recursal/Fanatic-Fandom huggingface dataset:
Use real people as inspiration for character creation

Create a relationship between people from real life and npc's - or even player's avatar - can make the game more engaging. When the player is able to customize, a lot of times they try to make the avatar looks like someone they know, because it creates a intimate relationship between the player and the game. Having famous people (or even heroes) makes the game more personal, more tangible, and helps immersion.

Example 01 (author's): In some cases those "recognizable people" are the reason the game exists, for example throwing tomatoes in a famous person such as: Presidential Toss Off, so, make it a plus in your game, not the only reason to play!

## Examples

### Sonic The Hedgehog

The design Dr. Robotnik from Sonic is based on President Teddy Roosevelt. Why creator Naoto Oshima picked this design is unclear but the similarities cannot be a coincidence.

### Beyond Two Souls

The main character, Jodie, in Beyond Two Souls is actually based her appearances on the real life movie star Ellen Page. When players control Jodie to move around and do things in the game, they are likely to feel like, on some level, that they have a personal connection to Ellen Page. It's a very weird and subtle feeling but it indeed exists. Plus, by having a real celebrity's face in the game can potentially increase the game's target audience. Some hard core fans are likely to purchase the game, even if they don't normally play games, to support their idol.

### Star Wars: The Force Unleashed

in Star Wars: The Force Unleashed they use the features of real life actor Sam Witwer, giving the character a more lifelike feel. Giving the character instant recognizability.
Using the Environment as Weenies - aids in player navigation

The game environment offers the resources for the designer to designate paths or hidden areas that could help the player navigate the environment or provide some sort of bonus for finding this space. Using lighting or slight color changes to highlight the point of interest or path can help the player along without using obvious signage or wayponts allowing for a more continuous and rewards play.

**Drake's Uncharted**

The Uncharted series follow a liner path of the levels. The player starts at A and finishes at B even though the path may not be straight the designers help the player though the path by guiding them with lighting. Follow the light, stay away from the dark areas.
Unlimited Chain Combos: makes the player more excited

Unlimited Chain Combos | makes the player more excited

Chain Combo System is performed through the repeated attack to your enemy and it is a major factor in action games and fighting games. If players can have unlimited chain combos In an action game or fighting game, they will feel more excited.

**Example: Devil Kings**

Devil Kings, known in Japan as Sengoku Basara, is a video game for PlayStation 2. One of the most important features in the Devil Kings is that the enemies can unlimitedly spawn so players will have a chance to achieve infinite combos if they become skillful.
Using Game Replay systems to improve player skill and to detect cheating

Game replays are commonly used in the prevention and detection of cheating, especially when used in e-sports. Game replays are often watched to develop skill at a game, by watching better players and their techniques and build orders. Player's can imitate their play setting to improve their game.

Replays are also used to raise stature in a particular game's community, and entire websites are dedicated to the game replays. Replays are the driving force behind replay reviews. A replay review can be loosely defined as a review of a game replay by an experienced player to determine what can be done to improve and expand upon the initial gamer's skill. Entire websites are dedicated to these reviews

### **Paragon**

Paragon has a pretty modular and advanced game replay system to date. Players can watch their past matches, capture their own particular footage and share it. It also allows you to rewind, fast-forward and scrub. They additionally utilize their EpicAntiCheat technology in it to watch unforeseen practices in player stats and kills. Other part of the replay framework is the utilization of flycam to watch the game from an enemy team's viewpoint in this way giving them the thought how the game looks from the opposite side.

**Halo**

Halo developers (Bungie) introduced a mode called theater mode in Halo 3 where you could view the reply of your pvp matches to analyze your mistakes and to find if someone was cheating. Its still being used by various players today in the new Halo games. This is also a good tool to record your gameplay after you are done playing it to share with your friends or even record it for Youtube. Theater has made machinima much easier to produce, as Halo: Combat Evolved  and Halo 2 required people to film scenes using the first person perspective of another player in-game.

**Super Smash Bros Wii U**

Super Smash Bros Wii U includes the option of saving any mathc, or series of matches for replay later. By entering the replay theater, players can watch a match and see where they went wrong. They can fast forward, slow down, and pause the replays. Players can even share their replays online. This system allows players to study ooponents' favored actions, and since SSB is a series with a long history of local multiplayer, the odds of playing the same player again are quite high.
User able to win by button smashing

Some computer games can be played by just smashing the button randomly. Most of these games are played on consoles and give the player a controller. These controllers have a limited keys. When the user randomly keeps pressing the keys, the construction of game might lead the player to win. This kind of design in games make game play uninteresting and boring for the player.

