recursal/Fanatic-Fandom huggingface dataset:
Team Chat

**Team Chat - Good**

Team
chat is a very important mechanic in any successful MMO. Team chat is use to encourage
social interactions and team work. They allow players communicate with each
other and plan out battle tactics. If you have ever played in a team based game
you would know just how important it is to be able to coordinate with your team
members.

**Example: League of Legends**

   *“League of Legends*” is

all about team work and coordination’s. Knowing when to engage an enemy and
when to fall back would be extremely difficult without team chat. Having good
team coordination’s through commutation allows high tier teams to pull of some

of best plays ever seen in game.

#### **Dota 2**

Dota 2 as a MOBA game, players have to deal with a tons of team work. Communication is very important while playing the game. Dota 2 provides in-game voice chat that helps players have smooth and convenience conversations.

**Overwatch**

   MOBA game like Overwatch requires players to chat with each othe in team for a better chance to win the game. A of players love doing voice chatting instead of message chatting because it saves time from typing in your keyboard. A lot of people also love doing message chatting to judge players becasue of someone's mistake or something.

**Battlerite**

 Battlerite is a multiplayer competitive game which has two types of games -- 2 vs 2 and 3 vs 3. In either mode of game, players can chat with each other in the chatting channel. They can discuss about the strategies to beat their opponents and they can also talk about things outside the game to make friends if they feel happy to play with each other.
Misusing social interaction modes spoils gameplay

Some game worlds allow players to communicate with each other in an appropriate way. This is especially seen in role playing games like World of Warcraft. However, the **different means** provided for communication must be **cogent with the theme of the game**. Also, the different means **must not interfere** with each other. If a player is uncomfortable with a channel in a game which requires communication, alternative channels must be provided.

**Touhou**

Touhou Project is a series of doujin scrolling shooter games in Bullet Hell and Cute 'em Up genres, developed by Team Shanghai Alice. It is famous for its high difficulty level involving intricate bullet patterns. However, **a lot of problems requiring bullets can be solved by talking them over**, **which the players eventually do**, **after** the bullet solution.
Intelligent AI makes for a more realistic game experience

AI is a very important part of games, especially single-player games where the player is encountering and interacting with computer-controller characters for the entirety of the game. AI can also be a negative factor to games, when it is done poorly and NPC act unintelligent and unrealistic. But games that feature extremely intelligent AI that are able to act as close to real life as possible can make the experience of the game much more realistic to the player

## Examples

### Hitman (2016)

The most recent *Hitman* contains quite intelligent AI that can operate in extremely varied and realistic ways. The AI reacts to all of the different things the player can do in the game. For example when a player is trespassing in an area that they are not allowed, the AI will notice the player and call them out before walking over to them to the speak to them. The NPC will then escort the player out of the are they are trespassing in. Another example would be the AI reacting differently depending on what disguise the player is wearing. They will say different things depending on the disguise as well as treat the player differently depending on what they are wearing.

Bioshock: Infinite
Elizabeth was the emotional core of the game, and her AI scripting, especially outside of combat, created an efficacy to her character that helped carry the narrative and player investment. Much of her realism came from her ability to dynamically notice elements of her surroundings and react to them in a multitude of ways.
Characters that Die - Creates Suspense and Raises the Stakes

Much like in film, television, and literature, the knowledge that one of your favorite characters can die immediately raises the tension. This is especially true in games, most notably in titles that hinge on player choice. Every decision gains a kind of weight, each feeling much more important, even if some really only appear to be. However, even linear games benefit from this uncertainty, keeping the player on the edge of their seat as they progress through the narrative.

### Example 1: Mass Effect 2

For example, in *Mass Effect 2*, one of the greatest moments of tension is the final battle. All of the decisions that the player has made leading up to, and during, this moment have drastic consequences. Where one player may end up finishing this sequence with their entire team intact, others may begin Mass Effect 3 with several key characters present only on the list of the dead displayed on their ship.

### Example 2: Call of Duty 4: Modern Warfare

Most people will agree the real gut punch and arguably the best part of the Call of Duty series storyline was the death of Sergeant Jackson in the 'Nuke Scene' of Call of Duty 4. This scene not only shocks the player be reinforces the randomness and feeling of helplessness soldiers feel at time. The death is perfectly timed at the end of the mission when the player is feeling the maximum sense of achievement and safety. This moment then makes the player consider how many more of the playable characters will survive the rest of the game.
Random drops and dice system - Sometimes frustrate long time player

In modern MMORPGs, it is very common to see the random number generator system represented by dice roll. It is often seen in dungeons. When the enemies are defeated by a group of players, they randomly drop rare items. Then, the game will let each player in the party roll a dice and whoever gets the highest point gets to take that item. However, some players just don't contribute much to the process but the nonetheless get the chance to take the items from those who actually put in a lot of effort in obtaining the item. More than often, these players will get frustrated and angry. As a result, they will have very negative gaming experience.

