recursal/Fanatic-Fandom huggingface dataset:
Fast travel option in games save time and many players love it.

Many games give player the option of fast travel after they discover a new place in that big game world which is a good design because some players loose interest as they have to go round the wide game world on foot or on a horse or a vehicle. Thus fast travel helps players a lot.

There have been some examples of rpgs which did not have fast travel and had massive worlds which teach us how important a fast travel system is. I m not saying it should be the only way to travel. I just want to put it out there that fast travel helps some players who have been on that way many times.

### Examples:

#### 1.Elder Scrolls Online

There are a bunch of people who dont like to fast travel in ESO but there are some who do because they consider it a waste of time.

#### 2. Far Cry 4

Liberate enemy outposts so you can unlock fast travel at those points.

#### 3. Assassin's Creed

####

While one could choose to travel between cities on horseback, all cities had fast travel options available to players who might not want to enjoy the view while riding between cities.

#### 4. Super Mario Bros

The idea of fast travel dates back to the classic Super Mario Bros. The game has a warp pipe which acts as an important mode for transportation. Although they do not have a physical connection for the outlet, it allows the traveler to be transported to a different location. While some pipes allows Mario to cross great distance(including level jumps), others does nothing.

### 5. Grand Theft Auto V

The way GTA V uses fast travel is very unique as the player must call a Taxi to pick them up and drive them across the world. The fast travel is very helpful in GTA V as the world is so huge it can take forever to travel across.
XIV. A Dreamless Sleep

**"A Dreamless Sleep"** is the fourteenth chapter of City of Alter, which premiered on November 19, 2016.

## Appearances

### Recurring

* Mason Pike
* Mesmer
* Cassie Pine
* Miranda Yi
* Cameron Lark
* Harrison Root
* Malcolm Truman
* Winston Cahill
* Kate Bloom
* Teresa Martin
* Jesse Gonzalez
* Lee Adams
* Lace Jensen
* Adrian Pasdar
* Raul Garnett
* Jane Rhiannon
* Eugene Watt
* Marta Ryan
* Raymond Kennig
* Phil Thornton
* Roland Kree
* Floyd Wells
* Frank Gryphon

### First

* Helena Morrigan
* Tyler Askinova

### Deaths

* Helena Morrigan, shot in the head by Lace Jensen.
* Eugene Watt, shot in the head by Mason Pike.

### Mentioned

* Quinn Hayes
* Grant Talon
* Lauren Talon
* Reginald Cooledge
* Taylor Cooledge
* Travis Cooledge
* Dai Itami
* Joseph Pine
* Adeline Slater
Bad matchmaking in some multiplayer games cause players to loose interest.

Some multiplayer games have really good mechanics and are really good looking, people really want to play them . But the problem is that the game lacks matchmaking which is really really disheartening for some players. You have just started the game and all you see on the enemy team is a bunch of people who have mastered the game. This is gives a really bad impression and leads to frustration.

For example: Destiny.

Destiny has had a history of bad matchmaking. Also in the case of raid matchmaking.

   **Halo: The Master Chief Collection**

From launch all the way to the present day, Halo: MCC has struggled with matchmaking. Though it has a great concept that appeals to Halo players' nostalgia (matchmaking picks a set of different maps and different Halo games and matched players vote on which map/game to play), the matchmaking is slow and often fails to find matches altogether despite drawing from a huge player pool. Rumor has it 343 Industries, the developers behind MCC and Halo 4/5, dropped support to divert more player traffic into Halo 5 (and its microtransaction system), but I digress...

**Dead by daylight**

It is an amazingly violent horror game of hide n' seek with 4 victims vs. 1 killer in multiplayer. But the matchmaking is just horrid, sometimes it works incorrectly, players of completely different levels can be matched with each other. Also the ques are awfully long and when you do join one, you have a high probability that you're connecting to a foreign country. It is just ridiculous of how long the wait times are, how buggy the matchmaking is, and how horrid the connection is when you actually join a game. To avoiding wast time, I only play it with my friend. The matchmaking is not worth the gameplay, at least in my opinion.

**Hearthstone**

In the early days of Hearthstone, many players complained that 'unfair' match-ups were happening. The most extreme example of this is shown in the picture, where the 6th best player in the game was matched up against a player of the lowest playable rank (rank 25). Since these complaints have become prominant, Blizzard has reworked there game match-up algorithm to avoid this happening as much. This was due to the fact that many of the players which experiance this were unhappy and stopped playing the game.
Designing a Game Around Multiple Different Types of Controllers – Has Many Benefits for the Consumer

It is hard enough to design a game around one control method
but taking the time to adapt to multiple types of controllers has a lot of
benefits for players. Having support for different controllers allows players
to use the input method that they are most comfortable with. It also may help
with a consumer’s wallet as they do not necessarily have to go out and by a new
controller to be able to play a game. It also allows for more available
controllers for local multiplayer games.