**Example:**

Many version for killer instinct games can be played by just smashing the buttons randomly. There are scenarios where the players just keep smashing the button randomly. In these scenarios, the player who presses key faster/more always keeps winning the game, instead of the player who plays by logic, reasoning or analysis.

**One Piece: Warrior Pirate 3**

One Piece: Warrior Pirate 3

is a fighting video game based on One Piece developed by Spike Chunsoft and published by Bandai Namco Entertainment for the PlayStation 4, PlayStation Vita, Xbox One, and Microsoft Windows. In the game, the player has to smash incoming hordes of enemies and also an ultimate boss to finish a level. The incoming horde of enemies is countless. Player is not required to device a strategy to win. It is just basic button mashing required to complete a level which makes it less interactive.

Player is required to progress through the level using same mechanics of button smash inclusive of defeating ultimate boss.
Utilize Character Traits to Create New Mechanics - Believably Combines Story With Play

Sometimes it can be easy for story to overwhelm mechanics, or for a narrative to be so thin that it would be better if it weren't there at all. However, one way to help strike a balance between the two is to shape elements of gameplay around the characters, themselves (or vice versa). Take, for example, Ellie in The Last of Us. There are many obstacles that she and Joel encounter throughout the story. However, the one that creates some of the

   more high-stakes and interesting challenges comes in the form of water. While a little water tends to be something we think nothing of during typical gameplay, it's critical with Ellie, because she can't swim. This fact forces the player to think creatively, having to work on their feet and solve puzzles in order to traverse parts of the map that would otherwise have been easily passed through.
Use cutscenes as fillers - will lower interactions and bore players

## Description

We, as video game players, love cutscenes. They can really explain every single detail of the story and motivate players to play games the way they are supposed to be played. But a cutscene is just a cutscene, it's not the entire game! We are here because we want to PLAY the game, not WATCH the game. Things are even worse if those cutscenes are boring, which would make players sleep very effectively. Cutscenes are meant to be used to enhance the interactivity between games and players, but using long and tedious cutscenes can just have the exact opposite effect. Sometimes, cutscenes fail to deliver the core message that the game wants them to deliver, which can certainly cause confusion and frustration.

## Examples

### Quantum Break

This game is the best example for this category, ever. Quantum Break was publicized as an action game with exciting scenarios, but those cutscenes are not exciting enough, at all. Some cutscenes are rather boring and don't really fit the overall atmosphere of the game. What's even worse is, if you are playing the game with a Xbox controller, during some cutscenes the controller will turn off automatically because it thinks that you are done playing the game WHILE you are playing the game! At first I found this to be super hilarious but after reconsidering it, this will actually kill the game because players can easily get bored from a game when there is almost no interaction between the game and players. Not to mention that those cutscenes cannot be skipped.

For a more visual delivery of information above, please watch this video Time code: [5:05-6:25].

### Super Smash Bros. Brawl

This clip shows an EPIC encounter between the main antagonists and protagonists that establishes a pivot in gameplay. After Kirby lands a critical strike on Gannondorf's ship, Bowser and Gannondorf must flee to the dark realm of Subspace to escape the inevitable defeat, and the protagonist crew must follow them. This sets the stage for the next series of levels in subspace and provides the player with an epic, come-from behind, feel-good feeling at the same time.

Metal Gear Solid 2

I sure think the game is good, story is good, and cut scenes are also pretty good. It’s just ... there are too many cut scenes! Someone said the length of those cut scene is almost as long as the length of the play time of the game.I just skipped these cut scenes and learn the whole story from book later on. I think this design miss the point,
lthough all cut scenes are good.

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**The Walking Dead: Game series**

    In this series, there are many cut scenes in between the game play. These cut scenes interrupt the seamless experience of the story and hence the player is unable to do anything at the time of cut scene. The player has to wait till the cut scene is over and many times there are choices to be made which also gets confusing whether it is a cut scene or the game is still going on. Thus, it may bore the player and distract them from actual story and core mechanics of the game play.
Use of Multiplayer increases uncertainty and therefore engagement

Use of Multiplayer increases uncertainty and therefore engagement Many games suffer from a lack of compelling narrative, or a strong single player mechanic. But many of them make up for such problems by creating a strong multiplayer mechanic. A well balanced multiplayer allows for
a great deal of uncertainty due to the existence of other equally matched
players, keeping the players engaged.

