recursal/Fanatic-Fandom huggingface dataset:
No checkpoints within large levels/missions

Games these days have large levels or missions. If the gameplay designers do not give checkpoints in such missions it can become very frustrating for the player playing the game to complete such missions especially if he/she is a newbie. This may lead to the abandonment of the game by that player. Moreover the game feels overly punishing to such players for no reason at all.

### 1.Grand Theft Auto: San Andreas

In GTA:SA there are many long missions which could have had checkpoints but the game has no such feature so the player has to keep on playing these missions again and again till he/she successfully completes them in order to complete the game. This involves mindless driving from one place to another as a mission objective or just to start the mission again.

**New Londo Ruins**

This is an installment of the Dark Souls series in which the player is on a quest for Lord Souls. Some players have complained that the game goes on too long without checkpoints. This means that even a small mistake further into the level would force the player to repeat from the beginning. Players are divided upon the reason for this design.

## *Metal Gear Solid 5: Phantom Pain*

Similar Instance can be experienced in the *Metal Gear Solid 5 : Phantom Pain.* There is a mission in which player has to rescue the old man but the checkpoint in the mission saver after the player met the old man. There is no checkpoint for the rest of the level. The most irritating part is for one of the longest levels, there is only one potential checkpoint. Similar, thing happened when mother base is attacked by the enemy troops, whenever the player dies, he/she has to start the mission from the start there are no checkpoints available. Moreover, the player has to buy the weapons again.
Place collectable item where designers want players to go - a smart way to guide player in complicate environment

How do level designers guide players to go the way we want them to go in a complicate environment, If they feel a big arrow is to silly and a mini-map is break the tune of the game? They often place something collectable on where they want players to go. In this way, designers can lure players to where they want them to go without giving player a direction or a mark on the map.

Example: *Rayman Origins* have a collectable item called lums, which gives player 1 score if the player pick it up. Designers place most lums on players’ way to tell player which direction to go, even when and how to jump to dodge hidden traps. In this way these pick-ups act as a perfect guide to help players pass challenging level without using any mini map or arrow that both inappropriate and less effective.
Invert game loops to maintain freshness

By creating inverse game loops that run in parallel, you can ensure that players won't get fatigued by repetitive play. This can be used in all kinds of cases, by inverting power relationship between game objects or by giving players an opportunity to control other characters.

Example:

***CRAWL***

This four-player game vacillates between competitive and cooperative play, as this dungeon-crawler has players use a king-of-the-hill mechanic to determine who gets to be the hero. The other three players take on the role of the traps and monsters within each room, and the player who strikes the killing blow to the hero takes their place. This ensures that everyone gets to take on different roles, while also shifting alliances between players throughout the session.
Making the player's character stand out. helps the player not get lost in crowded areas.

Making the players character stand out is good feature that most mobas use. This is good because most of these games involve a lot of team fights where there are a lot of bodies in one place filling the screen. These games emphasize player positioning so, knowing exactly where you are is very important. If you are in the wrong place during a team fight you will probably die. Developers will over lap multiple effects on the players position to make it easier to see where exactly you are.

Example: **Heroes of the Storm**

Heroes of the storm is a good example of a game that likes to highlight where the character is. In heroes they throw a lot of visual cues at the player to help them find where they are on the screen. In this picture the player knows where they are because not only do they have a spot light with their teams color shining on them but they also have their health bar with their name on it floating above their head. If the player ever loses where they are all they have to do is look for the health bar with their name on it.

### Example: **Diablo 3**

In Diablo 3, there can be many enemies on screen at once, this combined with up to 4 players sharing a screen and lead to confusion and momentary lose of ones character. But the developers have tried to combat this with unique effects on players weapons, armor, and abilities. They have also added color and effects above and below the characters, all in an attempt to keep the player visible in the chaos.
No central aiming point in First-Person games make player feel dizzy and confused

This is gives a really bad impression and leads to frustration. A point of stable reference on the screen itself can help player reduce 3D sickness. Game companies are investing more research into the whole phenomenon of video-game induced illness, and found that focusing on stable references–like the gun or bow in your character’s hand–can help stave that feeling of sickness. In my opinion, even in games where there shouldn’t be a traditional reticle (because the game has no guns, bows, or projectile weapons) designers should often including a reticle, dot, or other point of reference in the center of the screen.It not only just a reference but also as a indicater for players having interaction with objects in game.

