve the issue with a particular marker that are used for things that are not part of this video game. Even though it has a bit of a negative effect on immersion, it is fantastic for preventing visitors 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 have to be reset, each of the locks locked, all of the keys in the ideal places. We've had it happen a couple of occasions that some locks were not locked -- largely even the important locks like the doors to the next room. Whenever you're 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 as soon as you're able to go to the second area ), it only demolishes the immersion.

Timing Hints properly can have a great impact on escape room encounter. Experienced groups maybe don't even need hints, but when it comes to novices and people with a couple rooms under their belt, hints are an important part of their experience. Give clues to the group too early (or too often) and they will feel like they did nothing in the end. Give hints too late, and they won't be able to address the space in time -- again, not a great option.

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


In our view, the Perfect hint system ought to aid a group come out of this space just in time, or within a couple of minutes.

TO SUM IT UP... Normal mistakes we came across in escape rooms. Most of Them could be readily avoided -- and it's really worth It, as it will tremendously boost the customer's satisfaction. What about you personally? Would you like to include something, make a comment about something? Let us know in the comments!

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