Lineal escape rooms: the resolution of riddles and clues is sequential. The main advantage of this type of room design is that once an enigma is solved thanks to a clue, the player can get rid of that clue.
- Good: this type of design has a smaller volume of clues, facilitating the “focus” of the players, and is one of the best to enter the world of escape.
- “Bad”: you can get stuck if you do not manage to overcome a specific enigma.
Non-lineal escape rooms: they offer a greater number of clues and puzzles that can be solved in any order and the clues used should not be discarded (many of them are necessary to continue the game). In this case, players decide when, how and in what order to solve the riddles.
- Good: since they can be solved in any order, all players can participate and contribute, devoting time to those problems where they demonstrate greater skill.
- “Bad”: it can be difficult to follow for inexperienced players since there is no established order to solve them.
Distributed escape rooms: the main characteristic of this type of room is that the participants are “physically” separated, and the game group can be distributed in several rooms with blocked communication.
- Good: This type of room encourages communication, argumentation, counter-argumentation, enunciation, and validation of ideas since players must communicate to solve the riddles of each section or room, whose clues may be in different sections.
- “Bad”: its complexity makes it not recommended except for players with extensive experience.