## Example

#### **The Forest**

The Forest is an Open world, survival horror game that sees the player crash land on an island inhabited by cannibals. Build, explore, survive in this terrifying first person survival horror simulator. This game is worth to try, but back in the first time when I play this game,  I vomited and felt dizzy after 30mins, . Cause without any reference in the middle of the screen, it was very hard to know where I was aiming, also it was very frustrating everytime you want to pick something, you have to wast almost 3 seconds to adjust the camera to match the object in the middle for showing the interaction sigh.
Introducing randomness into mechanics to level the playing field while still giving the illusion of skill as a final say in outcome.

When designers introduce randomness into mechanics to level the playing field, according to community feedback, it helps the game rise to new heights. New players for the new game should have an even win and lose rate. This can be done by adding randomness so that a new player could have the chance of winning against an expert player. However, as the community grows and game gets older, the reliance of randomness should be lessened and the skills of the players should be brought to the forefront. This will allow more dedicated players to feel rewarded for their work and dedication to the game for a long time.In addition, new players can learn game from other sources like other experts players and big helping community.

For Example:

## ***League of Legends***

In *League of Legends*, designers are always balancing between randomness and skills. Their big change which reflects this is the changed draft system. Initially they have draft system in which players choose their champions and role in the order of 1 to 5 in champion select, this order is assigned in complete randomness. However due to achieving huge dedicated players’ base after couple of years, they have decreased randomness by introducing new draft system which focus on the skills rather than randomness. This new draft system allows players to choose their role beforehand and can choose their champion according to their role very effectively, which reduces the dependence on the luck for the player to get their desired role.
Expensive Items In Store

Usually a free mobile game is actually not free because you need to spend dollars on buying the items to have more fun. However, some of the items (or coins or whatever stuff) are just too expensive. Some of them are not very expensive but you have to buy more and more to keep you survive in the game. Some of the stuff are just not necessary, I still don't know why people would spend money on them, such as player icons.

Example 1:

Clash of Royale or Clash of Clans: The gems price ranges from $0.99 to $99.99. If you want to build a good deck or at least not a bad deck, you have to consider to buy the gems at least some times because it depends on what cards you would draw from the treasure chests. Sometimes or in most of the times you would not be able to draw the cards you want. Then, you just need to keep buying the gems to buy more chests (well, you could definitely spend much more time to collect the gems from your game battles, but it would take forever). After I spent about $150 dollars and finally realized that it didn't worth as much as I spent and I quit playing it. So the question is that, is it worth to spend so much money to on buying stuff in a mobile game?
Not having a color blind function immediately alienates a large player base

Color blindness effects a substantial amount of the population (1 in 12 for men and 1 in 200 women) worldwide. Many developers seem to forget this fact and by not having a colorblind mode in their game they risk alienating a rather large player base. This becomes especially detrimental if their game relies heavily on the use of color such as a puzzle game or perhaps a game that designates teams by the use of color. Companies like Blizzard, Riot and EA Dice have made sure to implement options that allow players who are color blind to modify the colors to allow for a more comfortable experience.

### Example 1: Honey Bee Match 3

Honey Bee Match 3 is a simple puzzle game where the player must match matching colored honey bees. It's simple unless you are color blind in which case the game would be extremely frustrating if not impossible. The image below shows the original game and what the game would look like if you were green-blind. Keep in mind it is estimated that about 1 in every 100 people are green-blind.
Level Editor Lets User Extend the Game with Their Creativity

Level editors in non-sandbox games, though separated from the main gameplay, have at least the following positive impacts on the player's experience.

1) It gives the opportunity for players to extend the use of what they have learned. Level editors are popular with platform games. Players improve their skills as they move along in the game world. When they are done with a stage or the entire game, their skills are still fresh in their hands. So it is rewarding to be able to play more in a customized world.

2) It bonds the player with the game. Level editors are usually available throughout the game. So the player does not have to finish the game before playing with level editors. Being able to take part in creating the game is an engaging experience for the player and would thus keep them playing. Players who have played enough to find the game too easy might be able to challenge themselves by making a more difficult level. Players who appreciate the game graphics can further put everything together in their own ways.

### Examples:

#### 1.BattleBlock Theater

BattleBlock Theater is fast-paced and (cruelly) humorous game. Its level editor is also fun to play with. Below is short footage demonstrating building and playing with the player's own level.

#### 2.Warcraft III

Warcraft III is another fantastic example. Not only can players create new maps for the standard "melee" gameplay, but players can create entirely new modes, units, items, and styles of gameplay using the software's object editor functionality and scripting.