## Examples:

### **World of Warcraft**

In World of Warcraft, players often get upset when they worked so hard for an item, but the item is taken by someone who didn't even do anything, simply because that person has a little bit of better luck by rolling a higher number. It sometimes results in disgusting arguments for hours.
Novel Multiplayer Interactions Augment Player Bonding

In multiplayer games, novel interactions between players can augment how much players bond. One recurring goal of multiplayer games is that the players bond through play. For these games, losing sense of oneself and gaining a connected sense with all participants can be challenging. Novel interactions between the players which cannot be performed by oneself and that afford novel action encourage player bonding and an enhanced multiplayer experience.

### **Bro-Force**

In Bro-force, a multiplayer level-based, platformer, shooter, you can hi-five other players to slow down time. Your typical moves include

* Jump
* Run
* Shoot

And this novel element of player-player interaction surprises AND delights players. This interaction provides players with a significant advantage as enemy AI slows down while you stay at full speed. This allows players to feel stronger and more bad-ass than before, and it happened because both players stood next to each other and coordinated a key-press. Listen to the players in this clip above. They get wildly excited and impressed with this time-slow down, and this feeling dominates the experience as they verbally demand from each other "Wait! Come here! Do it again!!" followed by laughter and expressions of awe and wonder, like "oooohhooo". The association of this event with the other player cements the importance of cooperation and fortifies player bonding. To augment player bonding, consider introducing novel and rewarding mechanics only available through player-player interaction.
Moderating an active community can help player retention

Over the last few years, games have evolved a considerable measure by giving its contribution to all possible industries. What's more, the game that gets released in the recent times frequently require connectivity in the form of Game Forums, Facebook, Twitter or even Twitch. This helps players to socialize even when they are not physically together. Players utilize these forums to talk about game strategies, walkthroughs, recommendations and even bugs for the game. On the off chance that these forums were used adequately by the game companies, they can directly benefit in player retention by establishing a connection with the players. This would require effective moderation by the game companies; which means they ought to set up a platform in which the players can really connect and keep the discussion flowing by responding to the players and incorporating their feedbacks.

## Examples

#### #1) Unreal Tournament

   Unreal Tournament is Epic games entry into the first-person shooter scene. Epic games took the moderation to a new level by allowing the source code to be publicly available in Github enabling crowdsourced development. They also used their own forums(categorized into Programming, Art, Level Design, Sound, Music and even Marketplace) for discussions and Twitch live streams for regular updates. Epic equips its players not only with the power of feedback system but also the power of implementing them. This level of openness is created to make players feel that they are a part of Epic's group and helps promoting player retention.

#### #2) Overwatch

A game that currently is one of the best examples for incorporating player feedback. Game admins and social community managers actively listen and participate in dialogue with players at large. This feedback is often experimented and toyed with in their PTR or Public Test Realm. What's significant about this test realm however, is that it is open and free to the player base to test and provide feedback that the Overwatch team has proven to utilize and adjust to the main experience of the game.
Latency issues due to bad server maintenance.

Latency problems has been a big issue since the beginning of multiplayer gaming. Sometimes its the internet of the player but usually its the servers of the game itself. Whenever companies go for a multiplayer game they need to make sure that they have enough servers around the world for the players to have a good multiplayer experience.

###

### **Examples**

**Tribes Ascend**

I have had latency problems with this game personally and it was because the servers in Asia region were not maintained and everyone was experiencing problems with it. If the game wasn't meant for that region they should have mentioned it or studied the market properly.

   **World of Warcraft: Warlords of Draenor**

At the launch of the Warlords of Draenor expansion, *World of Warcraft* was utterly unplayable for nearly an entire week due to under-prepared servers. Players experienced unplayable lag, server kicks, game bugs, and overcrowded servers far worse than any previous or subsequent expansion.

**Pokemon Go**

Pokemon Go has had quite a few problems regarding its server at launch. This is due to the fact that the developers significantly underestimated the traffic they were going to receive. There are actually a lot of discussions online about Pokemon Go's server being down. One of them can be checked out here: http://www.cinemablend.com/games/1561989/heres-why-the-pokemon-go-servers-were-always-crashing-at-launch
Metaphorical Mechanics Leads to Enhanced Narrative Experiences

Mechanics as narrative is essentially the mechanics and systems within a game communicates to the player either a theme, idea, or narrative. This is a good design snack as it creates a cohesive experience between the gameplay and themes. There isn't "ludo-narrative dissonance", so to speak.