Example:

Mario Kart 8 is a prime example of how convenient multiple
controller type support is. It allows players to use the Wii Remote, Wii Remote
+ Nunchuck, Wii U Gamepad, or Wii U Classic Controller. This increases the likelihood
of having more controllers around to play with if the consumer has accumulated them
from past Nintendo consoles. Those controllers are also vastly different from
each other allowing players to use the one they like most for racing games.
Increasing upgrade time for building creates a dull player experience.

In mobile MMO strategy games, after a certain level it takes a lot of time to build and upgrade levels. The player has to spend money to go beyond a certain level. Mainly due to time, which is more than half a month to upgrade units and buildings. Also, it requires a considerable amount of resources, which can be stolen if not used. The main concern however, is even after collecting the required resources, the player still has to wait for the building or unit to upgrade. This process can take a very long time. This creates dull gameplay where the player cannot do much other than waiting.

For Example,

## Clash of clans

In this game after reaching level 9 on your town house. Everything changes, units beyond level 5 takes 10 days to get upgraded. Buildings after certain level takes a lot of resources and time to get upgraded. Town Hall which is main building of this game take 16 days to get upgraded which is significantly long time. Similarly for other building like barracks, turrets and towers the time for upgrade increase significantly. Player have to wait this long to use advantage of these buildings and their upgrades. It makes player feel bored and eventually lead to dull game experience.
Customisation as a part to engage the player

One of the aspects I find it engaging is the use of customization in games. it involves able to design your own character which enables the player to artistically implement themselves into the story and create their own story surrounding it. Being able to design your own protagonist enables the player to engage in the game completely . This can extend not only for the character but also what role he plays. In the case of a racing game, the customization can be for the car the player drives. Player customization is usually achieved as a reward system. In almost all games, the customization elements are rewarded once a mission of level is accomplished.

**Example #1:**

**Mad Max (2015, Warner Bros.):**

Mad Max uses a host of customizations. Player can customize the

* car which max (our protagonist) drives in terms of looks like car chassis, bumpers, exhaust, tires and
* Performance like engine, crankshafts, etc. and
* The character of Max in terms of appearance like (face, dress, shoes, etc.) and skills which improve max's abilities in a fight.

**Example #2:**

**Rocket League (2015, Psynonix)**The whole point of playing rocket league is the sense of cars playing football. So, the obvious element of player customization are the cars. Rocket league has a huge series of customization which gets unlocked after every level player achieves in terms of

* Chassis selection
* Tyres
* Hats
* Paint /
* Stickers
* Boosters, etc

Although rocket league maintains the balance of gameplay by not introducing performance customizations since it being multiplayer.

Fallout 4 also allows huge customization's for the player to emulate himself/herself in the game.
Account for audience with special needs

Various online statistics show that 6 - 10% of video gamers have some form of color deficiency, impaired hearing, are left-handed or require some other form of input. This means that game developers must take this into account to make games accessible to this significant chunk of population. A lot of developers like PopCap and Maxis are already doing this and a lot of work is being put into it. Examples are shown below.

**SimCity**

SimCity's Creative Director Ocean Quigley and the team have created three filters to help compensate for color blind people after testing and researching with color blind QA testers. Below is a footage from the same source, which shows how SimCity looks normally and how it simulates color blindness.
Having in-game mysteries help the game by arousing player's interest in it

Some open world games require the player to explore the world and at times there will be some clues left around the world which the player has to solve and unlock. These mysteries might lead to a new mission for the player or it might award the player with new features like weapons/ costumes etc. These in-game mysteries will also help in getting the player hooked to the game as a player will be compelled to solve a particular mystery

In GTA 5, there is particular scenario where the player is required to solve a murder mystery by finding four cryptic clues scratched into the walls around Los Santos. With the four clues gathered the next step is to find the location of the missing body. Once the body is found, the mystery will be solved and the player has a new Vintage Noir filters display in the game. More information to this mission can be found in this link:

http://www.gamesradar.com/gta-5-murder-mystery-solution-location-guide/

**Until Dawn:**

In Until Dawn, in order for Josh to realized that one of the Wendigos was Hannah, his believed to be dead younger sister, the player must find a number of clues. When the player finds all these clues, they will be rewarded to learn what actually happened to Hannah, as well as allowing Josh to survive the night when he was caught by Hannah. The player can also view a special ending upon completion of the game based on these hidden information. There are also 2 other mysteries that the player can find clues for, which also provide evidences for the player to expand upon the story of the game.