### Examples

#### BattleField 4

The Battlefield games have a long history of forgoing long
campaigns and favoring multiplayer engagement instead. They avoid lengthy development
cycles required to make compelling story modes, and focus instead on the aspects of the game that keeps players playing.

**DOTA:**

The Dota gameplay is fully dependent on the multiplayer strategies and how the player moves in order to tackle the other player in the game. The game mechanics changes according to each players strategy and most of the time the players need to communicate with each other to build those strategies.

Each player must analyse opponent strategy and decide the best outcome for himself and the team at that particular moment of time. So for this each player has certain task in mind which they will play and coordinate with other players as well. This increases uncertainty since each player doesn't know what move the opponent will perform but at the same creates a strong multiplayer experience for the players.
Wars of Attrition

In many competitive games there comes a point where both sides have exhausted their available resources and it becomes a waiting game with very little real interaction until one side loses faster than the other. All the strategy and tactics involved leading up to that point is basically thrown away as any excitement towards the game is slowly turned into drudgery. The worst possible outcome is an actual stalemate, but some tournaments have timers to restrict those kinds of results.

## Examples

### Hearthstone

There are certain deck archetypes that focus on control and drawing the game out as long as possible. When these types of decks meet it is very possible for both players to reach the end of their 30 card decks and enter a state of "fatigue" where instead of drawing a new card they are penalized with an incremental health loss. These types of games have the potential for a big swing with the last top-deck becoming a deciding factor, but usually these games are boring to play and to watch.

Hearthstone (again)

Players are given an amount of time to play out their turn.  After a time they, "rope," as a whick burns down before they time out.  This rope resets with each turn allowing an abusive player to attempt to extend the game as long as possible by roping all the way down every turn in the hopes that their opponent will get frustrated and leave.  Other games solve this by making the, "time down," mechanic cumulative.
Vary between Voice and Text Dialogue to Emphasize Important Story Elements

Dialogue can be delivered in video games in two ways: text and voice. Often, voice dialogues can be used to deliver more information than plain text dialogues, such as tones and emotions. Many players tend to skip stories in game to speed up gameplay. This is not only because most games try to use pure text dialogues to deliver information which can be time consuming and tedious, but also because too much information delivered can cause players losing patience. Using both text and voice dialogues correctly can emphasize on important story elements. Voice dialogues can be used to deliver more important information while text dialogues can be used on regular information. Knowing how to use both types of dialogues and switching between them can draw attention from players through out the game.

## Example

1. **Bravely Default** is a great example of games that use both text and voice dialogue in order to draw players' attention. Voiced dialogue is heavily used whenever a major story plot appears. These events usually expand upon the back stories of the different characters allowing the player to further understand their motivations for their actions. However, anytime the character interacts with npcs in town, the dialogue only progresses through text. There are also many humorous little side stories between the four main characters that hold no importance to the overall story which are delivered by text only.
Bereich03 Audio Input

**Bereich03 Audio Input** is a gain processor and stereo-imaging processor for the 500 series, manufactured by Bereich03 Audio.

## History

The Bereich03 Audio Input was released in 2015.

## Official description

>
> This is designed to be the first stage of your analog mastering chain. With a very clean gain block to adjust the balance and bring the level to right area. Additionally there are switches for Phase L/R, Mono and Swap left right.
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## References

1. ↑ https://www.gearslutz.com/board/new-products-coming-soon/999755-musikmesse-2015-modular-mastering-desk-bereich03-audio.html
Un-optimized player traits can disappoint players in MOBA style games

Oftentimes, the desire from a MOBA player is that all characters of the game are streamlined. This places him in a circumstance to depend mostly on his skill-set and not accuse the character. The game ought to furnish every character with traits that can counter other character's traits. There will be certain ups and downs like a ranger can have a disadvantage when a fighter is at a close range yet at a long range he may have an advantage. At the point when this balance leaves control; Let's say if the ranger doesn't have any disadvantage even when a fighter is nearby then this spoils the gameplay balance disappointing the players.

## Examples

#### #1) Paragon

   In the late circumstances, I have been playing Paragon insanely and found the gameplay very addictive. I got the opportunity to experience every one of the characters and understood the favorable position and weakness everyone has. For instance, In the above screenshot, you can see Gideon tossing a meteor which can be defended by Steel's shield making a balanced game. However, there is one character called Khaimera who has been super buffed up and comes with the ability to steal other's health for which other characters do not have a counter defense; intending to take him, the entire group need to get into the fight. This offers an unfair advantage to the team who takes Khaimera character and spoils the game spirit.
Kush Audio Omega 500

**Kush Audio Omega 500** is a pre-amp for the 500 series, manufactured by Kush Audio.

## History

The Kush Audio Omega 500 was released in 2016.

