Articulo Habitacion Escape
Articulo Habitacion Escape
Escape Rooms are fast becoming an interesting and common team experience. If you
have experienced an Escape Room with your family, friends, social organization, sports
team, school, summer camp or corporation, you have first-hand experience. If you
would like to create an Escape Room for your audience, here are a few ideas.
First, read the attached article by Adam Clare. Next, search the web for some of
the more interesting websites that feature ideas, activities, clues and general information
about creating your own Escape Room. Try searching the phrase ‘escape room ideas.’
And visit:
blog.nowescape.com featuring 101 Best Escape Room Puzzle Ideas
escaperoomtips.com featuring Top 11 Puzzle Ideas for Escape Room
Next, consider buying the three books listed below, filled with even more ideas
and detailed information about creating Escape Rooms and challenging puzzles for your
audience. All of these are available at www.Amazon.com.
Escape the Game: How to Make Puzzles and Escape Rooms by Adam Clare
One of the first and most extensive publications on escape room design available.
ISBN 978-1-5368-2685-2
Teambuilding Puzzles by Jim Cain, Chris Cavert, Tom Heck and Mike Anderson
(Also available from www.kendallhunt.com and www.training-wheels.com)
100 activities, puzzles and challenges specifically designed for teams to solve together,
perfect for some of the elements of your escape room. ISBN 978-0-7575-7040-7
How To Create A Low Cost Escape Room For Camps, Youth Groups and
Community Centers by Curt “Moose” Jackson. ISBN 978-1-5376-9038-4
Finally, find an interesting Escape Room in your area by searching the world-
wide directory of Escape Rooms at www.escaperoomdirectory.com and experience it
for yourself (before attempting to create an escape room for your audience).
For even more information, you can contact the authors of this paper at:
You can also find tons of teambuilding props (perfect for stocking your Escape Room
prop list) at www.training-wheels.com.
Markus Wiemker, Errol Elumir, Adam Clare
Introduction
Escape rooms have grown in popularity in the past few years and this paper looks into what
constitutes an escape room, their appeal, and the skills applied in playing a game. At their core,
escape rooms are games in which players need to complete a series of challenges to win. Where
the first generation of escape rooms focussed on difficult logic puzzles, escape rooms today have
now evolved into fully immersive environments with high quality props and effects.
This paper looks at the current state of escape rooms and how players engage them. It also
examines how escape rooms can be approached by players, including the skills involved in
playing. This is why we look at puzzle types and paths in the design of the room for players. The
theme of escape rooms can make a difference to the play experience (not all escape rooms require
a physical escape), we have outlined some common themes. There are variations in the rooms that
we address throughout the paper.
We want to provide a cursory look into escape rooms in hopes that it will create a discourse (and
further study) around escape rooms and how they can be used. The design of escape rooms is
complex and how they are played can require equally complex deconstruction. As escape rooms
rise in popularity, they are being used in new areas like education and corporate training. As they
expand into these areas, we want to provide a framework for understanding escape rooms.
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cf. Scott Nicholson, 2015: Peeking behind the locked door: A survey of escape room facilities. White paper
available @ http://scottnicholson.com/pubs/erfacwhite.pdf
1. A Challenge to overcome
2. A Solution (may be concealed)
3. A Reward for overcoming the challenge
A puzzle will hide the solution and it’s up to the team to decipher this puzzle to overcome the
challenge in order to get the prize.
To expand on the example, the locked box (the challenge) may have a three digit lock on it. On the
box is a picture of a sun, moon and star. The puzzle presented to the player is how the picture of a
sun, moon and star relate to a three digit code (the solution) to open the combination lock. In this
simple scenario, the room could hold a scene of the night sky, and in the sky would be a sun, two
moons, and four stars. The solution to open up the combination would be 124.
Of course the above is a simple example and puzzles can be more elaborate. The reward could be
more information for another puzzle, or a chain of puzzles leading to one huge final puzzle. But in
the end, it’s simply a challenge, a solution, and a reward.
If the answer is yes to all of the above then you have potentially created a good puzzle. A puzzle
should follow the game loop and be a part of the greater whole of the room experience.
In a linear design, the puzzles must be done in order. One puzzle will lead to the solution of the
second puzzle and so on. Given the built-in structure for a guided experience, the linear design is
easier for players to solve, as well as for room owners to design. The negative of a linear puzzle
structure is a player bottleneck: if the advancement of the game relies on one puzzle, and if the
puzzle can be worked on by only one person, then that leaves the rest of the team doing nothing.