## Demonstrative Examples

### Batman: Arkham City

In Batman: Arkham City, the player has the choice of unlocking new moves and gadget upgrades for batman by completing side quests that add more depth to the story lines of other iconic batman villains. By means of collecting riddler trophies spread across Gotham City, the player gained access to new story sequences involving the riddler where she/he has to save hostages by solving new puzzles. This added a conclusion to the story arc of the riddler and gave the player incentive to discover more of the game's hidden content.
Break the Feeling of Progression in Game

**The player changes from one level to another and somehow it feels like he did not have any progress or, even worse, it feels like he receded. This can frustrate the player and make him/her believe his/her skills are not worth it - that all that was done so far is useless. And if for any reason the game needs to take from the player an item he already has (or block a map that is already unblocked, or go back in narration with travel time making the player repeat the same actions), the game needs to do it in a engaging way, showing not only the reason why it is happening but also being smooth about it, so the player will not have the sensation of being cheated.**

**Example 01**: The most recent and strongest example I have in mind is "Bravely Default", a game multiple friends felt cheated and stopped playing when reached a specific chapter in game. I would like to paraphrase one big disappointment statement I found in a game page discussion to illustrate it better:

"I just reached Chapter 5 and was "oh, seriously?". After 50 hours it felt like a kick in the face. It not ruined all the amazing journey that was Chapter 1-4 (oh Edea, you're in the hall of My Favourite Characters Of All Time), but sure it downsized the game to "Shadow Of Colossus" minus the feeling." - from: http://kotaku.com/so-what-did-you-think-of-bravely-defaults-second-half-1527777781

**Example 02:** Super Ghouls 'n Ghosts

   The Super Nintendo game Super Ghouls 'n Ghosts demonstrates this perfectly.  Once you have completed all the levels a cut scene occurs in which the Princess that you have worked so hard to save says that you can not beat the final boss without the Goddess' Bracelet. She goes on to tell you that she was barley able to hide it along the way before she was capture.  You then start at the beginning of the game and need to beat it all over again....
Games Can Always be Educational - Players collect a bonus of knowledge

**Good Snack**

Some games do a good job at incorporating interesting facts
or mechanics that help develop real world skills. These are bonuses for players because they start learning things without necessarily realizing it. Designers should always think about clever ways to teach their players something that fits into their games. That way players walk away with something much more than
just a good time playing games.

Example 1:

Keep Talking and Nobody Explodes is an intense puzzle solving game. Players solve these puzzles as a team in order to diffuse a bomb. What these game does behind the scenes is develop and test the players’ communication skills. Working with a group to overcome a challenge is a really
important real world skill to have.

Example 2:

Any kinds of sport games could always be very educational. Like FIFA or 2K teaches soccer players how to play as a team to win. Players who have different skills in sport in real life literally affect how well they could play to win. Moreover, playing sport games in virtual world also practice players' skills in real world, or maybe playing video games give players the experience they could not learn in real life.

Example3:

Math Ninja is a good example for educational game. In this game players have to use your math skills to defend enemies so players can learn many math skills in the game.

Example 4:

Niche is another example. It is a genetics survival game where player controls the interbreeding of different species. The game simulates the natural selection and survival of the fittest, thus educating the players about the process of evolution.

**Example 5: Happy Atoms**

*Happy Atoms* is a tangible, interactive learning tool that combines a digital app with a physical modeling set. Combining these platforms lets students from 4th grade through college approach chemistry from a different angle.Happy Atoms aims to change paradigm of traditional learning by offering a chemistry learning experience allowing student to experience and experiment in the game.

image source: https://www.schellgames.com/games/happy-atoms
Adding rare items to game to attract extreme collector

Board games have a great market and a huge loyal audience. Board games can be Card Collection games, Living card games or trading card games.Card collection games adds rare items that are produced in a very small number. Players hunt these items and add them to their collection.This feature can be added to video games as well. Certain elements of the game can be made rare and limit the availability to a very small period of time. Player would buy these items to boost their profile in the game. One important rule that is to be considered while designing such rare items is 'More Rare the card, More powerful it is'. Rare items should import additional features than regular items. Thus addition of rare items to game can boost the gameplay and can generate revenue for the game.

## Example

1. The Chaos Blade in NexusTK: NEXUS***: The Kingdom of the Winds*** is a pay to play MMORPG, currently run in the US by Kru Interactive. Chaos Blade is one of the rarest items in the game. It was dropped from a boss that was part of a giant community event, just one, ever. Nexus is an extremely community driven game, so the drama and plots surrounding that item were pretty insane. Choas Blade gives a great power to player that can be used to defeat other bosses in the game easily. Many players want the item and bids and auctions in regards to Chaos Blade is a frequent occurrence in the game community.
Maggard Hershey

Maggard Hershey is an experienced thracian gladiator who specialized in the scimitar. Now in his retirement, he manages the young gladiators of the Neverwinter fighting pits, where he keeps abreast of local current events from the overheard whisperings of wealthy patrons and the bawdy anecdotes of restless warriors. Maggard is an acquaintance of Xaín Silversmoke.
Good Level Design should tell the player what to do, but not how to do.