## Official description

>
> While many makers of 500 Series preamps are quick to boast about the character of their innovations, Kush Audio has gone the opposite way with the Omega 500 Series Preamp. The Omega is meant to be as neutral as a preamp can possibly be, allowing users to control their sound via the brand’s Omega Transformer plug-ins.
>
>
> Imagine buying one mic pre that opened the door to a plethora of handpicked vintage units from API, Neve and more. Thanks to Kush's Transient Harmonic Coupling (THC) technology, the Omega can immediately sound like any number of classic pres you want. Need even more sweetness, drive, or shimmer? Use the Transformer plug-ins to dial in the settings you want to hear on your tracks.
>
>
> Whether you choose to use the Omega 500 Series Preamp as a pristine, clean audio tool or team it up with the Omega Transformer plug-ins, this pre is a resourceful tool for creators looking to have some variety in their 500 Series rack. When paired together, the pre and plug-ins create an arsenal of tones and color palette that will continue to expand for years as Kush builds out their plug-in selection.
>
>
> **Features:**
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>
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> * Easy to use 500 Series mic preamp with optional color plug-in sonic ecosystem
> * Silky smooth, widely extended and highly detailed
> * Additional colouration of vintage Neve and API available with Trafo plug-ins
> * THC technology provides the transient response and colouration of vintage legendary mic preamps
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/1058910-new-kush-omega-transformable-mic-preamp.html
Use smart way to navigate the player safely and quickly in VR

While playing VR games, players usually move slow since they can't see the the situation of the environment in reality. Players sometimes can get trapped by the cable attached to the headset. It's important to allow players to perform multiple actions within limited space and traverse VR environments that are bigger than the play area by using smart ways of navigation.

### **The Lab**

The Lab uses a parabolic pointer to teleport. The player can choose where she whats to teleport by shooting a parabola from the controller without stepping anywhere. This allow the player to travel quickly without limitation of space, and she doesn't need to move carefully worrying about the cable or the actual environment of her room.
Survival System in TPS Games

When someone plays a TPS game, they may feel frustrated to the difficulty of the TPS game. As game designers, we are trying to balance the difficulty in games and make games more realistic. The best way to fix these issues is using the Survival System, which enables players to hide behind walls or obstacles. Survival System not only allows players to keep safety at the forefront of the fighting but also makes the game more realistic.

   **Example1**: In the Resident Evil 5, the Survival System will show an instruction when player stand next to walls or obstacles. At that time player can hide behind the wall, and turn for shot if they are ready.

**Deus Ex:Mankind Divided**

Similar to a lot TPS the ability to hide behind walls, crates and other game environment objects. Deus Ex does an excellent job of creating an environment that allows the player control the outcome of the game. By navigating the environment with stealth by hiding and moving from cover to cover the player can avoid shoot outs with enemy AI.
Uncomfortable Colors Design

Some games wanted to show off some fantastic lightings in the game which cause some visual distraction and also visual illness to players. It is really critical for game designers to set up the visuals elements (including UI placements) that benefit players.

**Example1:Super Impossible Road**

The game started on as an app in mobile. Due to the success of the mobile version, the developers remake the game for PC. However, there are certain levels, such as the solar level, went too far and doesn’t seem to fit the visual design on the mobile version. The background is just way too bright and doesn’t seem to contrast the path which causes players hard to see when they are playing.

**Example 2: Geometry Wars 3**

This game is another example of going too far in showing visual effects that ends up in uncomfortable coloring. The game looks very well polished but the color is monotonous. The overtone of blue dominates in the game (otherwise it's probably some shades of pink/purple). As shown in the screenshot below, those particles with extremely highlighted shades of blue (and a little bit of green) all over the place in a blue background is just too overwhelming to the eyes.
Unidentifiable Playspace Limit - Frustrates Players

In games where the area that a player's available playspace is unmarked or the limits are unexplained, this can cause the players to feel frustrated when their movement is hindered for an inexplicable reason. When the level isn't based on real life physics or terrain, the area of play should be marked in some fashion. A clear boundary marked by the back ground or assets that resemble a clear limit.