One of the games that does this best is Starbreeze Studios' *Brothers: A Tale of Two Sons.* The player controls both players on one controller, each inhabiting a joystick. As the player goes through the game, the brothers have to do different things at the same time, forcing he player to use both of his hands as one unit, paralleling the bond between the brothers. Whenever one of the brothers is injured or missing in action, the game feels much different as only one hand is being used.

The metaphor is that each hand or each half of the controller represents a brother, therefore enhancing the narrative experience.

## Examples

### Chariot

Chariot is a game where you play as a princess and her fiance carrying the King's coffin to its final resting place. Like Brothers this game ties the narrative into the mechanic, throughout the game the player(s) have to lug the coffin around multiple levels.

Mechanics include pushing/pulling the coffin, riding the coffin and sometimes using the coffin as a platform to get to a tough to reach spot. Chariot is an excellent platformer in this sense, it forces you to think about how to not only get your character to the next platform but also the coffin and how it can be used in achieving this goal.

### Assassin's Creed IV: Black Flag

Playing as Aveline in Assassin's Creed IV you are given the choice of 3 specific costumes (slave, lady & assassin) which act as more than just cosmetic changes. They provide a series of speed and weapon benefits but more interestingly they change how you are treated walking around the game world. As a slave Aveline is mostly left alone by thugs and can easily blend into the crowd. Your primary focus dressed as a slave is how the slave owning NPC's see you as a slave. Are you working? Are you misbehaving? However dressed as a lady Aveline is beautiful and becomes a target for thugs. She now isnt 'just a face in the crowd' and needs to change the way she acts because of such. In this game, Ubisoft has turned a simple costume mechanic into a metaphor about the constant pressure women and slaves are under to conform to expectations about who they are and what they should be doing.
Simulating the real life as much as possible makes player more involved

Some games are simulating the activities from people's real life. And in such games, building up the environment more similar to the real world can provide players greater sense of substitution. They will feel like they are doing the same activity just as the real world so they can be more involved. So we should make any details perfectly to make the game more enjoyable.

**Examples:**

For example, in some sports game just like FIFA, when players are playing a match, there will be a commentator speaking about the current situation in your game just like you are watching the game. Also, when someone makes a goal, he will do the celebration action just like the real athletes in the real world. No doubt this similar environment will make players more involved in the game because all the things are established as a real match.
Net structure of main storyline .. Very attracting and immersive in certain plot.

Instead of a purely linear main storyline, some RPGs use multiple main storylines and make some of the nodes of one storyline connected to other nodes of other storyline through a structure of net. If well designed, this structure can do a fascinating storytelling and make the game experience really immersive. This storyline structure is specifically useful when the story is about investigating a case or exploring a mystery. The player will go along one line of quests, and then found themselves stuck with no further clue and then turn to play another storyline, and at some point the two storylines will converge and new plot is revealed. This is truly a good design.

## Example

**Witcher 1** is a world famous RPG. In a part of its wonderful storyline, Geralt is assigned to find out a murderer in the big city of Vizima. Geralt has several clues and he needs to investigate them all and excludes suspects one by one and finally locks down the true killer. This chain of story, the net structure of quests, make this part of the game really fascinating and help WItcher 1 make its own stand own all the greatest RPGs in the world.
Responsive Controls Increase Player Flow

When a game has excellent controls, it is more enjoyable for the player. When I say excellent controls, I'm referring to link between player input and visual/mechanical feedback. When a game's visual and mechanical feedback is especially compelling, the player is further immersed into the game. Responsive controls are one of the main methods by which a player may be assisted into a state of flow because they help the brain begin to interpret button presses as a physical action. The excellence of visual and mechanical feedback may be measured by analyzing its immediacy, visibility, and repetition. For an action to be associated with a button press, it must be immediate. If the action doesn't happen until after a lengthy animation, it will be hard for the player to associate that action closely with a button press on anything less than a conscious level. Second, it must be visible. An action that is difficult for the player to see, or happens off screen ("press A to radio charlie"), even if it is immediate, will never reach an associative state for the player. Finally, it has to be feedback that player is experiencing semi-regularly. Pulling a controller trigger to fire an in-game weapon is far more likely to reach a level of sub-conscious connection for a given human than pressing 'e' to get into a vehicle unless it is a game about pressing 'e' to get into vehicles.