Having been given the power to tell his own story though choice of mechanics, the player must never be in any doubt as to what their objective is.  This clarity is typically created by simple, explicit, text-based objectives, proper use of waypoint markers, and any other navigational aids you may have; the level’s objectives should be visually distinct, using location, form, lighting and animation to make them clearly stand out from their surroundings.

And on the subject of “how”, players should never be forced to use a singular technique to solve an objective; how they complete the challenges laid-out should be up to them, and players should never be punished for improvising a solution to the designer’s meticulously thought-through level design.

### Example:

In the original Ratchet & Clank, the player was presented with a number of planets to explore in any order they choose.  The completion of each planet resulted in the collection of a gadget (e.g. magnetic boots) that allowed subsequent planets to be played (or re-played) differently, through level design that included unlockable mechanics not necessarily available on the first play-through. It was good level design that guided the player how to complete objectives and in what order rather than the game specifically saying it.

**Rise of the Tomb Raider**

In this game, there are a massive amount of puzzles for players to solve. Especially the secret tombs that are scattered all over the game world. Players usually can see very clear indications telling them what to do or where to go, but they have to figure out how to get to that point by themselves. This way, players are always attracted and interested, because they know their goals, all they need to do is find out a way to accomplish the goals.
Checkpoints Throughout the Game Alleviate Frustration When The Player Fails

Return the player to their last key point of progress when they fail, instead of making them restart the game as a whole. This softens the blow of failure to the player and encourages them to keep trying, as the task of repeating a single piece of the game is less daunting than having to replay the whole thing. Checkpoints are also handy in that they allow the player to leave a game and return to the same point at a later time. Allowing for longer game play and the ability to play within a busy life.

**Examples:**

**Rayman Origins**

An example of frequently used checkpoints can be found in many of the levels of Rayman Origins. Most levels are composed of several separate “rooms.” If the player dies within a certain room, they are then returned to the beginning of that room, instead of the restarting the entire level, to try again.

**Resident Evil 5**

In Resident Evil 5, when
players reach a checkpoint, their state can be temporarily saved. Checkpoints can
also be seen as respawn points, and you can begin your progress at the last
checkpoint when you die.

**Little Big Planet**

Little Big Planet has a very clear checkpoint system. There are checkpoints throughout the levels, and they act as respawn points as well. Once the player passes by a checkpoint, it will light up, and the player will know the game is saved at this point. If the player dies before reaching the next checkpoint, he or she will respawn at the previous checkpoint.

.

#### **GTA 5**

Gta 5 has a new feature which is different from its previous games. In GTA 5, there are checkpoints available for missions which have a large playtime. This helps to not start a mission over and over again which makes the game more enjoyable and less stressful. Checkpoints were added to appeal to a wider, more mainstream audience.

**Shovel Knight**

Shovel Knight does an excellent job of implementing checkpoints that allow the player to choose their difficulty. If the player wants to take a checkpoint, then they will respawn there when they die. If the player decides that they want a little more difficulty, then they can destroy the checkpoint to receive more loot. This allows the player to be able to choose which route they want to go, which tailors the game to all different levels of play.
Don’t make games open world if the main story line is just a series of linear points of interest as it can undercut player story experience

Many open world games simply present a space with 10 to 15 points of main story quest with the rest left for optional side content. This can leave the player conflicted about exploring or undercut the story of the game. If the player is truly emerged in the main story, they will have no interest in exploring the optional areas as they want to progress the story. On the other hand, if they spend large amounts of their time on an optional extra; it’s difficult to then make the story feel urgent and demanding of your time. Consider making every part of your open world space an area that needs to be explored in order to move through the game.

### Example 1: Skyrim

The main story of Skyrim describes the impending apocalypse by dragon invasion. However, in the face of this you can spend your time hanging out with a group of thieves, get married or become the leader of the mages guild for fun. The optional content fields self-contained and disconnected to the point where it feels like filler where the main story is super important but can be differed so easily it at times feels like it just doesn’t matter. This conflict leads to the game feeling less internally cohesive then other games which use their open world space better.
Bad control scheme/port

Due to budget, some games will be developed for consoles like XBOX and PS4. Then the developers will port the game to a PC compatible version. Some games did well on this but some don't. The control scheme in some ported games still contains the old scheme which doesn’t make any sense on keyboards and mouse.