**Centipede**

In Centipede the player has seemingly free movement due to the all black background. However it is actually li

mited by an unknown factor even though mushrooms can spawn below this line. The player doesn't exactly know when or why it will stop.
Mechanicswhich mimic their real-life counterparts – Creates a feeling of continuity

It is very common in video games that a player completes a
task that can be directly linked with something we do in real life.  This could be something as simple as opening
a door or something more complex like playing a sport. It is beneficial when a
game re-enforces these actions with sound, visual effects and in some cases
motion.  It is becoming more common in
games to have a physical action associated with a task that correlates with its
real-life counterpart. When there is a strong connection between the action
taking place on screen and a physical action the player performs, the game
becomes an immersive experience.

## Examples

Fruit Ninja - Fruit Ninja does a fantastic job creating a physical action
that correlates well with its real-life counterpart.  The objective of the game is to slice fruit
out of the air, and score as many points as possible.  There are many aspects of the game that
provide feedback for the core mechanic of slicing.  For example when you slice a fruit there are
gratifying sound effects and beautiful visuals of the fruit exploding. However,
it is the physical action of swiping your finger that provides the greatest
amount for immersion in the game.  All
though swiping your finger is not the exact physical action you would use to slice
fruit out of the air, it make is feel as though your body is an extension of
the game and as if your finger itself is the sword.
Usage of death camera in multiplayer games helps a player learn his mistakes

In massive multiplayer games, lots of player's will be involved in the game. During a conflict, there will be lots of players involved in combat and a when a player faces death he might be confused about his death scenario i.e, about the way he was killed. This is sorted in many games by using the death camera. The death camera helps the player realize the cause of his death and he might learn ways to learn from his mistakes after his death.

**EXAMPLES**:

**Battlefield 1**:

Battlefield 1 usually has a game involving about 64 players playing the game simultaneously. This will result in many chaotic situations and many players might have been confused about their deaths if there was no death camera used. The death camera used in Battlefield highlights a player about his opponents position by highlighting him in red. This is done right after his death. In the screenshot below, I was killed by a sniper and this was highlighted as seen from the screenshot.

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**Example: Halo**

when it comes to death cam "*Halo*" has very similar mechanic as "*battlefield 1.*" In PVP "*Halo*" can get pretty crazy and its always helpful to know how and why you died. upon dying players will often be inform by the game on who kill them and where they got killed from. This is a super helpful feature because it helps the players realize what happened and how to avoid it next time.

- Ishun Lo

**The Elder Scrolls V : Skyrim**

Skyrim is a single-player role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. Kill cameras are a game mechanic that allow players to kill enemies with a final, deadly, and cinematically delivered strike. Kill cameras can be done on almost every foe in the game. Characters are capable of performing cinematic kills on the Dragonborn or on other NPCs as well. Its importance is apparent from this page dedicated to the various kill camera conditions and the list of view and weapon specific camera viewpoints. Below are some videos and images of Skyrim kill cameras.

1. All Skyrim Kill Moves As Leonidas
2. Skyrim - The COOLEST Kill Cam
3. Skyrim Kill Cams Episode 1

#### **Overwatch**

In Overwatch, it also has kill camera, which was a very useful . Normally for new player, they hardly know where they are ,who is shooting or how they die. The death camera helps the player realize the cause of death and learn ways to learn from mistakes after death.
Visual & aural feedback based on target audience is more rewarding for the player

Saying that user feedback is important to game design is an understatement. Player's deeply rely on receiving updates on how they're faring and these notifications need to be as intuitive as possible. Further, this feedback needs to be tailored to the target audience of the given game. A gamer that spends hours trying to beat Dark Souls will perceive feedback differently as compared to someone that plays Candy Crush. Thus the manner (visual & aural) in which this feedback is delivered to the player is meaningful and significant.

**Examples**

In April 2012, social games company King launched Candy Crush, with the majority of the target audience being middle aged ladies and children. Throughout the game, the visual art and feedback has been shiny and sparkly while the audio has had similar undertones. Its interesting to see how well directed these styles were toward the game's intended audience.
No quick save can get really frustrating

The "save game" option in games has been in argument since a really long time. I exactly don't understand why the designers choose not to go with on demand save option. Maybe they just want the player to suffer from the disappointments they had planned for the player. Some designers like to go with the auto save or the check point feature but what if there's a checkpoint just before the boss and you hit the checkpoint with a really low health? You have no option but to restart the level. Auto save and checkpoints are also useful but they also lead to deadlocks sometime.

## Example:

### Rainbow Six Vegas.

Quite a few people had hate for the checkpoint system in Rainbow Six Vegas and called it a negative feature. Primarily because of the frustration of having to repeat the same actions over again until a particularly challenging point was overcome. Also if you cross the checkpoint when you have low health or ammo that became a really big problem for players to continue from that checkpoint every time they died.