The open path design will have puzzles that can be worked on in any order. Normally, however,
the final puzzle to escape the room cannot be worked on until all the other puzzles are complete.
Open path design tends to be more difficult for players to solve since there isn’t a clear indication
on where to start. This design is conducive to large groups of players because it gives everyone a
chance to be involved and decreases the likelihood for bottlenecks.
Multi linear path is a series of linear path puzzles which can be done in parallel. It is possible to
have multiple paths that intersect or paths to have different ending points. All paths could be open
to the players from the start of the game, or they can be revealed over the course of the game,
whether it be by a timed effect, or from the solution of other puzzle paths.
Delivering hints is one thing, but escape room facilities have different systems on how many hints
are given and even when to give them. The difficulty of a room increases by limiting the hints, or by
modifying how the hints are given.
Below are some common ways game hints are offered:
• Set number of hints available on request - e.g. Players have a maximum of two hints to
ask for throughout the game.
• Unlimited hints - Players can ask for as many hints as they want.
• Earned hints - Players may start off with a set number of hints. Solving puzzles will earn
them extra hints.
• Purchased hints - Players may buy extra hints.
• Hints as a penalty - Hints may be given, but as a penalty to time and/or score (if the room
is being scored).
• Guided game with hints available on request - Players are given hints depending on
whether the game master deems it necessary to progress. Players also have the option
to ask for hints.
• Guided game but hints not available - Players are guided through the game by the game
master, however hints requested by players are not given.
• No Hints - Rare is it for a room to offer no hints. However, some rooms may reward
players who solve a room with no hints. The reward may come as a physical prize, or a
placement on a leaderboard.
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Csíkszentmihályi, Mihály (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York:
Harper Perennial, ISBN 0-06-092820-4
87
Clare, Adam. Flow. In Escape the Game: How to Make Puzzle and Escape Rooms. 1st ed. Toronto: Wero
Creative, 2015. eBook.
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cf. Jamie Madigan, 2010: The Psychology of Immersion in Video Games. Article available at
http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/
Observation and Rooms can hide clues via obfuscation. Knowing what is
Discernment important and what is not is key.
Because escape rooms require such a diverse set of skills there is usually the need for one player
to take on the role of team leader (sometimes called overseer). This individual tends to be good at
Compartmentalization and Correlation, but more importantly, they will help guide different people
to work on different areas. They are most useful in an open path or multilinear room design.
The inherent multi modal and team based mechanics within an escape room means that it is likely
that all players will be engaged. Even if the person is good with only social skills they too can
contribute in a meaningful way be helping coordinate other players.
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Clare, Adam. Stay on Trend. In Escape the Game: How to Make Puzzle and Escape Rooms. 1st ed. Toronto:
Wero Creative, 2015. eBook.
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“Escape Games Convention”. Web. 23 Nov. 2015. <http://escapegamesconvention.de/en/>.
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“Ontario Escape Room Unconference 2015”. Web. 23 Nov. 2015. <http://bgnlab.ca/blog/2015/10/27/ontario-
escape-room-unconference-2015.html>.
Conclusion
Escape rooms are experiencing a growth in interest from players, corporations, and educators. It is
worth looking into all the aspects we have examined in this paper in more detail. The design of the
rooms can be better deconstructed and the motivations of the design can equally be further
examined.
Despite the fact that escape rooms require a multitude of skills and knowledge, rarely are the
concerns around accessibility brought up. Future examination of rooms being made accessible be
it for players in wheelchairs or players who need other consideration is needed.
Further to this is the need to look into more structured play experiences for theme parks and
interactive theater. We wonder what are ways that escape rooms can merge more effectively with
other, existing, forms of entertainment.
As more escape rooms get built and opened more research and critique is needed. How escape
rooms are used by corporations for training and by educators for learning would be an area of
interest. Scott Nicholson has looked into escape room owners and it is important that we get
equally valid look into the players and what motivates them.
Escape rooms are part of gaming’s future.
Bibliography
Clare, Adam. Escape the Game: How to Make Puzzle and Escape Rooms. 1st ed. Toronto: Wero
Creative Press, 2015. eBook.
"Breakout EDU." Breakout EDU. N.p., n.d. Web. 23 Nov. 2015. <http://www.breakoutedu.com/>.