**Game Example:**

**Dark Souls 2**

Dark Souls series had a fantastic reputation due to its gameplay. However, the PC port is really annoying. If you go into the settings, you will find there are no graphic settings and also no key bindings for keyboards. It just makes frustrated to let players figure out the controls themselves by randomly pressing the keyboard (Even the brief tutorial hits are all controller icons!).

**Final Fantasy Crystal Chronicles: Echoes in Time**

This Final Fantasy spin-off sequel was developed for the DS, but also ported to the Nintendo Wii before release. Instead of working with new menus and finding a way to incorporate the bottom screen's information and function in a different way, they just stuck the two screens on the display at the same time, creating a really jarring and clunky experience.
Give Player Options for Multiple Play-Styles in Open World Games to Make Game More Consistent and Accessible

Many games nowadays market themselves as open-world and play-as-you-want. However, many of them lack actual choice. For example, in Grand Theft Auto V, the player is often shepherded down these very linear story missions that include them killing a bunch of people. However, the feeling of an open-world game is completely the opposite, generally allowing freedom. Having this very binary system of "open world" and "linear story missions" is very jarring and disconnected. Allowing the player to choose the way they want to play in open world games makes things more consistent and more accessible so many players with different styles can play.

Fallout New Vegas gives the player almost unparalleled options to play the game. Most story missions have multiple ways to complete. For example, you can beat the entire game just by speaking to people and never firing your weapon. This lets people that are not good at shooting to enjoy the game. It also is in line with the consistent feeling of open wasteland freedom and exploration.
In Fighting Games, when sequel do not iterate and offer improvements, players feel “bored”.

**In\_Fighting\_Games,\_when\_sequel\_do\_not\_iterate\_and\_offer\_improvements,\_players\_feel\_“bored”.** is a…

In Fighting games players want to see improvements upon existing characters in perhaps move sets, combos, and aesthetic changes. In addition, it’s always good practice to add new characters, but if the game is similar to previous game and modification includes sound effects and maps, it shouldn’t be called sequel but should be called repackaging.

When there are no distinct design patterns and gameplay in sequels of most anticipated fighting games, it disappoints players as they want characters to have new move sets, combos so that they can enjoy the gameplay.

For Example, *Street Fighter 5*, one of my favorite game, resembles 90% of *SF4*, the only differences are modified graphics and map

s. I was expecting more combos and characters. It eventually led me to boredom.
Clunky Climbing Mechanics frustrate players

Often games require the use of stairs or ladders to progress or explore levels. Yet the ladders seems to be an after thought for the game developers. The interactions with the ladder are unclear and require the player to unnaturally align with it hoping a menu pops up. In some games the ladder or stairs will be a source of fear for the player. Either the player is unable to grab hold of the ladder or when they do, they aren't able to get off safely. The same can happen with stairs where small glitches will cause you to die. When simple game mechanics like this break the entire play experience can be ruined.

## Examples

#### **Arma 3**

In Arma 3 interacting with stairs and ladders can be the players undoing. In multiplayer situations where your gear has to be earned dying can set you back hours. When trying to dismount ladders the player often will glitch off the building and fall to their death. Arma 3 Ladder Interaction  It is often impossible to find the indicator to select the ladder as well. People often get stuck on top of buildings unable to access the ladder.

#### **Day of Defeat: Source**

In Day of Defeat: Source, there are many custom maps that are created by members of the community and many of these maps have terrible climbing mechanics. When climbing out of water for example, sometimes the player is not able to get over ledges and instead ends up falling back in the water. What makes this worse is that the mechanic shoots the player above the ledge when attempting to climb out, making the player very vulnerable to being killed while they're stuck climbing. So not only does the player have trouble climbing to flat surfaces, but there is also a high chance that they will be killed if the climbing mechanic isn't smooth. This can be cause frustration for the player, especially since it is not the player's fault.
Inaccurate marked zone for the mission

In many role-playing games, when players are doing a mission, the zone for the mission is usually marked on the map so players can find where to complete the mission conveniently. However,for several missions in some games, sometimes the marked zone is not accurately the place players have to complete the mission in. This seems a little bug but will confuse and frustrate the players a lot sometimes. Players will usually keep searching the marked area and become crazy gradually. And when they finally find the required item in other places, they will get really angry.

Borderland 2 is a first-player shooting game in which you will get a lot of missions to complete. It's generally an interesting game but I still clearly remember that time the marked zone for the mission is inaccurate. The mission requires players to find four items in a big place and marks the location for each item on the map. I found three of them easily but when I reached the fourth mark on the map, I cannot find the item for thirty minutes. Finally I searched the solution on the internet and found the item at another place. I felt so frustrated and angry that time.
Challenge Players To Master Timing

Mastering timing is a clean model for creating engaging gameplay. Challenging players to master anything in your game encourages them to enter Csikszentmihalyi's model of Flow, which represents one of Seligman's 5 components of happiness (Engagement). In other words, a tantalizing invitation and pathway to master timing makes your players happy.