**Facotrio**

The game is constantly quick saving as the player is playing. This can be a good thing if the player is going out adventuring. But most the time the player will be in inventory or moving items when the quick save happens and all windows close. This interrupts game play and makes it frustrating for the player. IT interrupts the flow of gameplay.

Spore

"Spore" is an older game with no auto save  or quick save function. If the games crashes the player will lose hours of work and will have to restart stages they forgot to save. This is highly frustrating to the player. The game has some sort of auto save feature because the game will save your creature to appear later but you can no long player them. It's been years since the game came out still nobody has added this feature in or fixed any crashes on the steam version of the game.
What Do I Do Now? Middle-Ground between Hand Holding and Being on One's Own

It is safe to say that no one likes games with excessive exposition. Whether it be a clunky and miserably boring tutorial level, or an unnecessarily long and complicated narrative cut scene, gamers hate to feel as if their hand is being held. One great thing about an interactive medium is the ability a player has to explore on their own. Discovering the limits of a game through one's own unique process developed from a style entirely personal can be a highly rewarding and fulfilling experience. But it is possible for developers to find themselves on the opposite side of this problem, and there are many ways to fall into this trap.

Primarily an open world issue, a developer may design a fun game, populated with a dynamic world for the player to roam, full of possibilities for engaging gameplay. As the player progresses through the game, they find themselves stuck. They completed one quest, where do they go now in order to progress the story? They have the sword they need to defeat the dragon, but the game still insists that they wait to enter its lair. What are they doing wrong? What step in the process is missing? Because of the multitude of variables that games find themselves surrounded by, a disconnect can easily occur between narrative, mechanics, setting, goals, player agency and so on to ultimately create a confusing environment. Instead of the player feeling free to pursue many different forms of play, they feel helpless in the face of some invisible, unpredictable gameplay gradation.

**Example: Kingdom Hearts**

Though not a completely open world game, it is necessary to the progression of the story for the player to backtrack to previously visited worlds. They do this to either obtain special items, talk to key characters, or visit specific rooms. The bad thing is, however, that it is not always entirely clear which of these things is meant to happen when (or where, or with whom). A player can complete a level, move on to the next, and then find themselves scratching their heads over what to do afterwards. Because of the apparently arbitrary nature of the game, it may turn out that because the player did not utilize a trinity symbol in Traverse Town in order to open a specific sewer grate and have a short, seemingly meaningless conversation with a similarly trivial character, that means that they cannot progress anywhere else in the game. The connections between actions in order to advance the story seem nonexistent, and is something that can easily add a level of frustration that will force the player to give up.
Use rank level instead of rank points enhance the sense of achievement for players

In previous competition games, ranking scores were normally used in representing players skills. Gradually, they replaced these ranking scores by levels. Compared to the former, ranking levels have much more benefits. Firstly, it gives players goals in their game and encourages them to play more to get their goals. Besides, it can enhance the sense of achievement for players if they are able to get into new levels, which is essential for competitors.

### Example: OverWatch

OverWatch don't have ranking levels in season 1, it just have a number for 1-100, which represent your ranking points. In the past, if you win a game, your number increase by one, otherwise decrease by one. These designs don't have great attractions for players. In season 2, they replace it with new ranking levels, which is much attractive than before.

Example: League of Legends

Similarly, League of Legends has a tier based ranking system. Players can move up and down inside their tier by winning and losing games but they are primarily identified by their tier and not by a point value that changes with every game.
UI Elements on Game Objects Reduces UI Clutter

We've all seen overwhelming UIs in games. MMORPGs are common offenders, cluttering the screens with skill bars, quest dialogs, chats, system buttons, options, targeting info, etc. Sometimes even a few UI elements are too much when each element stores too much information for a player to read quickly. When possible, placing UI elements and indicators on game objects such as players and weapons can reduce clutter and provide a more intuitive and quickly readable display.

Examples:

Dead Space

Almost all UI elements in Dead Space are drawn on Isaac, the player character, or his weapon. His health can be found along his back, which is not only easy to see in-game but intuitively makes sense as a display of his health. His weapon's ammunition counter is drawn in a hologram next to the weapon. This also draws the eyes to it and is quickly readable.
Unnecessary Stats Add Redundancy to Gameplay Which Leads to Confusion

A stat in a rpg game is a piece of data representing an aspect of the character that is used to describe how a character developed in a certain area. Having stats is a way to concretize character's development in many aspects. Stats often affect gameplay which can also change the outcome of the game. However, there are stats added in games that do not necessarily have any usage other than showing how the character has developed. When the outcome can also be seen through other records, or the stats do not serve any meaning, these stats become unnecessary. Having unnecessary stats can distract players from the core mechanic of the game. This adds redundancy to gameplay since players will constantly check on the change of these stats or completely ignore them. When players cannot find the purpose of these stats, it will lead to a confusion where players may wonder if they have done something wrong, or didn't fully understand the gameplay.

