This document summarizes Adam Clare's presentation on designing immersive experiences in escape room puzzles. He begins by defining what a puzzle is, describing it as a static and logical challenge solved through clues. Clare then discusses "flow" and how it is important to maintain flow and consistency in puzzle design, drawing from concepts in video game design. Specifically, he suggests incorporating tutorial levels, considering level/puzzle progression and relationships, and including "vista moments" as rewards. Clare concludes by providing tips for improving puzzles, such as looking to other domains for inspiration, ensuring connections between puzzles are clear, and conducting frequent playtesting to refine the design.
2. Adam Clare@MrFacePlant
• Played escape
games, got angry
Who is this guy?
• Game Designer at Wero
Creative
• Escape Rooms
• Video Games
• Professor of Game Design
11. Adam Clare@MrFacePlant
… static …
• It doesn’t do anything until the
players force it to
• Setup before the players enter
• It can include dynamic
information if it’s programmed
to
12. Adam Clare@MrFacePlant
… logical challenge …
• Logic is self-referencing
• The theme directly relates to
the logic of a challenge
• Logic is malleable
13. Adam Clare@MrFacePlant
… players solve …
• Solving the puzzle MUST be something that can
actually be accomplished
• If the players cannot solve it then it is NOT a
puzzle
• How it is solved makes the difference
14. Adam Clare@MrFacePlant
… assistance of clues.
• Think abstractly
• Clues need to be in the room
• They are identifiable as clues
• Do not include hints in this thought process
15. Adam Clare@MrFacePlant
Which means
• Puzzles can almost be anything if they make sense!
• They have to be logical for the players based off of
what’s in the room (the theme) and the established
puzzles (the entire system).
24. Adam Clare@MrFacePlant
Modify the approach
• Puzzles have an input
• Puzzles have an output
• Puzzles have relationships
• These create the flow of the game
Name Input Output Description …
Locked
box
Flag
Book
Cup
filler
25. Adam Clare@MrFacePlant
Name Input Output Description …
Locked box
Players enter. See posters of
solid colour with numbers.
Lock on box matches
colours.
Get Flag Book
Players match colour order to
the lock’s combination.
Flag Book
Players open flag book. Find
postcards around the room
Access to vault,
find out the
Botanist is really
an alien
Somehow the flag book and
postcards reveal a code for the
vault.
Cup filler
Players find cups in the
room, find water vessel in
the vault
Find Alien Writing CLASSIFIED
27. Adam Clare@MrFacePlant
Have a tutorial level
• A way for players to ease in to the
game
• Simple puzzles at the start of the
game
• Introduce patterns you want players to
pick up
• Really good for tourist destinations or
corporate training
28. Adam Clare@MrFacePlant
Use level design
• If you are having problems with flow, think of it as level
design
• Think of:
• Starting position
• 😀😱👻$
• Inventory
• End goal
29. Adam Clare@MrFacePlant
Game direction
• If player’s aren’t seeing what you want them to
• Change the lighting or audio
• Use colours
• Use contrast and juxtaposition
32. Adam Clare@MrFacePlant
Vista Moments
• A chance for players for players to
enjoy their success
• Let players recollect their thoughts
• In video games it’s usually after a boss
battle
• BIG REWARD
35. Adam Clare@MrFacePlant
Always room to improve
• What we just covered (use video games)
• About reframing your perspective and the player’s
• Common problems
• I hope this helps!
37. Adam Clare@MrFacePlant
Player’s get distracted
• Remember game flow!
• Check your story
• Find where puzzles overlap
• Reorder the puzzles for better flow
38. Adam Clare@MrFacePlant
Making connections
• Hopefully you will do this for
them to some extent
• Use more than one source of
feedback to establish
connection between items
• Pace the connection making
39. Adam Clare@MrFacePlant
Bottlenecks
• These can actually be useful!
• Possible solutions:
• Bridge puzzles
• Reduce player size
• More obvious tasks
• Red herrings (careful!)
40. Adam Clare@MrFacePlant
Not understanding the goal
• It’s a call to action!
• Make it clear!
• Remind them!
• Every puzzle should support
your narrative!
• !!!!!
42. Adam Clare@MrFacePlant
Players don’t know
• What you like
• Where you grew up, or anything about you.
• How you process information or that there is a proper way to process
information
• They don’t care about you!
• What shows (or whatever) are cool and that everyone MUST know it
because it’s so popular and that all your friends watched it growing up.
• “How could somebody be able to leave their house and not know this?
Geez, if they don’t know this obviously popular reference then they
shouldn’t be out of their homes playing games. Like, really??? How can
they not put this and that logical thing together …”