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


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

· Reusing the identical information or clues for more than one puzzle can be extremely confusing for visitors. When you find out that you should not just determine what book to use in a mystery from a collection of bits of paper you found scattered all across the area, 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 great impression.

· Involving props which shouldn't be moved. That is probably just the worst puzzle design defect on the market. Of course players can touch and move everything in the area -- it is part of their experience and what they are utilized to do. In case them moving props in the room produces a puzzle unsolvable (without hints), it is just bad design.

· (also well) hidden things can be really annoying. We seen a room where we could not 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 visitors have problems with that. To make things worse, finding things was a huge part of the rest of the video game too -- and was just there because of the shortage of real puzzles. Searching for things =/= 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 can be great, and can really boost the"wow" factor of this space. However, when something goes wrong, it's only a lousy experience.


Introduction and the debriefing may not be a Part of the room itself, but it is surely a part of the escape room encounter. A good introduction and debriefing may turn a fantastic escape room into an awesome individual -- and it works both ways. A bad introduction and debriefing can really hurt the overall experience when seeing an escape room. No matter how great the space is, it may just feel as if something is missing when you are promptly asked to pay and leave after you solve it.

As poor introductions go, we've seen all kinds -- from room master only reading the instructions from a piece of newspaper to not even mentioning the story of this room.

It's even simpler to Pinpoint a bad debriefing -- and those aren't hard to come by. 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, that you're just escorted beyond the room back into the entrance hall, requested to pay, possibly given a chance to get a photo or a couple of minutes of chat, and then asked to leave (or simply stand there awkwardly).

The couple awesome debriefings we've had contained Going throughout the space , answering any questions 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 is not crucial but it surely doesn't hurt.

Anything The reason could be -- some room simply use it to cover up the absence of real puzzles and extend your escape room encounter, some might overdo the narrative components more info -- some escape rooms simply contain waaaay to a lot of distractions. By distractions, I suggest items of no importance to the video game itself. A typical detective office, with heaps, and that I mean, LOADS of paperwork, images, notes all round the area. Not only does this require a very long time to get through all them, it turned out they had been of very little worth to us ultimately. Many rooms resolve the issue with a special markers which are used for things which aren't part of this video game. Though it has a bit of a negative impact on immersion, it's great for preventing visitors from wasting their time on regions of the scenery.

Tick, Tock, time is ticking, the previous group only left the area, and also the space master has limited time to ready the space for the upcoming visitors. In regards to preparing the space, there is no room for sloppiness. All the puzzles must be reset, all the locks locked, all the keys in the right places. We've had it happen a couple of times that some locks weren't locked -- mostly even the important locks such as the doors to the next room. Whenever you're politely asked that you go back to the first room since the doors were not supposed to be opened yet (and they will let you know as soon as you can visit the second room), it only demolishes the immersion.


Timing Hints properly may have a great effect on escape room encounter. Knowledgeable groups perhaps do not even need hints, but when it comes to novices and people with a couple rooms under their belt, hints are still an important part of their experience. Give clues into the group too early (or too frequently ) and they will feel like they did nothing in the long run. Give clues too late, and they will not be able to solve the room in time -- again, not a fantastic alternative.

In one Room, we had been given hints before we could even attempt anything -- and they lead us from this space in about 40 minutes, with multiple hints one following the other.

The Other extreme has been left alone for the first half an hour (with no means to request a hint since it turned out to be a one-side communicating ), and consequently not completing more than half of the space in the long run.

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

TO SUM IT UP... Normal mistakes we stumbled upon in escape rooms. Most of Them could be easily averted -- and it is really worth It, as it'll tremendously boost the visitor's satisfaction. What about you? Do you want to add something, make a comment about something? Tell Us in the comments!

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