## Example

Until Dawn is an interactive horror movie, where player controls a group of friends trying to survive till dawn. The outcome of the game is highly based on the player's choice. Every choice the player makes may change the ending completely. In this game, each character has relationship stats with other characters as well as personal traits. Both of these two kind of stats can be changed based on the player's choice. The relationship stats can also change players choice options later in the game. However, the change of characters' traits are pure based on the player's choice and serve no particular purpose other than showing the development of each character. These stats are unnecessary since all choice are also recorded in a book which visualize the butterfly effect of any choice the player makes. As a result, these traits always distract the player from the game and cause confusion. Many people ask online if these stats serve any meaning to the game, and they are often told to just ignore these stats.
Voice Overs Cut Off - Intereferes with story progression

Many games are narrative dependent. When games have voice overs that get cut off due to a new scene being loaded or an interaction with another AI it can cause disruption in the story line leaving holes or questions unanswered. Continuing a voice over during level changes continues the story but effectively keeps the player engaged where there is usually a dead spot.

**Witcher 3**

In Witcher 3 there are various occasions where the player is following an AI who is explaining some piece of advice or addition to the story or quest. On few occasions when the AI gets cut off when the player accidentily causing an interaction with a non-important AI.
Unrewarding Goals

**Unrewarding Goals - Bad**

One
of the biggest sin in games are unrewarding goals. When I spent hours finishing
a quest or completing a dungeon I expect to be rewarded. Part of the fun while
struggling toward finishing a quest or dungeon is knowing that at the end of
the tunnel you’ll be rewarded. People are fundamentally goal driven and when
the effort doesn’t match the reward it can be very upsetting.

**Example: Guild Wars 2**

I remember this one time when i was playing "*Guild Wars 2*" my friends and I spent 3 hours trying to complete
a dungeon only to be rewarded with a handful of tokens. We were so upset that
we never once went back to that dungeon in the 2 years we played that game. After thousands of people complained on the forms “*Guild*
Wars 2*”* eventually up the reward to compensate the amount of time it takes to
finish their dungeons.
Using old assets/ design into a new game

It is interesting to see that some of the game companies use old game designs, apply them a new skin and make a profit out of it. Although some games require having old assets due to efficiency, some just did it on purpose to save cost and budget.

**Game Example:**

**Farcry: Primal**

This is an action-adventure game developed by Ubisoft Montreal. Different from the previous game, this game is set back in the pre-historic era where mammal and other beasts exist. However, if you look at the map(on the right side), you will see a familiar layout comparing to Farcry 4. The gameplay is fine, but having the same map layout kind of throws the game a bit.
Utilizing the Capabilities of a Platform in Meta-Games

## Concept

Meta-games, games whose focus is on breaking the fourth wall and incorporating that awareness of the player playing the game, can enhance this experience by utilizing the capabilities of the platform they run on. This could be viewed as 'showing rather than telling' the player about the game's awareness of it being played.

## Examples

*Pony Island* is a game which often reminds the player that it is aware of its status as a game being played. This is achieved in part through the emphasis of examining and rehashing common game tropes but also is shown through the game's use of the platform it runs on (Computer - Steam) to communicate with the player.

During one part of the game, the player must answer certain questions then perform tasks where they must pay close attention to certain areas of the screen. The game attempts to distract the player from completing this task by using a mock up of the Steam interface to draw the player's attention away from the game. The game sends fake messages, imitating private messages on Steam, from a random person in the player's friend list with messages responding to the player's answer to early questions in the game. If the player ignores the Steam prompts the game will become more aggressive in sending them, making the player question whether or not the game is truly sending these messages, encouraging the player to investigate further and become distracted.
Visual effects or scenario makes the player enjoy the game.

### **Visual Effects makes the game fascinating:**

Most of the games focuses on visual effects and the surroundings to be beautiful. These environment reflects actual atmosphere or real life virtually. This makes the player relaxed and the player believes that whatever they are performing in gameplay is actually taking place at their play area. Surprising the player and giving pleasure by only being at one place without having to go anywhere is what visual effects succeed in. This can also be useful when the place is familiar to the player. At this moment the player feels at home and they relate with the gameplay easily.