#### 3.Contraption Maker

Contraption Maker is a wonderful "set it up, knock it down" game. It brings the fun of Rube Goldberg machines to your steam library and allows you to play through hundreds of official levels. Additionally, it provides users with the ability to create their own contraptions and share them with friends via its level editor.

#### 4. Portal 2

Portal 2's level editor is a marvelous example of this. Players can let their imagination wild and create challenging levels for other players to play by putting them on steam.

#### 5. Counter Agents

    Combat Agents uses a simple and intuitive interface to design, save and load levels. The level editor allows us to position and design the behavior of the agents moving across the level. It also allows us to add environmental props like boxes, containers, ladders and springs to jump on them. The Level Editor is used to create the world that the player will navigate, interact and play in. The game also allows players to improve their skill by adding a variety of guards and props to emulate tougher scenarios.
Mechanics with depth are more engaging for the player

So you have fallen in love with a great idea for a game and have begun to brainstorm 1001 ideas of mechanics you'd like to see in it. You may feel inclined to give the player access to 35 weapons, 40 super powers, and a plethora of cool gadgets the player can utilize in order to defeat their enemies and slay the final boss. While this may sound "really cool" and interesting the fact of the matter is that it actually just waters down your game. A well thought out and fully explored mechanic with multiple uses will always be more engaging to the player than simply piling on lots of different ones. A less is more philosophy should be constantly in the back of a good developer's mind when designing a game. If you find a mechanic in your game that has only one use then examine that mechanic and see if you can "juice it" to create more depth, if you cannot then you may want to consider cutting it.

### **Example 1: Legend of Zelda - A Link to the Past**

In the Legend of Zelda - A Link to the Past, almost all of the items you receive in the game have multiple uses. Bombs can clear pathways and kill enemies. Jars can hold a variety of different items. However the boomerang is one of the better examples due to its versatility. It can be used to kill smaller enemies as well as to stun larger enemies ones and can also be used to pull items towards you that are out of your reach. There are even puzzles which require you to hit switches from far distances it on order to proceed, if only you had something you could throw at them and then get it back....

### **Example 2: Wolfenstein: The New Order (2014, Bethesda Softworks)**

The New Order, takes place in an alternate universe where the entire world is controlled under the Nazi's. It offers a wide variety of combat experiences. There are various types of guns, and some guns can be upgraded to fire bouncing bullets (like in Unreal Tournament). However the laser wielding gun is one of the better examples probably due to its versatile use. It can shoot enemy robots, cut through metal sheets to explore hidden pathways. The gun needs to have a said amount of charge to use it. The game offers a multitude of charging stations for the player to use. Also, the gun has a fixed range, so the player needs to get up close to the enemy. With an excessive amount of guns and great storytelling, Wolfenstein's mechanics stay to the core as a first person shooter.
No fast travel in the game frustrates the player

In some games especially huge open world games, fast travel is a necessity in order to save time. But some games don't have this feature and it will be a hindrance to travel from one place to another especially during missions and it will cause a disrupt in the flow of the mission and the player might not care anymore about the mission. The designer should make sure that if no fast travel is present in the game, the mission scope should atleast be limited to a particular area.

**EXAMPLE:**

**Mafia 3**

In Mafia 3, some objectives require only a few minutes to complete but these missions require Lincoln(the protagonist) to drive across New Bordeox(the place the game is played) from one end of the map to another in order to complete these objectives. To prevent this hassle, the designers must have used included a fast travel option or they must have made sure to prevent travelling such long distances on the map.

**Far Cry 2**

While it does offer the use of vehicles, there is no shortage of frustration from players about the speed of travel in *Far Cry 2*. The amount of time that it takes to get from one part of the map to the other, whether by running, car, or bus, can be taxing on the player who is just anxious to get to the point of play. This obstacle may create a sense of immersion for some but, overall, is more likely to foster a sense of annoyance and disconnect from the material in most.
Mechanics that destroy play competition

When a game design relies heavily on player competition, it needs to be aware of mechanics that may destroy that focus of the game. So, when a game of this type introduces a mechanic, such as loot, that gives one player an extreme advantage over other players,

it destroys the feeling of competition, and leaves the game unenjoyable. This could look like a map that has an area that positioned in such a way that makes the player who is in that area impossible to reach, or a piece of loot that is so strong it makes that player far superior to their competitors.