Example 1: Halo Combat Evolved

The first time I picked up an original xbox controller, it was to play Halo at a friends house. This game did such a good job of reinforcing buttons with visual feedback that I still associate 'B' with melee. While it wasn't something that (for most) happened constantly, necessarily, it was enough a part of the action that it became instinctual. Not that those instincts kept me alive for very long.
Limited access(often no access) to gameplay elements

Curbing access to certain game elements for story/player development can be annoying for some players who like to explore the game world from the beginning. Many get intrigued by visible but inaccessible game elements which they will get access to in the future, but they would like to experience them immediately. This "Carrot and Stick" approach, although rewarding for some players can be punishing for some. Such players who feel that they are being teased may avoid the game entirely.

### Examples

#### 1.Grand Theft Auto: Vice City

In GTA:VC the player cannot access the other half of the map. It only opens up after a certain mission is completed. Also in GTA:VC your character cannot swim and dies if he falls into the sea. Hence there is no direct way to access that part of the map before the game allows you.

#### 2. Witcher 2: Assassins of Kings

In Withcer 2, it creates a very beautiful game world with varified terrains and multiple establishment. Yet the player can not get access to many of them. Even worse player can not get to a hill or get cross a river or a narrow cliff, and you are only allowed to climb or jump at certain locations as if you are programmed to do so. This, to a large extent, contradicts its claim to be an open world game.
Making Changes to Item Stats in Updates - Creates Frustration in Affected Players

Stats for assets given at the beginning of a game are oftentimes the basis for a player’s strategies. These tactics can take many hours to implement and involve a lot of player investment to complete. While changing these numbers may create better balance for the future of the game, it is a poor decision on the developer’s part to alter the stats of already acquired objects. The player is often left feeling cheated and all of the hours that went into the tactics based on the previous numbers are wasted. This has the potential to create disillusionment with the game as a whole.

## Examples

**Pokèmon Go**

 The developers of Pokémon Go occasionally use updates to tweak the stats of certain types of Pokémon within the game. The reason for these changes is to bring more balance in gameplay. While some players are excited because their Pokémon received a stat boost, others are left disappointed by the hits that their numbers take. In many cases, highly appraised and ranked Pokémon have some of their stats knocked down by hundreds of points. This can leave these players unable to compete against those who were given a boost.

**League of Legends**

 Sometime, They update item to balance the game after nerfing some character. The main issue is that players invested lots of time to get familiar with those items and knowledge how to use them properly. Once they changed, it means that players have to spend time to re-familiar those items. Players might get frustrated.
Nostalgia done well - can help players invoke past experiences

Referencing mechanics, art, music, or a theme from a past game can be difficult. People tend to remember only the things that past games do well, while forgetting the hours they spent hating certain mechanics, or design flaws. When trying to invoke nostalgia for the player, only implement the aspects of the game that the original developers did well. This way, your players will be able to enjoy the powerful memories of the past, while fixing the problems that games from the past contained. This will lead to creating powerful experiences for players that will keep them coming back for more.

**Example:** **Items in The Binding of Isaac Rebirth**

The Binding of Isaac Rebirth does an excellent job of giving the player that "epic win" moment of picking up powerful items in games like The Legend of Zelda: A Link to the Past, while expanding on the idea. In Rebirth, there are many more items and item synergies than in A Link to the Past, but the player still gets that nostalgic feeling of becoming slowly more powerful as you progress throughout the dungeons. The shops, which hold some items, also are randomized, which gives the player more options overall.

**Example: The MAKO from Mass Effect**

I am in the small subset of people who played Mass Effect and found the MAKO to be both super cool, and very fun. While the MAKO never made a full return to the Mass Effect trilogy, there were some levels hidden in Mass Effect 2 that allowed the player to take part in a MAKO-like experience with a different and very upgraded version of the original vehicle. While it wasn't the same as going to a random planet and dropping down in a futuristic moon-buggy, the ME:2 missions certainly cut away the awkwardness of the original machine while still paying homage to its quirky fun.
The Use of Golden Ratio in Camera Positioning,Game Interface Design and Environment Layout.

Since ancient times, people and institutions have studied and utilized the Golden Ratio in their work. Either consciously or subconsciously, the usage and recurrence of the mathematical constant 1.618 and the proportion of thirds in nature, architecture, and biology is significant. We can find use of Golden ratio in game designs as well.

This ratio creates an interesting asymmetrical balance, and is often used as a compositional device. In this guise, the Golden Ratio can be extensively seen in game interface design, camera positioning, and environment layout. This is used to create good aesthetics and design of games. Being a social creature, we are used to existence of golden ratio around us. Games use this to create realism and also provide a familiar way for the gamers to interact with. Consider a building, the height and width of building is maintained in golden ratio to provide player a similar view as he would find in real life.

