recursal/Fanatic-Fandom huggingface dataset:
Seamless loading screen

Games often have loading screens which are quite boring and takes too long to load. Some games did it smart by implementing tips and hints for the players to read while on a loading screen. However, players prefer to have a seamless loading screen to keep the flow of the game.

•    No Man’s Sky

Although the gameplay mechanics of no man sky is not that good currently, I was pleased by the seamless loading screen launching from plant and landing on the other planets. As we all know, each planet size is extremely large comparing to other video games. When playing fly down towards the plant, the player will see the entire process of going into the atmosphere and actually land on the planet. This design is just amazing to see, in these types of games.

Example 2: Mass Effect -

Mass effect created a massive world for players to explore. The game did have loading screens for when players went to completely different regions however some regions (like the citadel) were so large that the developers had to hide the loading screens when the player would go to different parts of the structure. The developers cleverly hid these load screens when the player would take the elevator. Not only was this an immersive way to hide the load screens it also allowed for character interesting character inactions between the characters in the players party.
Allow players to customize they own save points to practice

In most adventure games, players who die will be sent back to a save point which is set up by the game. Sometimes players just want to practice at the place where they die without going through the whole level again and again. Implementing customized save points can prevent players from getting bored by playing easy parts of the game repetitively.

**Geometry Dash**

Geometry Dash is an extremely difficult music game. In order to not frustrate the player overwhelmingly, it has Practice Mode for players to get familiar with the levels. In practice mode, players can customize where they want to add or delete save points by pressing "X". In this way, players can focus on the parts they have difficulties with without going through the parts they already know how to play.
High stakes = more meaningful

Large games, commonly RPGs and MMOs, far too often make a repetitive mistake that costs audience involvement: making the mission stakes too low. Spending hours grinding through missions whose stories or rewards are insignificant, especially compared to alternative missions seen beforehand, makes the player feel like their impact on the game world is less meaningful. Having higher stakes with every mission and consistently topping the previous installment is a considerable strength that many modern shooter campaigns (\*cough\* *Call of Duty* \*cough\*) have embodied in order to keep the player engaged, and to make them feel powerful within the game world. This doesn't mean that every mission has to mean life or death of the planet, but players should consistently feel rewarded with a sense of increases responsibility and consequence when playing a game.
Game does not save players choices of UI or game-elements

If the player sets up a team to battle, he/she wants to save that preference instead of re-selecting all the team. If the player customizes a UI (on a game that allows customization of it), when he/she enters the game next time, he/she also wants the game to show the same thing it was showing after her/his setup. Otherwise the player can get tired of repeating the action of selection or customization, the game designer should avoid boredom and frustration by save the players' choices.

**Example 01** (author's): **Pokemon Go** - Every time the player fights against a gym he/she need to re-select the team. Even if he/she is playing ten times in a row, he/she needs to re-select them after the system select pokemons that are not the most used or last selected ones.
Influencing a Game through External Factors Generates Unique Outcomes

Games traditionally make use of in game events to alter the progress of the game. Whether a player chooses a certain options over another changes the way the game is experienced by the player. However, factors which are exterior to the game that exist in the real world, such as time and forms of knowledge, can be used to allow the player to encounter new events or go through previous one in a different manner. This technique offers new possibilities for the player to experiment with the game's content and adds more replay value overall.

## Demonstrative Examples

### Metal Gear Solid 3: Snake Eater

In Metal Gear Solid 3: Snake Eater, the player faces a boss know as "The End". This boss fight is challenging and the player can use a variety of techniques to track the position of "The End" while avoiding being shot by his sniper rifle. The encounter can last for hours as their is a high chance of losing track of the boss at anytime. However, the player can turn off their game console, wait for a couple of hours and restart their game session. If the player waited long enough, the player receives a message from an NPC that "The End" died of natural causes.
Art style informs gameplay

When designing a game, it’s important to take into
consideration the art style. This is often overlooked by game designers and needs
to change. The art style is more than just making the game look pretty. It’s
about immersing the player and not only that, a good game uses the art style to
inform gameplay.

## Example: Fez

   In the game *Fez*, the player can change their perspective by

rotating a cube and by doing so they see a new path to follow. In the one perspective,
they were not able to move forward but by changing their view, literally, they
find that they can go in that direction. It’s much like the art style cubism.