"The happiness of a man in this life does not consist in the absence but in the mastery of his passions."

-Alfred Lord Tennyson

### **Bastion**

In Bastion, the designers introduced the 'Power Shot' - a timing-based damage boost to your attack. With the Breaker's Bow, you must hold 'A' to draw your bow, and release 'A' to fire. Without considering the timing, this shot will deal some baseline damage. However, releasing 'A' after holding for the proper amount of timing and NOT longer will bestow your shots with this extra damage. To encourage players to use this mechanic, the designers made enemy health just high enough that a single, un-powered shot would hurt the enemy but not destroy it. Power shots WOULD kill these same enemies, making a well-timed Power Shot quite valuable. Hitting this just right is harder than it looks, especially in stressful situations when swarms of enemies surround you. This challenge to master the timing of a Power Shot and the benefits of success represent a solid example of this good snack.

## Examples

### Gears of War

Gears of War using timing by having active reloading. When players reload their gun in the game, a little meter comes up and if the player hits the reload button button at the right time, the gun will reload much faster than if the player reloaded normally. But if the player misses the active reload, the gun reload takes much longer than it would if the player hadn't done the active reload at all. This timing lets the player interact with the usually more passive action of reloading.

### Guild Wars 2

Guild Wars 2 has a mini-game cum feature called "Adventures" which allows players to earn mastery points, but in order to do so they have to finish a certain activity or complete the mini-game in a set amount of time, hence master the timing in order to win the challenge.

### Flappy Bird

Flappy bird exploits the timing mechanic to the core. It is completely based on when you tap the screen so that you make your character cross the next set of pipes. If you misjudge your tap by a fraction of a second, you end up losing. The score is based on how many pipes you cross.
Consistent Framerate – Makes for a More Consistent Experience

Developers need to think about the purpose of their game and what goals they want to achieve when deciding their desired framerate. The framerate decides how smooth a game looks on the screen but also how demanding it will be for the hardware. Locked framerates have the benefit of keeping the
action on the screen looking consistent throughout. It also makes sure that the
input of controls remains consistent and without a delay. This is especially important in racing and competitive games. If players were playing at
inconsistent frame rates, it might affect the outcome of a competitive game.

Example #1

Super Smash Bros. 3DS

This fighting game series has been known for keeping a consistent 60fps throughout the entire franchise. Due to the hardware limitations of the 3DS, developers for Super Smash Bros. managed to keep players playing at 60fps by lowering the framerate of background effects in game. They keep things like asset trophies, special items that spawn extra helping characters, locked at a 30fps to make up in performance to keep the main game at a steady 60fps.
Detailed and creative combat .... Might drive away some players but really make others addictive

Many games focus the combat part as it is the core of game experience. Some of these games choose to expand their combat part by adding more characters, enemies, animations, skills,etc. Some games deepen their combat system by adding more interaction to the existing elements. The latter one if well designed can significantly add to the complexity of the game but will also make the game more fun. This kind of design will probably make some casual players fill exhausted and leave the game, but also will make hardcore players so addictive to the game.

## Example

**Divinity:Original Sin** is a great RPG game. It has good graphics and good storyline but what makes it one of the best RPG game is that it provides tons of creative details into the combat system. When enemies are standing on the wet ground or when it is raining, casting a lighting bolt to them will make them paralyzed; but then if your melee hero tries to hit them with iron or steel blade, then your hero will also get paralyzed because electricity travels trough metal. There are many such details in this game, making its combat a beautiful game experience for those hardcore players.
Inability to Change Default Options

## **The Snack:**

Many games give players the ability to change certain in-game options, such as controls, difficulty or game-modes. However, it can be very frustrating if these changes are reset to default each time the game is loaded, with no option to redefine default options. Players don't want to have to re-adjust every little option to fit their preferred play-style, and forcing them to do so can cause them to become frustrated and even avoid playing the game altogether. It can be just as frustrating if a game allows default changes for some options, but inexplicably denies them for others.