Examples:

Gears of War 2

***Gears of War 2*** is a 2008 military science fiction third-person shooter video game developed by Epic Games and published by Microsoft Game Studios for the Xbox 360. it was observed in this game that the camera position is maintained in such a way as it forms golden ratio for its height with viewport. Also many of the building in the game followed golden ratio.

guided by the Golden Ratio, the player's eye and Marcus' path are channeled between the two buildings, with the main action area staying in the bottom third of the screen.

( source : GAMASUTRA, An Artist's Eye: Applying Art Techniques to Game Design)

Example 2:

The other game in which we see the golden ratio camera positioning is "Splinter cell". Splinter cell is a series of games the first game is released in 2002 and developed by Ubisoft. The gameplay of this game is to hide out and chose the routes.
Proper pacing in VR Vive games can keep players from feeling sick

It is no news that VR games can begin to make players feel sick. One of the most common problems is when the eye sees movement but the body and ears do not. This creates an imbalance in the brain which can make people feel fatigue and experience sickness. This can happen when a player is sitting down and flying a spaceship or driving a car that moves quickly. One way of allowing a game to have these driving/flying but keep a player from getting sick is by pacing the action parts with actual movement parts. The Vive allows a player to stand up and move around which in turn begins to calm the body down and restore it to a proper state. Thus if a game is based properly between sitting down actions and standing/real moving actions than players are less likely to get sick.

### Project Daedalus (EAE Student Game)

Whether the game did it intentionally or not project Daedalus added great pacing to their game. The game has two different sections in it, one where the player is flying a spaceship and another where the player is using shapes to solve puzzles. From personal experience I have found that the driving section can begin to make me sick after about five minutes or so but right as sickness begins to occur the game allows the player to get up, move around and interact with real movement. This change calms the nerves and allows a correct correlation between real and artificial movement which can allow the body to recover from fatigue/sickness. If the game can continue this pacing with proper play tests then they can save a lot of people from getting very sick.

### Resident Evil 7 VR

As of late, I tried the resident evil 7 for VR and found the game conquer a large portion of these simulation sickness issues through perfect pacing. As the game starts, I saw myself locked in a seat alongside a Ghost TV show fellow. A zombie woman strolls around with a major blade while I attempt to discover a way out. The entire horrific experience can be rendered while I am seated. Some people can avoid simulation sickness when they see a sense of stability and this can be accomplished by giving VR experience while the player is seated. Resident evil took this idea of stability and coupled it with impeccable pacing to help players stay away from simulation sickness.
Optional Difficulty - Allows the Player to Curate Experience

Players come in all different shapes, sizes and, most importantly in this case, skill levels. While this does not apply to all games, there are many that benefit from allowing the player to decide whether or not they want to tear through a world as a gun-blazing strategist keen on taking down every enemy in their prime, or if they just want to one hit kill every foe so that they can get on with the quest line. Both of these desires are valid, and tailoring the experience of the player to fit their ability allows a game to be accessible to a wide range of potential players.

Take, The Witcher 3, **for example**.

Like most games of it's kind, one of the first screens that appear before you dive into gameplay is the option to select difficulty. The player is given the opportunity to focus closely on their interactions as the main character, or, if they prefer the rewards of a tough challenge, they can ensue the "death march". Better yet, there is space in between for the average player and those who just enjoy a balance. And, if they decide to change their mind later on, the level can be moved up or down later on.

Example 2: Devil May Cry.

Devil May Cry games are another example where you can set your difficulty level and also you have an option for changing your difficulty while playing also. So if you keep dying the game asks you if you would like to turn down the difficulty of the AI to easy so that you can beat them easily and you can make it harder if you are getting good at it.

   Example: 3 Dragon Age: Inquisition

Dragon Age: Inquisition allows for players to adjust their difficulty settings at any time. The neat thing about this game is that if players want to, they can use a special tactical screen. This screen pauses gameplay and allows players to plan out their fights by directing party members. Once the player resumes the AI will follow the orders set by the player. So if players are not very effective by themselves in combat, they can just take a strategic approach and let the battles play itself out.

**Example 4: Diablo 2**

    The player is able to choose which difficulty they want to do before creating their new character. This allows for more gameplay later on if the player wishes to replay the game. It also allows players to calibrate themselves according to their appropriate skill level.