*Grand Theft Bicycle*

Grand Theft Bicycle or GTB is an example of a mod that was made with the intention of creating a Dada art piece. It was modded off of Grand Theft Auto. All the A.I.s were replaced with politicians waging war against each other. The player could ride a bike in the real world that controlled the virtual bike in GTA world. The modder has stated that their intent was to provoke and confuse people, like Dadaism.
Changing things in sequels without need - Ruins the original feel of the game

This Bad snack goes along the lines of the saying " do not fix what isn't broken". Some designers like to change things from their original title that worked really well for no other reason then to change it. The feel of the game is very important to players. If a game was successful enough to merit the production of a sequel, then it probably had a lot working for it. When variables have been tweaked or mechanics have been removed the player will know.

**Example:** The change of the parry mechanic from dark souls 1 to dark souls 2

In the original dark souls game parrying an attack was keep to many popular play styles. It is a high risk high reward style that the first game got right. You could parry an attack based on where the opponents weapon was in his attack swing. If you pressed your button at the right time. your parry would go off and you could then attack for more damage. This mechanic changed in the second game. They changed when the player needed to hit their button in order to have a successful parry. The parry in the second game is less fluid then the first and therefore less effective. This bad design because it basically takes away a many play style that some players enjoyed about their original title.

Example 2:

There are many differences in new and old sonic games. Old sonic games are much better than the new ones, the physics in older version are better. The older game always created gameplay interesting and the player always enjoy the game in such a way that he/she concentrate on gameplay and felt themselves flying in the game.
Excessively detailed quest instructions in multiplayer games - Leads to repetitive gameplay and boredom

In most modern MMORPGs, there are tons of quests for players to complete and they all have very detailed instructions to guide players, such as auto-moving, auto-pathfinding, or even auto-fighting in some games. Players just simply click a few buttons and everything is done for them automatically. These overly detailed guides and "helpers" eliminate the possibility for players to think and talk. Over time, it just leads to repetitive gameplay and eventually boredom. In old online games like Crossgate, players have to actually communicate and decide their next step together. When the quest is completed, players actually feel like they have participated in and created something great, not just simply followed orders provided by the program.

## Examples

### **Black Desert Online**

In Black Desert, pretty much everything quest related is done for you by the game. You could move to any place by simply clicking one button. It is already bad enough to have that idea, but they actually made the automatic pathfinding rather ridiculous. Players get bored very fast.
Having Anti-Cheat system in games.

Multiplayer games have had the problem of cheaters and hackers since the beginning and games designers have com up with certain methods to catch and ban cheaters. Some players ruining the experience of other honest players is not tolerated by many game designers and game designing companies and they have put in a lot of effort to solve this problem. One of the best solution was to have an inbuilt anti cheat system to detect weird player behavior and report it to the developers hence helping developers to find cheaters and exploits to fix them.

Example 1:

VAC is one of the example of anti-cheat system for valve games, counter strike to be specific. They have banned so many cheaters and hackers and fixed various exploits and potential hack that could be used in the game.

**Example 2:**

**PunkBuster** is a computer program that is designed to detect software used for cheating in online games. It does this by scanning the memory contents of the local machine. A computer identified as using cheats may be banned from connecting to protected servers. PunkBuster has been used by EA Games, Ubisoft, Id Software to counter cheating. Some of the notable games using PunkBuster service is Battlefield 4, Medal of Honor, Battlefield: Hardline.  It was first used by Id Software.

**Example 3: DAY Z**

Bohemia Interacitve has one of the most interesting ways to deal with cheaters currently present in the gaming industry. If players are caught using any cheats in game they are immediately slapped with a account ban which is pretty standard but in order to get their account back online, players must submit a video of them public apologising to Bohemia and the player community for ruining the game for everyone else. These videos are then watched by the dev company and considered whether the apology was sincere enough for the player to have their account returned. Upon returning, the account has a permenant record of the cheating in the account history. This public shaming of cheating players has become an inside joke amongst player and effectively deters cheating.
In-game messages can demoralizes player.

Various games incorporate social media to influence gameplay. Players are allowed to create or join communities. This allows players to interact with other players to gain knowledge and learning. However, In-game messages cannot be monitored by the game companies. Players may post unwanted comments that may demoralize other players. Although, Companies can restrict usage of certain inappropriate words, but complete monitoring is not possible. This leads to certain new players lose interest in the game.

## Examples:

* Clash of Clan: Clash of Clan is a game by Supercell that was among top grossing for Android and IOS platforms for a very long time. Clash of Clan has a huge and variant audience. Game allows players to communicate on global messenger. Players can form community called as 'Clan' and interact with other players of the community. These messages should be used to impart knowledge and understanding. But players use this to criticize and demoralize players. Inappropriate behavior and textual messages are commonly seen in the game that target new players and often lead to fights. This may cause players to lose interest in the game, as game targets to collaborate a large social media.