### **Example: Dead Space**

In this example, it is not necessary that the player has been to outer space, but the visual effects are so real that it gives player the feeling of being in outer space and actually living the situation. The aesthetics of the game makes the player believe that they are defending against the enemies and trying to escape from the place.
Wrong advertisement creates wrong expectations for the game play

There are many games which created a lot of expectations on each player before the release. Once the game is released many players were not satisfied with the game, the main reason behind this is false hopes. The game companies advertise their game different than the actual game this annoys many players.

Example:

Haze is a game that was released in 2008. This is a first-person shooter game, and the player will play the game in the place of a soldier Sergeant Shane Carpenter, veteran. The company which created game put lot of expectations on player but after the release the players were disappointed with the game.

No Man's Sky

No Man's Sky is an action-adventure survival video game developed and published by the indie studio Hello Games for PlayStation 4 and Microsoft Windows. In various interviews and trailers, Sean Murray and Hello games' promised player with a variety of things that included multiplayer, unending adventurous journey in game, and many more. Sean Murray and Hello Games’ vision of creating a vast universe on a scale unseen in video games to provide everyone with a amazing experience was achieved to some extent, but it couldnot live up to expectations of folks. However, the fundamental gameplay isn’t deep or rewarding enough for me to stick around and explore many of the planets the game has to offer. With such basic combat and inventory management, it quickly wears thin very quickly.

*Does it live up to the hype? For anyone who’s been following this game for years, probably not. -*  *http://www.trustedreviews.com/no-man-s-sky-review*
Use vertical space and exploration

In the era of 2D games, vertical motion was a huge factor. There would be platforms and levels all about jumping and climbing. With 3D games and realistic environments, it has become rare to have floating platforms that were previously very easy and common. It seems like game designers have had a lot of difficulty implementing vertical exploration into games.

One game that does manage to do a good job of this is Dark Souls. Players are constantly climbing through tall structures and it gives the game an amazing feeling of exploration, sweeping panoramic views, and a feeling of accomplishment that doesn't really come from walking along the ground. What's the point of 3D games if we are ignoring a whole dimension and the unique qualities it can provide?
Un-skippable Cutscenes

## Un-skippable Cutscene | Leads to player frustration

When used correctly cutscenes can have a huge effect on the
emotional responses of the players.
However there are some people who would prefer to just play the game and
are not interested in the development of the stories.  For this reason you should always allow the
player to skip a cut scene if they so desire.
There are instances in which an un-skippable cutscene can cause
frustrations even for gamers who love to watch them.  Poor placement of these un-skippable cutscenes
is what can make them so annoying.  If it
is placed right before a difficult part of the level and when the player dies
(because they will) they have to watch the ENTIRE cutscene again as there is no
way to skip it.

## Examples

Max: The Curse of Brotherhood

In a difficult section of this game there is an un-skippable cutscene of a large monster beginning its pursuit of you. Immediately after this cutscene you are required to preform a string of difficult tasks while the monster is continually getting closer to you. This forces you to not only complete these difficult tasks, but to complete them on a timer. While playing the game I found my self getting very frustrated at the cutscene as I was forced to watch it over and over every time I failed to complete that section of the game.

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**Example 2:**

Destiny

Another frustrating example of cutscenes that cannot be skipped are in the Bungie game, Destiny. After players complete the main story it is encouraged to go back and play earlier missions. Even when a player is re-visiting these missions there is no option to skip through the cutscenes. This can already be frustrating during a 1st play-through but not having the option to skip on the replay makes this an even greater offense.

Kingdom Hearts

In the original Kingdom Hearts, the player reaches a very hard boss battle against Dragon Maleficent near the end of the game, but before that boss battle the player watches about 10 minutes worth of cutscenes before the boss fight actually begins. The boss battle itself is very hard and so dying mutiple times on the boss is inevitable, but after each death the player must watch the unskippable 10 minute cutscene again and again before they can fight the boss again. I was extremely irritated by this as I had to spend 10 minutes watching the cutscene over and over again after each death because I could not skip it.

### Final Fantasy XIII

Final Fantasy XIII has one of the longest opening cutscenes I have seen in a game. The whole sequence from pressing start to when you actually start controlling the player is about 4 minutes. Why is there so much exposition required?

   Example: Battlefield 2: Bad Company (DICE, Electronic Arts)

While getting to last part of the missions, which are difficult to complete, the game introduces unskippable cut-scenes which the player needs to view again and again due to the difficulty of the mission. This reduces player engagement. Games should offer the player a chance to skip the cut scenes as a whole.