**Example 5: Civiliztiton V**

Civilization V has eight optional difficulties in total. Just like most of the games, when you set up a game, you need to choose the difficulty before playing. Then AIs in the game will have different advantages or disadvantages at the beginning of the game. The interval of the difficulties is set up properly so players can choose suitable difficulty for their games.
Predictable and Bad Pacing

**Bad Snack**

Certain games end up getting into a fantastic rhythm that entertain players for a long period of time. Other games get into a rhythm that gets so predicable that it kills the fun and flow of the game. These predicable rhythms can occur when a game has two drastically different mechanics and repeats them constantly with nothing new to separate them. The game soon feels like an A to B repeat and can fall flat fast.

**Example: Uncharted**

In the first game of the Uncharted series there is a distinct flow of the game. Platform, shoot, platform, shoot. The game gets so predicable that once you reach the highest floor of a building you better reach for your gun because bullets are coming your way. This design forces the game to show how little mechanics it truly has and ultimately makes the game feel very boring and predictable.

**Example: Assassin's Creed**

Particularly in the first and second games in the Assassin's Creed franchise, this pattern of predictable pacing and repetitive missions/gameplay is evident. Half of the player's time seems to be taken up by either pushing through crowds or scaling structures; both of which only require one or two buttons to accomplish, and are mastered very early on in the game (and are hardly, if at all, iterated upon). This is punctuated by the occasional and seemingly interchangeable assassination or battle, brought on either by the player being spotted by a guard or from participating in a narrative-continuing mission. Consequently, these quests become mundane as one after the other of the same formulaic tasks are interjected by long, expository cut scenes reliably triggered every three assignments or so.

It's easy to get caught in the tide of these actions, but if one finds themselves disinterested by the theme it is all too easy to exhaust the fun and turn the game off.
Procedurally Layering Music Uniquely Enhances Player Experience

It is relatively easy to compose a looping music track for various game states such as calmness, action, and boss battles. These are simply looped without any variance for the duration of that game state. Some game composers, however, put extra effort into creating procedural music systems to fit the game. These systems don't have to be so complex as to create music from nothing -- they simply layer existing tracks in unique ways that match the gameplay.

### Examples

Red Dead Redemption

RDR's music system is composed of hundreds of "stems" -- snippets of tracks recorded from various instruments, from electric basses and guitars to snare drums to mouth harps and other weird, antique instruments from the Old West. The music of the game is infinite, and always remains at the same tempo and in the same musical key of A minor. All melodic instruments are recorded in this key, and the various stems are layered based on cues from the game to generate a unique soundtrack.
Leaving audio clue: help player understand the background story without break play experience

Some narration in game is not so important that affect the progression of the game, but can certainly add some flavor to the game by help players gain a deeper understanding of the game’s background story. In this case, use audio clue like dialogues between NPCs or audio logs is a good way to implant such narration. Player can play the game without much interruption while get the information designers want them to get.

Example:*BioShock*
In *BioShock* player can find audio log from different NPC while they wandering around the undersea city, which let player know certain aspect of that NPC’s life and pick up the whole background story by placing these clues together. It really help player gain a deeper understanding of the game story and make the game more interesting, and it does not interfere with play experience so much.
Object interaction creates realism

Objects are an essential part of gameplay. If not used
properly they can clutter the screen and become a nuisance to the player.
However, objects can be designed and created in such a way that the player
feels like they are in this world. By physically interacting with objects in a
game, the player can be a part of this virtual world which is a great thing!

## Example: SOMA

   At the start of *SOMA*, the

player wakes up as the character and has to find their medication before going
to see the doctor. Throughout their room are objects that they can interact
with and like real life they get to do every day actions: opening the fridge or
picking up a magazine for example. It’s these little interactions that make the
game feel very real.

Example: Fallout 4

Nearly every object in Fallout 4 has some kind of interactivity. The player can drink irradiated water from sinks and toilets. Any mattress from beds in houses to pads on the ground in the middle of the desert can be slept on, and everything from vending machines, to lockers, to dumpsters and trashcans can be explored for items. Kitchen appliances and various and sundry tools big and small can be broken down into mechanical parts to aid in crafting. I have never played a more 'interactive' game than Fallout 4.

Example: Shenmue

Many objects were interact-able, including drawers that could be opened end explored, as well as intricate (for the time) object relationships. For example, players would have to buy batteries for flashlights. This lead players to maintain various relationships and upkeep environments.
Matching Players of Vastly Different Skill Types

Matching players of vastly different skill levels in competitive games creates an enjoyable time for both players. Generally, when a lower level player is matched up with someone of a high skill cap, the lower level player gets frustrated, causing them to want to quit the game. From the higher level players perspective, they will find the match too easy, which is also frustrating, because they didn't get to challenge themselves. In this event, both players come out unsatisfied with the result, which, if unchecked, can lead to the player quitting the game.