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### 2. RUST

RUST is a massively multiplayer online survival game, where not only the enviroment but the players are also out to kill you. Many times the games main mechanics are ruined by other players, trolling on the audio chat, and outright bullying other players in game.
Inaccurate Info given to Player

Players will make choices based on the information that games give them. Inaccurate info can lead players into making choices that are "wrong" despite those choices being correct under the given information.

In the 2012 version of *XCOM: Enemy Unknown* players became frustrated with the chance of success system given to the shooting mechanic. Despite showing good odds to hit, players were often missing shots consistently despite overwhelmingly good odds reported by the game. This was later addressed in fixes, but the reputation of the buggy shot odds system remains part of the franchise's reputation to this day.
Dropping previous items in an attempt of picking essential ones.

Sometimes there are many items which the player can find in a particular area at that moment. After playing for a while, the player thinks that it is feasible to carry every item with them so that they can use them later on in the game. But, the game has a limited amount of space or the game is designed in such a way that the player is not able to carry each and every item and has to drop some item which is not useful in that time period while picking the items which the player think will be useful in future. This makes the player frustrated at some point since they are not willing to drop those items but they want to pick the item as well.

## Example:

**Fallout 4:**

There are many items available in Fallout 4 which includes weapons, medicines, snacks to survive from radioactivity and so on. The player has a limited amount of space to carry those otherwise the speed of the player gets affected or they cannot equip new item anymore. So the gameplay has an option to throw the items which are not necessary and make space for the new ones. This makes the player throw some important items which they think will be useful in future but not needed at that moment leaving the player with a tough choices of what item to be thrown.
Allowing Players to See Friends’ Scores - Creates Competition in Social Circles

In many social groups, friends will play the same games. This takes these games beyond being a separate form of entertainment for the individual. They become a community pastime. Designing for this social factor generates a greater interest in this collective sphere, and the game has the potential to become more pervasive in the players’ lives.

One way to design for this social aspect is by giving these players the ability to see the scores of their friends. With this addition, there is an extra level of competition to the game. Each player now wants to be the best on some level. This bonus level of social competition between friends has the potential to draw out the game’s popularity and monetary success.

## Examples

**Candy Crush Saga**

One example of this competitive design element can be found in Candy Crush Saga. Each player generates a numerical score throughout the play of a level. Upon the completion of that level, they then have the ability to see how their score measures up against their friends’ on social media. In addition to beating the level, there is another level of success when they surpass their friends.

**Xbox One Achievement Display**

While not a game specifically, the Xbox One dashboard utilizes the idea of leaderboards on a much larger scale than just a specific game. By broadening the scope of the score game wide achievement scores, they incite friendly competition that encourages play over multiple titles and play styles.

**Geometry Wars 3 (iPhone)**

Geometry Wars 3 (iPhone): Geometry Wars 3 gives players the option of linking their Facebook accounts and is a good example of the above. As can be seen in the screenshot, the level selection screen has images of people in a player’s friends list and the level description also shows their scores in comparison to the players.
In-Game Costumes - Can add personality to Gameplay Systems

In some role-playing games, the player's looks are static. No matter what equipment they wear or what class they are, they'll always look the same way. In some games, however, depending on which class the player chooses for their characters, characters will put on different outfits signifying that change. While it is much more work for artists (in 2D or 3D) to add multiple versions of outfits for each character, doing so can add additional background to the world, and help give a little extra characterization to each of the characters in your game without any additional words.

## Final Fantasy V

In Final Fantasy V, the player gets access to the Job System very early in the game. When the player makes a character change their job, that character changes their costume. With 22 jobs in the original game and 5 characters, that makes 110 unique looks the artists had to draw, and countless more sprites for all the animations for all of those costumes. Each job costume is slightly different from character to character and gives each character a little personality. For example, Bartz, Lenna, Faris, and Galuf's Berserker costumes each give them different animal skins to wear on their body. However, Krile's Berserker outfit has her wear a cute animal suit!
Alerting The Player Without Disruption

## **Good Snack**

There are many games that alert the player when they have achieved progress in the game. Some games will force the player to stop playing and react to their accomplishments. This disruption the flow of game play and can become incredibly irritating after a while. Other games find a way around this problem by alerting the player but allowing the player to view their accomplishments when they are ready.