A good example of this is Goldeneye. While playing multiplayer in the game, if a specific player is capable of finding the goldengun, it made that player superior and more capable of winning the game.
Skip Non-Critical Dialogue and Cutscenes

Many games are littered with non-critical dialogue and cutscenes. By "non-critical" I mean that it isn't necessary to watch or listen to in order to progress in the game or beat the game. Most of the dialogue and cutscenes that I have seen in games are there to shed more light on the story of the game. However, there are many players out there, including myself, that care very little about the story of the game and care more about the action of the game. I want to actually play the game and not be forced to listen to some scripted dialogue or scene for a couple minutes between characters in the game. That's why it's really nice when games offer the ability to either skip through or fast forward through the dialogue or cutscenes.

EXAMPLE #1: **Infinity Blade Trilogy**

The Infinity Blade Trilogy all allow the player to fast forward through any and all dialogue between characters. There are also brief cutscenes in the game when the player chooses one of the paths in front of the character. For example, the player may choose to battle an enemy. Before the fighting actually begins, there is a brief cutscene that shows the character and enemy approach each other and prepare for battle. All of this can be skipped by fast forwarding through it that way the player won't have to sit idly by and watch it.

EXAMPLE: **Batman Arkham Knight**

Batman Arkham Knight also allows the player to skip the cutscenes and jump directly into playing the game. In almost all the cutscenes player is asked to skip the cutscenes and player can skip them at any point of time if he isn't interested in following the story. In this way, momentum is not lost by the player who is more interested to experience the game through its gameplay rather than going through the cutscenes.

EXAMPLE: **The Book of Unwritten Tales**

The game offers to skip cutscenes by the click of your mouse. This makes it possible for the player to skip the story parts, and get to the puzzles faster. Not only the cut-scenes can be skipped, but dialog lines can be clicked through fast, in case you read the lines before the characters have finished their voice line. This makes it easy to get past the reading parts and get to the puzzles.
Responsive Tutorial AI Teaches Exactly What a Player Needs to Know

Most game tutorials are one-size-fits-all, and teach every player the same mechanics in the same way every time. However, different players respond differently to these tutorials and may be forced to repeat an action that they are already familiar with or will not be made to repeat an action that they are struggling with. Use a simple AI that can pay attention to what a particular player is good at and understands, and what they may be having trouble understanding. This creates not only a more effective tutorial system catered to each player's needs, but a way of educating the player that is only intrusive when it needs to be.

Examples:

Left 4 Dead 2

This game has a perfect example of this kind of system. L4D2's tutorial system pays attention to the players' actions. For instance, tooltips will pop up to highlight an object a new player should interact with. Once the player has done so a couple of times, the tooltips will no longer pop up (though they will again if the system detects the player has forgotten what to do at that point). Tooltips have been provided to give guidance to new players about nearly every aspect in the game and will stop displaying once the player has mastered those aspects.
Making games interesting purely by Iterating

Many games keep on adding new features in the hope of making the game more appealing to players. But in reality it is very important for a game to iterate on its core features and give varied experiences to the player though iteration. Such games are not only fun to play as a player but also they are fun and challenging for game designers to design. They tend to push designers to their limit of creativity all the while providing a wholesome and satisfying experience to the player.

## Examples

### That Level Again

This game is based on pure iteration. The objective for each level is the same. Open the door and go through it. But in each level the way you open the door differs.
No difficulty in the game

No difficulty in the game.

All games need some level of difficulty; otherwise the
player might feel bored and that it is a waste of time to play this game.

Example:

Big Rigs: Over the Road Racing

In this game you should be racing with other cars and at the
same time avoid the police.
However, in the actual game, other cars don’t move and there are no police
cars.  So it’s really boring and
the truck you driving can go through buildings, trees.  The worst thing about this game is driving
backward is faster than driving forward.  The way of winning this game is actually
just passing the finish line

**Example: Diablo 3**

I completely agree with you. To me Diablo 3 was so easy that i pretty much steam rolled my way through the game. Even on the hardest setting the enemies were just too weak. Certain area of the game were hard but overall it was very easy. Most of the time I just have to rotate between 1 through 3 and I could clear a section without much effort.

- Ishun Lo
Shared Boons a boon to the gameplay experience

In today’s online multiplayer games where collaboration is the key to victory and success, shared boons which boost the stats of players and those around them or in their party further supports the idea of synergy and team play. Such an approach is in itself a development towards player's character growth and the idea of a good shared game play which it carries behind itself.

