The reality of this type of leisure is that each person is
different. For anything else, a restaurant or clothing store, for example,
consumers would simply select the products that would suit them and leave. But
for escape rooms, people do not know
in advance what they can select and cannot leave when they want.
If you ignore this and only design a sequence of riddles
based on riddles and figures, or puzzles that are irrelevant to the subject, it
is very likely that players move and examine insecure every inch and every
corner because everything else they have tried did not work and they have run
out of options.
However, what you can do is focus not on the puzzle, but on
the tasks involved. Simple things like collecting related objects,
participating in simple teamwork to manipulate objects and demanding that
information pass from one room to another lead to easy triumphs and a sense of
accomplishment for everyone involved.
Of course, you will not want it to be too simple either. If
the players feel that a task has been deliberately designed to give them
something to do, without any sense, the effect will be reversed and they will
not be willing to perform all the tasks.
Design according to
the theme
It happens that most game designs interpret the creation of
a game design as a template for inserting puzzles that challenge the mind,
logic, spatial reasoning and what is sometimes frustrating to solve. A
narrative is made and the rhythm and progress are thought about, but often the
results are imprecise.
Normally, the flow of the game or the sequence of events in
which things occur is very linear. If not, players have so many things to do,
they do not know where to start. The crux of an Escape Room is not so much the
difficulty of the riddles as its coherence within the story. A task can be of
low difficulty, but if it is related to the narrative it is credible and allows
the movement, promotes the progression and the achievement when seeing it
finished.
Imbalance between
players
It seems that certain players in a group tend to solve all
the riddles while others do little but stand and watch. It is possible that
inactive players really want to participate in the fun, but simply do not know
what they are supposed to do or do not have the right skill sets to solve the
challenges before them.
Before assuming that groups usually have some enthusiastic
players, compensated by several that are not really in the game, we should
consider how the puzzles are designed, and make sure we have created a whole
series of tasks that encourage teamwork.
When a group is in a linear room and is stuck in an enigma,
enigma or logic puzzle in particular, it is basically an insurmountable wall
until someone with the right aptitude (if lucky) can solve it. Everyone has to
wait.
The puzzles that can be solved by individuals neglect those
who want to participate in the solution, but find it more difficult to
understand. This type of game design rewards the ambitious and hard-working but
not the rest of the group.
The lack of positive comments can become a frustrating
experience for some members of the group and create an unwillingness to try
later riddles simply because it is not so much fun that you are repeatedly
reminded that you are not quick enough to solve them.
Individual design VS
Group design
An escape room experience (or any similar experience) has to
do with managing the user's experience towards its intended outcome. Just like
if you try a riddle book or a new game for mobile devices, if you end up
frustrated or fail repeatedly, you will be less inclined to continue or try to
play more.
Now, in an escape room, players cannot stop and leave even
if they want to, so they are stuck in the conflict between knowing they paid
for the time to be there and not knowing what to do or try.
The design of games should include both tests of different
kinds, to encourage each person profile to find their style, as well as group
tests, involving several participants at the same time. For example, that one
must move panels according to the information that another player reads
elsewhere in the room.
The cooperation between the players to complete the overall
puzzle means that they can celebrate together, leading to a better initiative
as a whole due to the positive feedback and the reward for working together.
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