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### **Guild Wars 2**

Guild Wars 2 has a way of alerting the player of accomplishments (Levels, Achievements, Items gained) but it contains that progress in the bottom right hand of the screen until the player is ready to look at it. This allows the player to continue their flow of game play but still know that their are rewards awaiting them when they are ready.

### **Skyrim**

While battling in skyrim a character frequently levels up, the game notifies the player of their accomplishment allowing them to enter the leveling screen at their leisure whether it be in the midst of combat to restore their health or after the fray is over, so that their focus never has to be broken.

**Fallout 4**

Fallout 4, another Bethesda Studio game, does well in notifying the player without interrupting the flow of the game. With level upgrades available or if a settlement is under attack it appears as a small box on the side of the screen allowing the player to be aware of new events but continue until a point where they can give it attention.
Gain Experiences only from A Way

Level-Up System is an Indispensable elements in many massively multiplayer online role-playing games. Players will gain more powers and skills when their level become higher. In general, game designers will design many monsters/enemies for players to kill and gain the experiences. However, if there is only a way that players can used to level-up in a game, especially for unreasonable level-up system, the game will become super boring.

### Example1:

In the Lineage (1998), players gain the experience for level-up only through killing monsters. When the players have level 49 or higher, they even have to take more than 100 hours for killing monsters for one more level up. Finally, there are many game cheats bots in the game and force we players to leave the game.

### Example2:

**Bravely Default** is a jrpg where the player can form their team with different job(s) combination. In this game, the player is given the choice of leveling and mastering different jobs to support different play styles. However, it takes a lot of experience to master a job fully (level14) and the only way to master it is by grinding experience by killing monsters. This can lead to a boring and repetitive gameplay, especially when the player has to start from level1 every time when they unlock a new job. There are 24 different jobs, and many of them cannot be played efficiently in lower level, and all four character has separate job levels. This causes many players to spend a lot of time in grinding for experience instead of progressing the story.
Altering the play about progress without disrupting game play.

**Good Snack**

There are many games that alert the player when they have achieved progress in the game. Some games will force the player to stop playing and react to their accomplishments. This disruption the flow of game play and can become incredibly irritating after a while. Other games find a way around this problem by alerting the player but allowing the player to view their accomplishments when they are ready.

**Example**

Guild Wars 2 has a way of alerting the player of accomplishments (Levels, Achievements, Items gained) but it contains that progress in the bottom right hand of the screen until the player is ready to look at it. This allows the player to continue their flow of game play but still know that their are rewards awaiting them when they are ready.
Good Job Crafting that Rusty Dagger

## **The Snack:**

Creating a crafting system within games is a great way to give the player something different to do within a game aside from killing all the stuff. It adds depth and can be a great way for players to become part of the world. It can give meaning to collecting resources which would otherwise be considered useless, and it can help players in gameplay by providing them with aid, weapons, armor, etc. Sadly, creating a good, balanced crafting system is hard, and too many games don't seem to give it the attention it deserves, leaving something that feels incomplete or futile. Incomplete in the sense that crafting feels slapped on after the game was made, and not like something that is truly a part of the world. Futile in the sense that the items players are able to craft are inferior to most or all items that can be acquired by simply playing the game, making crafting seem useless or like a waste of time. In a similar vein, it is also bad game design to allow players to craft good items, but only at later levels when those good items are no longer relevant to you as a player, who is using even better items by that point.

## **Examples**:

1. *Skyrim* specifically comes to mind in this example. In order to gain enough skill points to craft items that might actually make a difference, be it something you can use yourself or something valuable enough to make the effort of crafting it worthwhile for selling purposes, you must advance in skill level in the game. But the thing is, as you advance, enemies you defeat or quest rewards will start dropping items so superior to anything you can craft, that it is pretty much pointless to bother. If crafting is introduced in a game, it should be something that players can legitimately benefit from, and not just something to do as an occasional mini-game.
Game Adopts Culture of its Audience to Bring a Sense of Familiarity

Video game market is a global market that spans across multiple cultures and language groups. When games are made to target multiple cultural groups, references or game elements should be modified to suit different audience. Pop culture references are used to help relating players to the game world in many different games today. When these references are directed used across different cultures without being modified, players can be confused or even feel insulted because of their own culture's values. As a result, during the localization process, it is necessary for developers to modified references and game elements based on different target audience across cultures to relate players more appositely to the game, instead of purely translate the game from word to word.