## Examples

**Guild Wars 2**

Guild Wars 2 is a great example for such a game, where team
play is its main focus it supports the same by giving every class one or
another ability to share their boons with their party members or people closer
to them. These boons boost the stats of the players.
Steep Level Difficulty Ramp Stops the Player Too Early In the Game

Some games have all their levels (except the first one) locked and the player needs to accomplish certain tasks in one level (usually by hitting a certain score) to proceed to the next level. This is a reasonable way to reinforce linear progression and learning in the game. However, some games have unreasonable level difficulty in early levels in the game that would stop the player too early in the progression of the game. It is better if the difficulty ramps up gradually with each level to give the player more space to learn and a sense of achievement as motivation.

This game has a lot of levels, all of which are locked except the first one. However, in one of their early levels (level 3 or 4), the threshold to beat the level was set very high. I personally tried couple hours to beat the level and still failed. It is good to distinguish the skilled players from the rest but I would prefer that to happen later in the game. Additionally, players should be given enough opportunities to learn and improve their skills. Such a steep ramp up of difficulty would prevent the player from moving on and explore more of the game.
Switching Characters !

## Switching Characters in Gameplay :

In some games, mostly in recent ones, there is this introduction of switching in between characters while playing the game. It requires more than one characters in game so that the player get a chance to play each charcter in game. It becomes so much fun to actually step into some other character and play the moves we want to which otherwise doesn't happen in older versions of game. There was a time when actually we use to scream at the character that he/she is not performing the moves which that chacrater was suppose to do. So, this new integration of idea gives the player more opprotunity to interact with each charcater in game. Lets see one example:

## Examples :

***Until Dawn*** is an interactive drama survival horror adventure video game developed by Supermassive Games and published by Sony Computer Entertainment for the PlayStation 4. This game is first-person, but what makes it different is the gameplay in whcih you get a chance to switch between charcters as the game demands. Also, each charcater has its won skill-sets and behavior traits making all charcteres unique. So the player has to make choices keeping in mind the charcter role he is playing (credits: Wikipedia)
Sound Effects Matching Game Object Textures Enhances Immersion

Some games (especially smaller ones) have a consistent texture shared by nearly all of its game objects, for example, paper or clay. Having a realistic sound effect that ties closely to the texture is important to maintaining and enhancing player immersion.

## Examples:

**KAMI:**

Kami is a paper folding puzzle game where the player needs to fill out colored paper in as few moves as possible. The colored paper has a origami texture and so the sound effects for folding the paper is very realistic. Paired with an oriental themed background music, the sound effects do a good job in enhancing immersion.

**Metal Gear Solid:**

   In Metal Gear Solid, not only that player can hears different sound effect when protagonist step on different places, it also affect the game play it self. when step on steel grid, not only player can hear a bigger step sound, enemies in game are also

more likely to hear protagonist and follow his trail. It sure makes the game more immersive.
Muting Function Shapes Playing Experience

As video games is developing ripely, communication become a very important part in game, especially for online multiplayer games. However, some communication might provide negative effects. When a tons of useless messages pop-up on the screen, it really affects players to make their own decision. Muting messages is a useful tool in games. It gives player choice to ignore offending players in order to playing game in a good mood.  Also, provides good playing experience for players.

## Examples

**The League of Legends**

As a MMO game, players have to deal with lots of conversation while playing the game. As seen in the image, the same type of message showing again and again. Sometime, the player will get the information by showing it once. That many is just so annoying. Mute that player is a proper way to keep the game going without doing extra things.
Poor sound design disrupts player immersion

Poor/missing sounds or annoying music can be absolutely detrimental to a game however when sound is done well it's hardly even noticed by the player. It's surprising how often times sound seems to be overlooked or at the least not as well thought out as other design elements of a game. However good sound design is very effective at giving the player feedback even if the player is fully **aware** of the sounds they are hearing. Music also has a similar effect in that it's extremely effective at creating a mood while simultaneously not being obvious. While good sound design may go unnoticed yet be integral to good design, bad/missing sounds will stick out like a sore thumb and have a negative effect on the player's experience.

### Example 1: Journey to the Center of the Earth

The best way to give you an idea of how noticeable poor sound design can be is by letting you hear it for yourself:

https://www.youtube.com/watch?v=G7PBNR4S7Ug

The sound on this is so laughably bad you may think this was dubbed over.... it's not. Notice that the **lack** of sounds from the environment make it feel less believable but how it also really makes the bad sounds even more noticeable. The developers should have considered adding more than one sound for jumping as it is something the player will be doing often.
Only have extremely hard level in game

Nowadays, in order to attract players from with different game levels, there are usually several different difficult levels within the game so that causal players and expert players can enjoy a great game from different aspects. But there are some games that only has extremely hard level within the game. It's truly hard for casual players to enjoy it. I know for some games, hard may be their character in game design, but it is just so unfriendly to part of players who want to enjoy the game but do not have so much time to practice game skills. As a result, it blocks new player from getting into the game world. In my opinion, a single extremely hard level is not a good design.