## **Examples:**

1. In *Super Smash Bros. for Wii U*, battles can be determined after a time-limit is reached, or by using stocks (lives), and awarding victory to the player who survives when all other players have lost all their stocks. Many players prefer to play with stock, even if they do use a time-limit as well. Sadly, the default option is to do strictly time-based battles, and there is no way to customize the default to be stock. Players must manually change the game-mode to stock every time they load the game. Although the process is fairly quick and simple, it becomes very tedious over time.
Bad stories

Bad stories:

Some Japanese games are based on manga or anime.  I often find that those games are less enjoyable and much worse than the original manga or anime.  Especially bad are the types of stories that are based on one girl being chased by ten or more different types of guys.  This type of story is already bad enough, then they make a game out of it.  There is one reason why I say this type of game is even worse than the manga or anime.   At least in the manga or anime, there is usually still a male lead and the male lead and the girl end up together.  But in the game, you can pick whomever you like.  That's why there is a market for this type of game, because different people like different characters.  The downside of this kind of game is that the stories are usually so bad, that you feel like this can’t ever happen in real life.  So, you feel like you are just wasting your time.  All characters will do whatever you want.   Even the type of character that wouldn't do it in real life will do it in this kind of game.  Because it's a game, the player will have many choices.  The result are poor stories and inadequate character development.

# Example: Diabolik Lovers

I actually enjoy watching the anime version.  In the anime you can tell the male lead is Ayato Sakamaki and as the story progresses, you can tell there is a soft side to him.  But in the game, well, there is no male lead and every playable character's route is split into three sections: Dark, Maniac and Ecstasy. Each of these three sections is split into a prologue, ten subsections and an epilogue. There are three possible endings for each character based on your choices. Thus far, five games have been released and a sixth game is set to be released soon.  The problem with this kind of game is that because there are so many possible endings for every character, some of the endings seem phony or are very unrealistic.  For example, one of the endings for Ayato Sakamaki is so out there or improbable, I am sorry that I ever played the game.  You can create different endings, but please make sure that the actions match the character’s personality and seem real.
1. Adding a completely different mechanic to an established franchise could drive away existing players

Having an established franchise spells out quite a few advantages as well as disadvantages for game developers. One of the advantageous repercussions, is that the player base is now familiar with the franchise’s characters and universe. However for many games, adding to these characters and the game, while also retaining players becomes increasingly challenging. For such games, developers sometimes take a huge risk by adding completely different gameplay mechanics and thereby drive their players away.
Constant player hint popups – help remind player of character ability

Some games the character development is extensive. Weapon upgrades and aviation and character skill upgrades can become hard for the player to keep track of during game play. Players have a tendency to fall back into what they remember from the beginning, however this may lead to less points being earned for XP or make the levels harder if the more advanced skills are necessary. Providing a small popup reminder for the player what buttons to press or move to make can aid the player significantly. This is extremely useful when the skill or move is going to be used consistently through that portion of the level. The reminder only needs to be made once as the action is going to be repeated and reinforced in the player's memory.

**Rise of Tomb Raider:**

In the Rise of Tomb Raider the player can upgrade the character with various combat and stealth skills that will later aid the player through the game. However the abilities are hard to remember as there are quite a few upgrades for the player and weapons. At certain sections a small pop up window will make quick suggestions on what move and button combinations may best help the player at this particular moment. This window doesn't last long and doesn't

distract the player. In most cases the suggestion is made before entering a difficult section with numerous enemies. Once the player enters combat there aren't any disruptions.

**Puzzle and Dragons:**

In the mobile match-3 game, Puzzle and Dragons, at the end of every level there is a hint which pops up. These hints can range in information from reminding the player of certain mechanics explained in the initial tutorial to hints as to how monsters can be combined to create better monsters, to information about less gameplay related topics such as account recovery. These hints can serve as useful reminders to the player or as possible avenues of play to try out.
Create Multiple Pathways: Gives player's choice and increases replayability value

Having very linear paths can be acceptable for player immersion, but providing players a variety of side paths can encourage the player to explore. By creating multiple paths for the player, it gives the player the choice of which path to follow, even if the side paths all end at the same destination. This also gives the designers the opportunity to include a variety of features and items down different paths that could change how the player progresses. This also can give the player encouragement to explore paths they did not initially take, which increases replayability and can provide a more in-depth experience. Having a variety of paths adds a sense of surprise and excitement for the player because they do not know what they will find.

## Examples

Overwatch

The paths in Overwatch are very diverse and although they always lead back to the main path where the objectives are, they give players the option to travel to objective points in their own way. Multiple paths also provides strategic value to the maps because certain heroes may have advantages down specific paths. For example, Pharah would benefit from paths that go above the main path because she can fly and has a missile launcher. The array of paths that the designers have incorporated allows players to explore new alleys and areas that they may not have seen previously. It is very important for players to know each path and how they are designed to maximize team strategies, and this alone makes the side paths extremely valuable to the design of Overwatch.
Backtracking

**Backtracking Can Create Disconnect in Gameplay**

Forcing a player to backtrack through a level for little or
no reward is poor design. Dungeon designs in games, for example, can be a big
dead end which forces the player to backtrack through the labyrinth they’ve
just cleared. This issue isn’t seen commonly in modern games. However, some
games still give the player a chance to backtrack for a reward. This can be
acceptable, but the designer is still forcing the player to make a journey to
cash in on a detail they remembered from earlier. Perhaps creating a new
interaction (such as an opportunity to use a new power, or fighting newly
spawned enemies), or creating a loop back to the area they retrieved the “key” in
would be more efficient. In any case, if the player is given incentive or
forced to backtrack, make it worth their while.