## Example

**Final Fantasy XIV** is a game that has a great localization team that works on both its NA/EU and JP dialogues simultaneously making sure that each of them fit their respective audiences. Many pop culture references are used to name in game quests and in game group events. They even change the personality of some characters to make them more acceptable in by players from different culture background. For example, the character Haurchefant, a military leader who sacrifices himself to save the warrior of light (the player), is portrayed completely different in NA/EU game than in Japanese game. Instead of being absolutely serious (even boring), the Japanese version of Haurchefant is more lively and humorous. This is because it is less acceptable in western culture for a military leader to be playful.

## Bravely Second

Bravely Second is a Japanese RPG made by Square Enix which featured many different classes. However when the game was ported over to a North American version there were several changes made. One of which focused around one of the classes named Tomahawk. The Japanese version of Tomahawk featured a character that looked like a Native American however when it was ported to NA the class name was changed to Hawkeye, and the avatar was changed to look like a cowboy.
Complex key combinations - Frustrates user while executing the comand

In some games, if the palyer want to use some special powers then the player have to use certain key combinations. These key combinations are very complicated; this combination changes from one character to another. This frustrates the player and affects the gameplay. While playing such games, the player will choose only one character which he/she is good with. It does not give them a chance to explore other characters that are available in the game.

**Example of such games: Killer Instinct**

In this game, the player gets to choose their character. Each character has the different set of powers and also have different key combinations for that powers.When the player chooses the character, they should be familiar with the key combinations in order to win the game. Due to this key combinations, the players would not explore with other characters of the game.
AI helps the player to get to know the game

In many video games, AI(Artificial Intelligence) is used to generate intelligent behavior and also plays the major part in gameplay. AI helps the player in many ways for example the player can learn the gameplay of that game. Ai gives a chance to players to explore and experience new things and new characters in games. AI also provides tough competition which helps the player to practice the game before serious matches.

**Example:**

One of the best examples for AI related game is "overwatch." This gameplay is based on team play; the players are divided into two teams and challenge each other. The players in this game can learn and explore the game using AI; this helps them to come up with new strategies in the team fight.

### **Ghost in a shell**

In this game, the first tutorials are performed with AI and thus helps the player to understand the gameplay before actually playing the game. Hence, this makes player to learn prior to gameplay so that they can be prepared for coming instances.

**Destiny:**

Destiny is another example of this type of games where an AI helps you explore and guides you through the game. In Destiny you have your ghost who is always with you and helps you with each and every mission telling you what to do.
Effectively mix several sub-genres to create a more advanced gameplay

In modern day video games, there are more genres and sub-genres appearing all over the industry. It is a difficult job to mix them all together perfectly. However, once appropriately and effectively mixed, it has the potential to create a powerful combination in a game. In order to do so, game designers need to tread carefully and evaluate the outcome of combining these items into one game without hurting or losing their essence.

## Examples

### **The Last of Us**

The Last of Us succeeds in combining stealth, action, shooting, and survival horror into one game. One of their biggest accomplishments is that they made sure all these elements work well together. The controls are intuitive and the transaction between different styles is almost perfectly seamless. It gives players an intense feeling while letting players have enough time to react to different situations.
How unbalanced design choices make for some of the best multiplayer

Instead of designing a multiplayer game with perfectly balanced abilities across both players (such as chess or checkers), some element of imbalance, if done correctly, will create an evolving meta-game which is far more interesting to players. This is because all players at all levels must continue to evolve there strategies to combat this current meta-game and more importantly it allows players to develop skills naturally. A Novice player might originally think a strategy is unbeatable but when he gets to a certain rank or skill level immediately realize it is hard countered by something else and consider how to beat that.

### Example 1: League of Legends

League of Legends has 132 somewhat unique heroes that almost perfectly counter each other in a cyclical way much like rock paper, scissors. For example hero #1 might be strong but if too many people plan them, many players will quickly flock to champion #2 and so forth until it is discovered that no hero is perfectly 'the best'. This is only intensified when the free rotation of heroes is introduced; you might need to work out how one of the heroes in the rotation can counter the most popular week or desperately wait until the one that does is unlocked.

### Example 2: Overwatch

Overwatch essentially took the fundamental formula of MOBAs (An array of characters with unique abilities and ultimates) and put it into a FPS setting. It's also important to mention that utilizing unbalanced design in these sorts of games creates a shifting meta because of the ever changing balance changes that are made to the game to create a more fair gaming experience for the player. Taking what would ordinarily be considered a negative (perpetual balancing) and making it into a positive is brilliant design. Any additional characters the developers add also shifts the meta making the game continually feel fresh and exciting.