## Example

1.Dark Soul 3 is an appealing game for me. Last year I bought it and spent some of my spare time on it. I like it so much and really enjoy the intensive fighting in the game, but after I was killed countless time by the boss in the third level, I can hardly bear it. I was kind of casual player, why must I spend a whole day killed by a invincible boss. Finally, same as my friends of mine, I gave up it because of the unbearable difficulties. I still enjoy watch other expert players' video about this game, but it is too hard for me to enjoy it in the game.
Respecting the Source Material - Historical Accuracy

When discussing the past, accuracy is of utmost importance to respect those involved and the events that it inspired. Games that utilize history, war shooters for example, are not exempt from this unwritten rule. Just like any other medium and if games also want the respect, they must treat previous histories as accurately and objectively as possible. Unless, the game prompt, pitch, or universe calls for a clearly defined bias or angle that is clearly stated or outlined in some manner.

As designers, developers, and most importantly creators whom want their craft recognized for the work and talent it takes to build such experiences. We must undergo the same scrutiny and be held to the same standard that such established mediums like film and text have been held to for decades.

### Examples

#### Battlefield 1

In a game that relies on reenactment for its entertainment, it's especially important that EA DICE has taken considerable effort to protect the stories that they tell. Providing dates and proper exposition to the events taken place in game. In game codex entries for example provide a decent summary of the events and technology used.

## Assassin Creed

In *Assassin Creed* franchise, there are multiple instances which highlight this snack. In *Assassin Creed 3,* there is instance which shows the civil war in America and the game showed George Washington as the Commander-in-Chief of the Continental Army in the American Revolutionary War from 1775 to 1783, and served as the first President of the United States from 30 April 1789 to 4 March 1797, which exactly correlates to real history with precision.

The other instance is in *Assassin Creed 2*, where **Leonardo di ser Piero da Vinci** (1452 – 1519) was an anatomist, sculptor, cartographer, painter, botanist, engineer, architect, and mathematician of the Renaissance, which is taken from history as well. *Assassin Creed's* designers spend the considerable amount of time in learning history and implementing it in their game and for which they were hugely appreciated and awarded.
Redesigned the old classic games, using the current technologies.

Some classic old games have always been the favorites to the players. Players always feel connected to their favorite characters. Redesigning or recreating such games with advanced technologies makes the gameplay interesting.

Super Mario 64 is a platform video game released in 1996 by Nintendo for Nintendo 64. The storyline of this game is similar to the old classic game Super Mario. Super Mario 64 is a 3D platform game where the player controls the Mario through several courses. The players are free to wander in all directions. Worlds are filled with enemies that attack the Mario and the friendly creatures which provide assistance.

Mario games was in a 2D platform. The new technologies that have been developed give a chance to recreate the old games with new twist. Such games also help the players to stay connected with their favorite games and characters.
Small Font Size - Leads To Frustration

Imagine you are comfortably sitting in the couch, playing video games on your Playstation, but the description of the quest is so tiny and you have to lean forward and twist yourself into a really weird position. That is precisely what happens when a game has really small text font. It makes players frustrate and tired, and eventually drops the controller. It takes players too much energy which they could have used to play the game longer.

**Example 1: The Witcher 3**

The Witcher 3 is a masterpiece as a whole, but in the earlier versions of The Witcher 3, the font size was so tiny, especially for console players who sits 8 feet away from the TV. It caused players to get exhausted very easily. Luckily, CDPR fixed the problem later on in their patches.

**Example 2: The Division**

In this game, when trying to check the map locations it is almost impossible to read the text due to the small font size the words are formatted with. This is frustrating and brings the player back to the reality, dragging him/her from the game world and maybe also getting the player confused while trying to understand the places.

   **Example 3: Rift**

As a MMORPG game, it is understandable that there are lots of conversations that are delivered through text. However, it is really inconvenient for players to read texts that are too tiny, and maybe bad to their eyes as well.