**Example 1: Overwatch**

The matchmaking in Overwatch seems to be all over the place at the moment. High level players are matched up with brand new players, which leads to upset people on both sides. Although the game is new, by keeping matchmaking as unbalanced as it is, especially in lower ELO's, will turn away players.

**Example 2: Battlefield 4**

 In Battlefield 4, there are rarely even matches. While there is a system to distribute players who join a server to teams based on skill level, that system is trumped by systems that keep squads and friends together. This leads to teams that are uneven at best.

**Example 3: Mortal Kombat X**

In the early days of Mortal Kombat X, matchmaking was wildly unbalanced. The software would look for players with win or loss streaks but disregard number of win/how difficult their opponents were. I have on many occasions been matched against players with far better stats than I had. Since the matchmaking screen tells the player how likely they are to win the fight, one would think that the most common percentages should be 40-60%, perhaps 30-70% in extreme circumstances, yet more than a few matches wildly favored one player over another.
Slow Character Movement - Creates Impatience in the Player

With the presence of expansive environments and beautiful art, many games encourage the player to explore their surroundings. This helps sell the realism of the virtual world when done right, as it can feel as limitless as the real world. A feature that can ruin this aspect of design is when the movement of the player’s avatar is too slow. This results in a frustrated impatience in the player because it feels like it takes forever to get anywhere. The idea of exploring the environment becomes more of a chore than a treat because the shear amount of time required to do so.

## **Examples**

### **No Man's Sky**

No Man’s Sky is a game where the main interest is in the exploration of new worlds. This is made difficult when the player is on foot, given the fact that their walk speed feels too slow. Everything else that is capable of motion in the game moves at a greater speed than the player, which increases this feeling.  After a time, this movement speed starts to take away from the immersion of exploring the environment. The player gets bored because it takes too long to get from Point A to Point B.

### **Virginia**

In the story-driven indie game *Virginia*, the player is often forced to move very slowly through the environment, potentially creating a sense of boredom and impatience for the player. The story does not require fast movement often, but the speed at which the player is forced to move for the entirety of the game can become frustrating and pull the player out of the narrative. The slow movement may even discourage players from exploring and enjoying the environment because of the movement speed.

**Albion**

 Albion is an MMO with really large maps. Getting from one city to another is insane! The maps are so big that even on mounts the player is takes ages to get anywhere. On top of that if you carry too much items your player becomes even slower! One of the reason why i quite that game was because i spent so much time just trying to get from point A to point B. there is fast travel in the game but it is broken. Fast Travel doesn't allow you to travel if you're carrying items. Overall, Fast travel sucks in this game. IL

### World of Warcraft

Without the use of mounts or quick travel, getting around some of World of Warcraft's extensive areas can be painfully slow and tedious. Due to this, many players attempt to get through the first 20 levels are quickly as possible and a mount is almost always the first major purchase the player makes to combat this problem. Blizzard even lowered the level at which you get your first mount from 40 to 20 due to player complaints and a noticeable effect where players would stop playing in the early levels because they were 'bored'.

**Ni No Kuni**

Ni No Kuni offers an open world aspect when traveling through. However the player has only one travel speed an makes for long periods of boring travel from one city to another. There was too much time spent wandering around and not accomplishing any goals.
Shaped Inventory Slots Add Little Engagement But Much Frustration

## Shaped Inventory Slots

In an effort to give an air of realism, some games have attempted including shaped inventory slots for items. While this does come closer to actuality than a proverbial bag of holding would, these always come with more drawbacks than benefits. These shaped systems often employ a grid and snap objects to that grid. By doing so, this prevents the player from fitting objects close together, which is a functionality that the real world, that which this system is meant to emulate, employs. Another drawback to this is that, oddly, smaller irregular shaped items often take up multiple grid slots when, size wise, they are small enough to fit into one.

## Example: Deus Ex: Mankind Divided

In Deus Ex: Mankind Divided, items and weapons are arranged in the inventory screen an easy to see fashion. However, this does not make the chore of sorting items into shaped slots by size engaging. Pill bottle, guns, and other items often take up an unrealistic amount of negative space within their slots. This may have been done the simulate reality, but it proves to be more an annoyance to the player than a minigame.
Power Wheels are Tricky to Maneuver and Break the Magic Circle

There are many ways that games attempt to manage having a multitude of abilities regrettably one of the more popular ways of doing this is by implementing a power wheel (or inventory wheel, etc wheel) that players must navigate by rotating the joystick align it with the item or ability that they wish to use. This is not only dexterously difficult to accurately accomplish, but these power wheels often takes up the a large portion of the center of the screen thereby obscuring player vision and breaking the illusion of the magic circle and making readjusting to the action mid combat quite cumbersome. Better ways of grappling with many abilities might be shortcutting abilities to button combinations or even including a mini menu off to one side which the player can freely rotate through to select the desired ability.