### Example 3: Cosmic Encounters

In the board game Cosmic Encounter, you are randomly given a race to play, from a pool of 50. Each race has a unique ability that you can then use in the game. Your strategy for each race changes, this combined with everyone else's different race, making it so that each time you play it is a different and unique experience. But another twist to the game is that each race is not equal to the other, many races are far stronger then others. This also can change your strategy and may require people to team up in order to battle the over powered abilities of one race.
DLC that splits up multiplayer groups leaves player feeling left out

When games with an emphasis on multiplayer release new paid content, it can divide the player audience. When some people in a group buy a new dlc pack, and the game limits other player's access to playing in the same 'arena' as those with dlc, it creates a rift in the player communities.

Example 1: Arma 3

I may be the only person in the cohort who plays Arma 3, but it is a large game with a deep and interesting mission editor. Its a fairly robust system where literally any model in the game, including characters, vehicles, weapons, environment assets etc can be placed into the game world. This is supported by a 'just accessible enough' logic system that allows for interesting scripted events that can be played in multiplayer. Recently I picked up a large expansion pack that includes a new map and a large number of new content. While creating a new level for my group to play, I added a rock to the level that happened to be from the dlc environment. This caused the entire mission to be unplayable for everyone in my group. The irony is that Arma 3 allows non-dlc-owning players to play alongside dlc weapons and vehicles (they just can't pick up dlc weapons, or be anything other than a passenger in vehicles) but just seeing a dlc environment asset is apparently where Bohemia draw the line.

Call of Duty

Unfortunately, I personally have not played the last two releases in the Call of Duty franchise, but as someone who played multiplayer often from CoD4 to Ghosts, this was always a huge frustration between my friends and I. If one of us had the new DLC and the other hadn't been able to put up the cash yet, we had a difficult time in matchmaking online. To the developer's credit, this approach most likely gets people who would not buy the DLC normally to purchase it as a prerequisite. However, releasing upwards of five DLC map packs can get very annoying for the consumer, having to go through this cycle that many times in one year. This definitely contributed to me dropping Call of Duty as one of my annual purchases, as I knew after the first two months of playing I'd be forced to keep buying a DLC every two months after that until the next chapter in the series was released, which some have argued is a more expensive DLC at this point (but that's a debate for another time).
Different approaches in completing a level invokes player's curiosity.

A particular level wont have a single strategy to complete. The player is given a chance to try out different strategies/approaches to complete a particular level. These approaches can also make the player revisit a particular level and play them again to check out the result of a different strategy/approach. Most of the games used to have a single fixed set of rules to complete a particular level. But some of the recent games have broken this barrier and they provide the player with a set of alternatives to complete a particular level.

Example:

In GTA 5, the heists that the player plays has different approaches to complete them, the player can either go in stealth manner and complete the mission without killing many people or the player can go all noisy and complete the heist with the loud approach by killing and creating chaos.

The loud approach of the heist is shown in this particular video.

The smart approach of the heist is explained in this video.
Asking Players to Solve Puzzles by Knowledge Not Attained in the Game can Alienate Players

In some games, the player encounters puzzles that are solved by means of knowledge that is not explained in the game but that can be attained in real life. The problem here is that the game relies strongly on the need that the player have prior knowledge in the subject before tackling the problem. The game itself does not provide hints to the player and, as a consequence, the player becomes alienated because he/she does not know what is asked of him/her. This kind of situation requires the player to do research outside of the game space to find the clues of the puzzle which entails more work from the part of the player.

## Demonstrative Examples

### Silent Hill 3

In Silent Hill 3, the player had to arrange the volumes of Shakespeare in order of the verses presented in a poem to progress further through the game. However, this required prior knowledge of Shakespeare to identify which verse belonged to its corresponding play.
Different choices of players could lead the story to different ends

In a lot of story-based games, usually role-playing games and action games, players have some choices at some nodes of the story and what they decide can affect what will happen next. This kind of game design can give players more sense of substitution and freedom because what they do will actually influence the game world and the direction of the story they are experiencing so they will make choices more carefully and thoughtfully just like they are actually living in that story. Otherwise, players won't care about the choices,even the story that much because whatever they do, the story will develop in the same way.