**Example 4: Dragon Age Inquisition on Xbox 360**

Even on an HDTV the text in this game is just a bit too small. It’s not so small as to be illegible, but it’s still an awkward size, and if one sits a little too far from the TV, and doesn’t have great eyesight the tiny text can pose a real problem. And if you are unlucky enough to be playing on a TV that isn’t HD, well just forget about reading the text, it’s not going to happen, just pick a response and hope it’s what you wanted to say.
Sequel does follow continuation, may cause confusion among players.

Certain sequels are made to enhance game play and increase verbs for player to interact with. But certain sequels do not consider previous game on which it has iterated over. This might cause problems with player who have played previous versions.

Sequels offers wide range of options and choices to player. This has to be done with consideration of original mechanics of game. This will make player to understand and familiarize with elements of new game with ease. If this is not followed, might create confusion among players. Players will realize chances in original mechanics and will require time to follow it. Sometimes, the core mechanics of previous games was key element of series. Changing it will cause loss of replay ability and players.

Examples:

Donkey Kong 64

***Donkey Kong 64*** is an adventure platform video game developed by Rare and published by Nintendo for Nintendo 64. Unlike the previous games, Donkey Kong 64 improved game play by adding new verbs such as exploration, interaction with different objects and various characters or kongs. This added many new aspects to the game that were absent in previous series of Donkey Kong, Adding new character made it hard for the designers to understand the usability of each kong. Thus, designers added restriction on the usage of each kong, This caused frustration among player, who would prefer to use a particular kong in a particular situation. In previous Donkey Kong series, this problem did not occur as player had flexibility in using any kong of his choice.
Long introductions before gameplay

Often games will begin with long stretches of exposition before real game play begins in order to set up the scenario or to build the world in which the game and characters are situated. The most egregious examples of this are often multiplayer games with very little narrative focus, which are even less justified in making players wait while cutscenes and dialogue dumps explain pretenses where players need very little or none at all.

*Lovers in a Dangerous Spacetime* is a fantastic cooperative multiplayer game that unfortunately begins with relatively long expository cutscenes and dialogue. The designers should have considered ways to bring the players into this setup process, either by making the intro require play or by sprinkling information throughout the earliest gameplay loops.
Mixed Video Game with Traditional Game – Makes People Understanding Traditional Games

There are many traditional games which only be played in a particular area. For example, Mahjong is more popular in the Asia, and people in Western World know few about it. Now there is a chance to make people understand a tradition game. Nowa says more and more game developers try to mix a video game with some traditional games, which can create many amazing games and make more people understand the tradition games.

**Example1:**

   Lost Lands: Mahjong is a puzzle video game with many fiction elements such as kobold and elves. These elements are very common elements in Western World. This game combines these western elements with Mahjong, a traditional board game in Asia, and creates a whole new game mixing with different elements. Also, the gameplay of Lost Lands: Mahjong is quite simple, and it can be the first step for people who interested in Mahjong.
Stealth Games Without Stealth Indicators

Stealth games are all about sneaking around patrolling guards in order to reach destinations unnoticed. This can be a very engaging game mechanic until you are caught without any indication. Often times guards have a cone of vision that they will spot you in along with a small area around their whole person. Knowing this makes these kind of games playable but the lack of showing any indication can make these games frustrating at times. Many of the newer stealth games have taken this into consideration and will put indicators over the head of guards or will display flash lights that cover the area a guard can see.

## Examples

### Deus Ex 2000

In the original Deus Ex guards had no indication of sight. You could easily get spotted without even realizing it which made stealth a very difficult thing to do. The newer games in the series have recognized the problem and have added in indications on the mini map as well as indications on the

**The Evil Within**

There are no stealth indicators in this game either, which makes it extremely frustrating whenever an enemy finds you. The visual cones are never fully clear or indicated, and there is such a large volume of enemies that getting caught usually relies heavily on luck.
One Verb For all

One Verb for all means different games of same genres have similar keys or controls helping the user to advance on learning curve faster. If games with the same genre have same keys, players won't waste their time in learning the controls and their reaction with game surroundings would be faster, which makes the game more engaging and subtle for them. So everything comes down to the player's skills. For example, most of the FPS game like *Call Of Duty, Battlefield, and Counter Strike* have similar controls for Reload, Primary Fire, Secondary Fire and movement keys.

Other thing I meant by one Verb for all is having game/user interactions mostly on one key so that user won't have to worry about learning different controls for different actions and focus more on gameplay. Moreover, it reduces the player's time spent on controls menu remembering the controls. It makes gameplay more engaging. Some of the games which implemented one input for various actions beautifully are *Assasin's Creed and The Witcher 3. Assasin's Creed* has implement free run, climbing and swimming on similar controls, and *Witcher 3* have interaction dialogues, ride, inventory, cinematics start and end, react to the system on one action key, which made so relaxing and engaging for users.

