90 Matching Annotations
  1. Jan 2021
    1. Escaperoomdesignworksheet

      For all of these worksheets, I suggest leaving the "fill in the blank" lines out. Many notes might be easier to make in a less-structured way, and I suspect few will fit that particular layout.

    2. Sometimes experience is the best teacher.

      Most escape room hosts have pre-game warning lists they have built from this experience, many of which are quite amusing, including items such as "nothing is hidden in the ceiling" and "nothing in the room is intended to be eaten or tasted"

    3. this is very hard to read for thosewith dyslexia.

      And is also hard to read for many younger players who have not all been taught cursive in school.

    4. It’s not advised to buy fake plug sockets, or use hollowed out fans, radios, orother electrical items to hide puzzles, props or parts in. If players think theymight progress further by sticking by dismantling live machinery or electronicsor using a fork to lever off a power socket, that’s a recipe for disaster

      This is a very important safety tip, thank you for including it!

    5. If for example, password is correct participants willhave the light on.

      Grammar: I would suggest "If the password is correct, a light will turn on"

    6. anywhere in space pre-load special app, 360 environment

      Grammar: should be "anywhere in your space, pre-loaded with a special app or 360 environment, and enrich"

    7. when they will find video projector and connects it, youwill start display anything you want.

      Grammar: should be "when they find a video projector and connect it, the projector can display anything you want"

    8. But be careful, don't get too confusing and put only items whichare related to the game flow, otherwise you will get participants lost in information

      I think this is unclear as written, I'd suggest "But be careful to limit items which are not related to game flow,otherwise participants may get confused and lost in information that is not part of the game's puzzles or narrative"

    9. Another thing to try, as agame master, is to pretendthat you are locking the door,but in reality, just leave thedoors unlocked. Participantswill play really hard just tofind that they could finishthe game any time theywanted just by pushingunlocked doors. It's a little bittricky and dangerous, butworth trying at least once.

      Current best-practice for safety in escape rooms is to never actually lock the exit doors. For this reason, I'd discourage using this "trick" in designs, because the doors shouldn't really be locked in the first place.

    10. Prototyping is often about putting back the partsof the puzzle you thought “gave it away” because the solutionotherwise relies too much on a leap of intuition.

      Another great point. A good rule of thumb for first-draft puzzles is "they are always too hard".

    11. game cues

      It might be helpful to note these are sometimes referred to as "signposting" (which I'm sure you know, but it would help promote understanding of common terminology)

    12. This means designing a hint-free game

      While a hint-free game is possible, I see hints as the grease that keeps the solving machine running when the players have a bit of grit in their gears. It is very common for even experienced players to simply miss some information or have a blind spot in their thinking. So it is still desirable to plan for hints and figure out how to make them fit the game (as in your previous monkey example).

    13. Be careful that the decipheringtask is kept short so it is not off-puttingly time-consuming or boring.

      Another very good tip. I made a telegram-decoding puzzle as part of a game and even 30 or 40 letters really killed the momentum of the players. 20 or less is probably ideal.

    14. you can not rely on using this sort of puzzle as a gate,as it might get cracked earlier than you expected and without any further instruction

      This is a very important point, thank you for noting it.

    15. A neat idea might be to have a puzzle resolve to a word in one language,that when translated to another language fits the lock. This is fair as long asthere is some sort of cue that this is what is needed – maybe the puzzle isfound slipped in the pages of a French/English dictionary?

      I think this is a much better idea than an unclued anagram. The most elegant puzzles have clear steps to a solution, and a clue about the translation gives the players a chance to have another nice aha.

    16. A red lens - this can be a plastic overlay, or coloured glasses reveals part of the puzzle or the answer.

      These are hard to construct well, especially in printed form. Often they are readable without the lens if examined closely.

      A more reliable puzzle might be having opaque letters sandwiched between two almost-opaque layers, having to be held up to a bright light to become visible.

  2. Dec 2020
    1. I am not suggesting you use this puzzle raw, it’s pretty boring, but replace thenumbers and the colours with elements that match your theme and push yourstory forward.

      This repeats the text in the callout bubble, is that intentional?

    2. Players will just input every date they can think of, or that happens to bevisible in the room, including todays date

      Totally true. I took great care in a game to remove all numbers from some posters in a room. Despite that, players often attempted to use dates that they remembered from the movies. Lesson learned.

    3. padlock

      I would suggest that "designing to a lock" or "designing to a gate" is a better formulation, since "padlock" implies very specifically a hardware lock, and a good game will often have other non-mechanical and even non-physical locking mechanisms.

    4. Gamesmaster

      There is some effort in the escape room world to try to move away from "Game Master", "Clue Master", etc. to a term without "master" in it, such as "Game Host".

    5. (or puzzle-setter, as they are known in the puzzling world

      I've not run into this term before. It seems that it may be specific to the crossword puzzle world?

    6. Ideally 5people for a linear game

      I think five is an upper bound for a fully linear game. It can be hard to construct puzzles that will actively engage that many players simultaneously, unless the puzzles themselves have parallel aspects (decoding that can be split up, research that can be done so one player is looking things up while another is using the obtained values, etc.)

    7. the plot needs to be simple enoughto understand quickly

      Another very good point. When players are having fun in a game, all but the most basic/blatant plot points can go whooshing by them without being noticed.

    8. What’s the story? The genre? The setting?

      I ask students to consider the same things when I've taught a high school escape room class. I also suggest that they should clearly identify the starting point, midpoint, and end point(s) of the game. Often they have a start and end in mind, but thinking about where players should be in the middle of a game can definitely improve the flow and coherence of the game.

    9. 5 core components of interculturality

      This is a very useful concise summary of key concepts. I'm definitely going to refer to it in future thinking and work.

