I haven't seen it formally talked about anywhere but one term I really like is the concept of an "elder puzzle," which is to say, a kind of puzzle that has been used so many times it's become ubiquitous. the kinds of things you often see in escape rooms.

like, rush hour: given a grid of objects which can only move either horizontally or vertically, get one object to its goal. usually framed as cars stuck in traffic on a grid, but can be done with many other framings.

or pipe mania/pipe dream: given a bunch of pipe segments on a grid, rotate the pipes so they connect a path from one spot to another.

basically, escape rooms are the weirdest form of design, since they're mostly just a collection of these types of ubiquitous elder puzzles where framing doesn't matter and they just exist in the larger escape puzzle, as a series of steps to get to the end. that, combined with just finding random puzzle pieces hidden everywhere. it feels like the worst kind of puzzle design, but it's so common, maybe it's not?

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