***Morrowind***

Admittedly my favorite game of all time uses exactly the
type of dead-end dungeon I spoke of. Backtracking through looted areas of dead
enemies is a waste of the player’s time in most cases. There are also instances
where a player needs to go deeper into a dungeon to retrieve a key in order to
unlock a chest, before a new area which they will need to load. This is
inconveniencing the player, as they tread the same ground at least 3 times and may
even have to load an area as many times.

***The Legend of Zelda: Phantom Hourglass***

In this game, after completing a dungeon or temple, the player must return to the original dungeon in the game and traverse it once again. With each dungeon or temple that has been completed the player must traverse an additional floor in the original temple when they return to it. There are no new mechanics added with each return to this original dungeon, merely a repetition of floors and mechanics (the original dungeon is based purely on stealth) the player has previously visited. This seemingly pointless repetition can quickly become boring for the player as it is not only repetitive, but the compulsory nature of returning to this dungeon delays story progression.

### Darksiders 2

Darksiders 2 has multiple areas which contain certain areas that cannot be reached the first time you visit them. Later in the game the protagonist gains new powers which allows him to access some of these areas. This process of gaining abilities and backtracking to the same places again and again is the most frustrating aspects of the game. The player has to abandon moving forward in the story and go back to these places just so that they can access the previously inaccessible areas to get loot. This seems like a counter intuitive design: why would you want the player to break story and revisit old areas instead of pushing forward in the story.
Having memorable cutscenes increases the aesthetic value of the game

Games can generally make you feel something like anger,satisfaction,hatred,pride etc. They do this by various means. But the most important way in which they can do this is by making memorable and mesmerizing cut-scenes. Cut-scenes give you the luxury to show actions which are not otherwise supported by your in-game character. They end up increasing the aesthetic value of the game.

## Examples

### (End Cut-Scene)

This scene shows you a satisfying ending to an awesome trilogy. It completes the game cycle by showing us that the ending of this game is the beginning of first game in the trilogy. This develops the character depth of the prince himself and the overall aesthetic feel of the game.(See the video from: 7:15)

### Xenoblade Chronicles

Xenoblade Chronicles has a number of well-choreographed cutscenes that are interspersed with gameplay. The most memorable are even synced to a cutscene-only music track.

### Metal Gear Solid Peace Walker

This franchise is known to have some of the longest, most involved cut scenes in the industry. In Metal Gear Solid Peace Walker there is a level of cinematography and visually-nuanced narrative that is unmatched in any other game I've personally played. All of the scenes in the game combined add up to hours of footage, all of which a player would be remiss to skip. In addition to this Kojima was able to implement the concept of an interactive cut scene in the first Metal Gear Solid, and continue it in this installment of the series. Not only was the simple addition of this unique mechanic enough to make the game memorable, it added a level of personalization that made the experience feel your own.
Bullet Sponges

The term "bullet sponge" refers to an enemy character whose health and damage resistance is so great that it becomes the single most important quality when describing its difficulty level. Instead of incorporating clever AI or divergent behaviour, the enemy will repeat the same basic attack patterns and wait until you've expended the necessary amount of bullets to reduce its health to zero. This effect can be particularly disconcerting when fighting an unarmored human opponent and they shrug off high caliber shots to the head as if they were rainwater.

## Examples

### Borderlands

The amount of damage that you can output is directly tied to the ratio of your level in relation to your enemy's level. If you happen to find an enemy that is a much higher level than you, your only two options are to run or die. The only way to defeat higher level enemies is to first grind the experience and money on lower level enemies to level up your character and unlock higher level weapons. What's most disappointing is when higher level enemies are just a differently-colored version of the lower level ones with more health and higher damage output.

### Tom Clancy's: The Division

Instead of offering a greater variety of enemies for the players to fight, or better AI for tougher foes, The Division instead falls back on bullet sponge enemies as bosses. These are simply normal enemies with normal behaviors but with a ridiculous amount of health. These bosses in particular take many magazines' worth of bullets from multiple players to take down. Despite this, they offer no extra challenge because they have normal AI behaviors, and are simply a waste of time.