    10. Giving the participants the time and prompt to reflect on their experience as individuals and as a group willdeepen the learning, and we have given some ideas for how to achieve this in a later section.

      If you haven't already done so, I highly recommend talking with Risa Puno about her design for exactly this kind of reflection in her "Privilege of Escape" piece. She devoted considerable effort (and allocated 15+ minutes of post-game time with an in-character moderator) to a guided processing of things the players experienced during the game, and how that experience reflected larger real-life issues that they might not themselves have experienced.

    11. Adopting the mode of thinking of the discipline or the roles being played

      This is something that few rooms do. Beyond a vague nod to "teambuilding", they seldom try to achieve a player mindset beyond "excited" or "scared".

    12. oucan design the game so that the players create for themselves theinformation they need to solve future puzzles as outputs of earlierpuzzles

      When doing this, it is important to clue the players that they will need to save the previous puzzle solution information. If they erase a whiteboard with words they solved and then discover later they still needed them, they won't have a good experience. Providing specific places where output clearly goes, like a crossword grid or wall chart, will make it likely that the information will stay recorded through the rest of the game.

    13. but this knowledge can’t beexpected

      And it is important not to gate progress with something like access to a Morse code sheet. A player may know Morse by heart, and it is a bad thing if that knowledge lets them skip ahead in a game-breaking way. The same is true of many common ciphers- players may simply know them. In one game, I skipped a puzzle because I recognized a scene from a computer game I loved as a kid in the 80s. Obscure, but clearly not unknowable.

    14. This is something you should make explicit in your brief for the game

      A very important point. Based on previous game experience, players can easily make incorrect assumptions about what is/isn't in play as a resource.

    15. different cultures may well havedifferent common knowledge

      Or even opposing knowledge- is orange juice kept in the refrigerator or on the counter? Are dates dd/mm/yy or mm/dd/yy? I designed one puzzle involving time, where players could construct only a single valid time using provided pieces.... unless they used 24-hour time, as most Europeans do. Luckily that introduced only one extra solution, which I could accommodate with a minor change.

    16. Roman numerals

      These are a common source of discussion among designers- can we expect at least one of the players in a group to know how to read them, at least up to X? Operating rotary phones, VHS players, cassette players, or even CD players are also knowledge that it may be wise not to assume.

    17. Having the players decide whether they want to complete the missiononce they have all the information, or if they want to do somethingelse entirely is a great way to get them engaging thoughtfully with thesubject matter

      This is a good idea, but must be done carefully. I've been the "Narrator" (host) quite a few times for a single-person RPG designed by Risa Puno and Avi Dobkin, called "The Quiet". In it there is a possible choice the player can make to stop their mission because it might be causing harm. However, it is presented in a way that makes it feel like giving up, and that ending of the game doesn't feel very satisfying. Escape Room players are used to pushing past obstacles and equate finishing with "winning", so a choice to abandon the original goal needs to be accompanied by the revelation of a new and equally attractive goal.

    18. Another way to ensure that the playerscollaborate in a meaningful way is to give them each a role within the story world that comes with specificresponsibilities in game.

      I've noticed that this works especially well in remote games and remote audio-only games in particular. The host is very easily able to deliver specific information to individual players via Zoom chat or similar. Agent Venture uses the "unique information" approach, while the Trapped games like Super Squad use the "you each have unique powers" approach.

    19. We must design the game so that, for at least some of the puzzles, the whole group is at the same point inthe game needing the same puzzle to be solved, and that those puzzles – the gateway puzzles – areperhaps the ones that require the group to all work together.

      Bottlenecking like this is also a good way to ensure that no one misses "wow" moments or major revelations in the plot. Fanning out to parallel, then back to linear for a bottleneck, done correctly, can accomplish both goals without being too obtrusive about it.

    20. It is very off-putting to be told to imagine what is notthere before the game has even got going. “It is night in the deep dark woods, and you have stumbledacross a cave...” simply doesn’t fit a classroom with an hour to go to the lunch-bell.

      While I agree with the concern, I think it is possible, especially in classroom settings, to ask for and receive suspension of disbelief. Small simple changes, such as turning off the lights, can help provide a transition from mundane reality to the imagined world. I think many teachers are experienced at leading their classes on fantastical journeys while the students are still in their usual classroom. Taking them to a different location is often better, of course, but I think much can be accomplished even with location constraints.

    21. You may want to familiarise theparticipant with the layout of a courtroom, or assembly hall, or interview suite or a library.

      This is a very good point, and one I hadn't previously thought about in those terms.

    22. ensure we have puzzles that meet eachpreference and ensure variety in our games.

      As I noted above, I think it might be helpful to distinguish between meeting preferences for reasons of enjoyment and motivation versus actually being more effective for learning simply because the puzzle style matches the players notional style. While I might be more motivated to solve a puzzle that is tactile than one that is pure logic, they both might be equally effective at helping me learn. I acknowledge that the motivation effect could end up being important, since if players lose interest they will likely not learn very much beyond "this game is boring". But the alignment of styles itself seems like an incorrect goal. I apologize if I'm not adding much there, I suspect this is all well-trodden ground in academia.

    23. We’re just using the model to ensure variety.

      I agree that variety is desirable, and that looking for puzzles that use different skills/experience is a good way to work towards that goal, but I'm concerned that describing it in terms of "intelligences", even for convenience, might cause people to have an incorrect design focus. It is too easy for people to think of these as innate "learning styles" instead of mostly based on experience and skill. I think having a variety of puzzle types will let players discover new talents and skills, and they will develop expertise upon repeated exposure. At the very least, I think it might be important to note that variety should drive learning of new things, instead of choosing puzzle types to match assumed existing skills.

      (as you can probably tell, I'm a bit skeptical of the validity of using "learning styles", though I won't claim any deep knowledge in that area)