## Example: Mass Effect 3

In the middle of combat in Mass Effect 3, players must interrupt the action to bring up the power wheel to issue orders to their allies and use their special abilities. Mass Effect 3 tries to offset the bothersome nature of power wheels by having no abilities in the center and making the wheel semi-transparent, but these attempts do not make up for the awkwardness of controlling the power wheel or its interruptions on the action at hand.
Loading time is too long - Keep players waiting

Better graphic and more complicated system are what most games are trying to achieve, which takes longer for this games to load. If a game needed to be loaded frequently, it could cause player wait for too long and lose interest of the game. I think designers should consider how often the game needed to be loaded. If a game needed to be loaded from time to time, then it is necessary to keep the loading time at minimum.

## **Examples**

### *Magic & Might: Heroes IV*

*Magic & Might: Heroes IV* is very good in graphic & game system. But players need to wait for loading process before they can do anything. Loading happens every time when players try to manage their castle, open the inventory or enter a battle. And players need to load the game when they made mistakes. So basically players have to wait 1 minute for loading in every 5 minute of play. That’s why I return to play *Magic & Might: Heroes III*, which is relatively poor in graphic but have zero loading time.

### **Sonic '06**

There is a lot wrong with Sonic '06, more than this wiki can cover, but one of the minor annoyances that it suffers from is a large amount of load time. The game is filled with loading screens, and even if they aren't long they appear at an insufferable frequency. Worse is how mismatched they appear to be to what is 'loaded' - this video - shows the game loading for a single line of dialogue to begin a quest, then loading to add a number of collectables to a map, then loading another single line of dialogue when the quest is failed, then loading again to return the map to normal. In trying and failing at this quest, the load times end up outweighing the game time. Perhaps the game is just terribly optimized, or perhaps it's erroneously loading the same city from scratch four times when there's no reason to do so - whatever the reason, the frequency and length of the load times worsens an already painful game.

### **Bloodborne**

Bloodborne is a great game, but the loading time is almost as bad as The Witcher 3. It usually takes a minute to load the game scene, and even longer to reload a checkpoint after death. It greatly disrupts the flow of the game and wastes time.

### **ArcaniA**

ArcaniA suffers from a lot of optimization problems. Loading screens being one of them. Every time the character starts talking to someone, a short black cut scene appears. Although it is short, it leaves the player in darkness for some seconds and throws the player off.

### Heroes of the Storm

Loading time in online games can sometimes mean the waiting period between matches as you wait for the matchmaking algorithms to match you with a team of allies and a team of opponents. This can be especially irritating if you have a limited amount of time to play but waiting for your next match takes 5 to 10 minutes of that precious time.
Invisible Barriers - Leads To Player Confusion and Frustration

Some games use invisible barriers or invisible walls to limit player movement in the game environment. This may seem like a trope from the NES era but modern games are guilty of this too. Invisible walls betray player expectations by breaking the rules that are already setup by the game in the first moments of the game. A game may tell you to that you can walk anywhere and that it is an open world, only to restrict player movement in a particular direction because it is outside the map. Better ways to handle illegal actions would be to clearly demarcate the legal and illegal areas of the game so that the player does not accidentally go out of bounds.

## Examples

### Red Dead Redemption

Red Dead Redemption is an open world western from Rockstar Games. At the beginning of the game the player is given complete freedom to go anywhere on the map, but if they try to cross the river that runs right through the middle of the map the game will kill the player! Most of the time this happens without any prior warning and because of the location of this river (cutting through the middle of the map) you can accidentally fall in and end up having to restart from the last checkpoint.

## ***Fallout* Series**

   In *Fallout*, players will eventually encounter the infamous "invisible wall" if they attempt to explore beyond the bounds of the map. While it's understandable that the map has to end *somewhere* (designers can't be expected to flesh out the entire planet in a game that massive), it is still disruptive and breaks the immersion to be told all the sudden that you can't keep going when clearly you can.

## Mount & Blade

In Mount & Blade, every battle field has an invisible boundary. As the name of the game suggest, most time players battle their enemies while riding on horse, and the invisible boundary can cause player’s house suddenly stop, and often cause player lose the battle, which can be a source of frustration.