The Witcher 3 is a role-playing action game in which players will experience a main story and a lot of secondary stories. In The Witcher 3, players usually have different choices at some nodes of the stories that can lead the story to different ways. For example, at a node of the main story, you are asking the inn keeper for some information you need when some soldiers come into the inn and perform to you rudely. Then you will have two choices, kill them or just leave. If you kill them, then when you go on the main story and try to enter the local castle later, the gate soldiers won't let you in and you need to find another way yourself. But if you leave without hurting them, you will be allowed to enter the castle directly.
Controlling Multiple Units (RTS Drag Box)

The real time strategy genre commonly demands the player to control multiple units at once. This action can be a very difficult and tedious task if the player has to select every unit by hand. Due to this inconvenience many real time strategy games have adopted the design of a dragging box that selects every unit inside of that box. This allows the player to quickly grab the units they desire in the area they want quickly and with out hassle.

### **Examples**

#### Warcraft III: Reign of Chaos

In Warcraft III the player can select up to twelve units at once. The easiest way of selecting these units when they are needed is by left clicking and dragging a green box around them and then letting go when desired. The dragging box will prioritize soldiers first and then workers until it either runs out of units or has successfully selected twelve.
Incorporating Music Rhythm in Player Movement Increases Immersion

Incorporating music into gameplay has long existed in games like Rock Band or Guitar Hero. Moreover, syncing player move with music beat in other genres, such as platformers would add an additional dimension of gameplay as well.

## Examples

### **Crypt of the NecroDancer**

Crypt of the NecroDancer is a roguelike rythm game. Players have to make their movements to the beat to maintain and increase score multipliers. Also, all the monsters in the game also move to the beat. The entire game scene is like a giant dance floor.

### **Patapon**

Patapon is a rhythm game where the player commands an army through the beating of drums. To beat the drums, the player must enter a sequence of button presses to the beat. Sequences will command the army to attack, defend, move forward, etc. If the sequence is incorrect or pressed off beat, then the army doesn't do anything. If the player continues to successfully enter sequences on beat without pause then bonuses are given to the player for attacking and defending.

### **140**

In 140 (named for the tempo of the game music), the player must platform to the rhythm of the music. Platforms shift, objects move, and threats emerge along with the beat, so players must remain keen to the beat. Anticipating events in this game becomes especially important, and the game difficulty often ramps up with the quantity of events strung together the player must coordinate to the beat without break. With increasing attention to these strings of events, players certainly must increase their engagement to complete progressively challenging obstacles and levels.

### **Geometry Dash**

Geometry Dash is a rhythm-based platformer game developed and published by RobTop Games. The player takes the form of different entities with unique mechanics such as a cube, a ball and a UFO. Using one-touch gameplay, the player must try to navigate through a series of interactive obstacles and behaviour-manipulating portals to reach the end of levels without crashing, while listening to exciting soundtracks along the way.
Slow Auto Scrolling (Camera)

Many side scrolling platforms have an auto scrolling camera that moves typically to the right. This camera can sometimes be an interesting mechanic unless the player needs to move faster than the camera. This slow camera will lead to players having to take leaps of faith and failing the level. Ultimately a player will have to memorize the whole level in order to figure out where the next platform will be that the camera hasn't shown yet.

## Examples

### Mario

In many Mario games the player is tasked with the challenge of staying inside a camera space while moving to the right. This can be fun until the player needs to move fast but the camera is still moving slow. The player will have to guess where the next platform is along with guessing where threats will be.

### RollerCoaster Tycoon

The amusement park sim uses mouse scrolling to pan the camera around the park. The user must place the mouse on the edge of the screen to do this. Personally, this scroll speed was too slow for my taste. Leading to a clunky interface experience when managing very large parks.
Continuous Action Without Choice - Makes a Game Stale for Players

**Bad Snack**

There are many games with relentless and over the top action sequences. These types of gameplay can allow for an exhilarating rush in players and make them feel invincible. But games that rely too much on action need to find a way to stay interesting. If a player is making the same inputs and decisions all of the time in a game, the game gets repetitive and stale very quickly.

**Example**

One franchise that sometimes struggles with this is Dynasty Warriors. Dynasty Warriors is an action combat game that puts players on an open battlefield with hundreds of enemies to kill. After a while the game can become a mash button fest without the need for specific combos or strategic planning.

**ONE PIECE PIRATE WARRIORS 2**

One Piece:Pirate Warriors 2 is a One Piece related video game released in Japan for Sony PlayStation 3 and Sony PS Vita. Once Piece is a combat game where the hero is placed in arena against a character. Along with these vital players,huge horde of creepy enemies is added to scene. You don’t need a strategic plan or special moves to kill them. It is just hitting a button continuously to get rid of these guys. Addition of hordes of enemies has not enhanced game play, rather causes frustration and anger in player.

(image source : http://www.ricedigital.co.uk/wp-content/uploads/2015/09/In\_Game\_Action\_Screenshot\_21\_1422276913.jpg)
Difficult to quit games - frustrate player after game experience

It is true that game design should want the player to continue playing the game. But not adding clean means of exit or hard to reach "quit" buttons, is not the way to do it. Such a design will force the player to hard quit denying the feeling of closure to the game experience. The player might get frustrated, especially if the game is being quit due to some real world emergency.

**Metal Gear**

This is a series of action-adventure stealth video games, created by Hideo Kojima and developed and published by Konami. Although, the game design worked for the initial versions, change in players' demands over time, necessitated a clean and quick exit button. This means that players want to exit right from the controller and not go to the keyboard for this one action. When such an option was not found, players resolved to spamming online forums about advice for quitting or worse completely dissing the game because of this one flaw.
Business models are important for the success of a game

Adopting the right business model is integral to the success of a game. This is evidenced by numerous examples of successful and failed models in the video game industry. A postmortem of RealTime Worlds by Nicholas Lovell serves as an illustration for this snack. Dave Jones, founder of the company, has been quoted saying that if a game is built around a business model, it is a recipe for failure. This was the reason for APB: All Points Bulletin not having one, which was the last game that they released before closure.

**League of Legends**

Gaming guru Sean Plott, commenting on the "freemium" model of League of Legends, states that while it is 100% free to play, it generated more than $1 billion in revenue for 2014. This was achieved through micro payments for buying champions and skins. This just adds customization to player experience and some players have been reported having spent $ 2000 on the game. Below is what the League of Legends store looks like with prices of items in Riot Points and their equivalent real dollars.
Physical toys can create bonding between player and game, improving game immersion and experience

When the company invest in the player's experience by selling miniatures or themed toys, the player creates a stronger bonding with the game and its characters. Some people actually get to know the toy first and then they start to play the game due to a character/asset they got in real life (e.g.: the key from kingdom hearts or a cute character, or a bloody character, matching the player style). Having a physical key chain or miniature makes it "real" and helps player's immersion and experience through the time spent with the toy outside of the game itself. In addition, the "collectors" kind of gamers also get more satisfied to add their favorite characters into their collection.

**Example 1 (author's): Assassin's Creed series**

From miniatures figure toys to shirts, posters, or even jewelry (besides book/movie - not considered into the "physical objects" but as crossmedia game experience).

   **Lego Videogames**

Lego has been associated with making toys with interlocking blocks, especially for kids, since 1932. In 1996, Lego Videogames was founded as a division of the Lego group to publish Lego themed video games. Some of their famous titles are shown below. Expanding into the video game industry has lead to huge increase in company profit, their net income rose to $1.34 billion in 2015, a jump of 31% from previous year1.
Excessively Large Levels can lead to Inconsistent Pacing

To create a vast world, games contain large scale levels and environments to give a sense of realism and an overabundance of areas to discover. However, there are cases where there is too great of a distance between meaningful areas of gameplay. This design choice, coupled with a slow means for the player to reach their next destination, makes the experience feel like a waiting game. Cases like these involve the player moving their character for minutes through areas that do not contain any collectibles nor enemies to disrupt their travels. As a consequence, the game starts to feel stale very quickly.

## **Demonstrating Examples**

***Castlevania: Curse of Darkness***

In Castlevania: Curse of Darkness, there are often very large routes the player had to traverse and, to make matters worse, their character moves slowly. On top of this, there are very few mechanisms in the game that allow the player to transport around game world.

***Mass Effect***

Many times throughout the first Mass Effect the player is left to wander through a very large play-space without elements to interact with, or interesting environmental details to capture attention. The Citadel was by far the most demonstrative of this, with the player constantly having to spend time traversing the various areas and levels just to reach NPC's or shops. Much of the players time is also spent riding in the Citadel elevator.

**No Man's Sky (Hello Games)**

No Man's sky has the largest game world till date. The entire game world which is universe is procedurally generated. The game world is so huge that rarely players can meet each other. Due to this game play gets affected, although No Man's Sky being a planet-space exploration game. But due to the large game world, the player spends most of the game time in traversing the large universe and reaching to the planets. Due to this ,the very essence of long range exploration feels lost.