## Examples

### Human Resource Machine

   The way that Human Resource Machine takes advantage of the tried and true touch gesture, **drag and drop**. The entire game's interaction and main game loop uses drag and drop, a single verb. Without having to resort to superfluous gestures like slides and repetitious tapping. This also enforces the message of "Assignment" for the player as they now feel like they are declaring tasks for the AI even more so as they collect actions onto a to do list.
No information on game controls

Most games (mobile or PC) do not display any information on how to control the character. This usually frustrates the gamer to pause the game, go to settings, find the controls tab and then read the controls.

### **Example:**

**Limbo (2010, Microsoft Studios)**

Limbo is a great game. When I pressed the 'Play' button for the first time, I was surprised it directly jumped to the game with no mention on how to play the game. I thought the game may reveal the controls as it progresses. Well, I figured the character movement to be on WASD but was on the arrow keys.

 Upon overcoming an obstacle,I thought to myself there must be special key or action key. Up clicking some keys on the keyboard and watching a couple of walkthroughs, I figured the game.

Although the game is superb, but its inability to show the controls may force the gamer to press keys on the keyboard or make the gamer look into the controls tab the moment game starts.
Time phases in survival game bring variation in gameplay

Survival game is a kind of interesting genre of games, it's super fun when you cooperate with your friend to overcome difficulties in the game. As for me, one of the most important feature of survivor game is the variations within the game. A successful survival game should be able to give players different game experience and dynamically adjust the difficulties according to the states of players. Dividing game into several time phases and changing game elements within them can greatly increase variety of game play.

## Example

1.Don.t Starve Together is a great multi-player survival game. Within the game, you can experience four different seasons every year. You start in most moderate season -- Autumn, then will experience Winter, Spring and Summer as time goes by. These time phases also reflect the difficult changes within the game. Besides, there are separate additional game elements such as events, materials in different seasons, you can experience four kinds of totally different gameplay within the game.
Music Que

Having really good music ques can often help player immerse
themselves in the game. Music can be a powerful tool that can affect people’s
emotions. Music ques can alert player to changes in the game. Music can be used
in many different ways such as boss fights, item pick up, building of suspense,
or just an area of interest. Many games use music que to help gameplay.

For
example during a boss fight a change in the music can alert players that
certain move was about to be cast or a change in the bosses fighting phase. Music
ques can be extremely helpful in a horror game because it can help build suspense.

A
game that uses music ques really well was “*Until*
Dawn*” made by Supermassive Games. In* Until
Dawn *they use music ques to build up tension to prepare players for what’s*
about to happen. *Until Dawn* uses
music ques throughout the game putting them at various points throughout the
game to really capture the moment for the players.

***Skyrim***

 Often players will be alerted to a battle by the cue of thematic music that begins to play (especially in large fights or dragon encounters).
Not disrupting dialogue through player actions lets players hear and enjoy the spoken dialogue

If a game has a story and dialogue that is interesting and well-written, a player most likely wants to enjoy that story and dialogue. Sometimes in games dialogue can be cut off or cancel when a player commits some action in a game. The player then never gets to hear or finish hearing that dialogue that was cut off just by the player playing the game. A good way to fix that problem is to have the dialogue continue after the player finish the action that cut off the dialogue in the first place.

## **Examples**

### Uncharted 4: A Thief's End

Uncharted 4 is a great example of this. Uncharted 4 has a lot of well-written enjoyable dialogue that when cut off and unfinished can be disappointing because of how entertaining it is. The game does a great job of avoiding this. When dialogue is unfortunately cut off by something the player does, the game compensates this by have the different characters return to the dialogue after the interruption passes. The characters will stop talking when interrupted and then when the interruption is over, they will return to where they left while also acknowledging that they were cut off. Its a very helpful part of the game as it guarantees that your won't miss any dialogue that you wanted to hear and it also makes the game and the dialogue feel more natural and realistic.

#### Star Wars: Knights of the Old Republic

Star Wars: Knights of Old Republic had an interesting method to solve interrupting dialog. BioWare would alert the player to any possible dialog scenes by using the prompt “[NPC Name] wants to talk.” This would allow the player to understand the option was there, but they could choose when they initiated the conversation. They were able to pick a time when they weren’t in combat or in a main storyline mission.

Portal 2

Portal 2 has some hilariously enjoyable dialogue. I like that while the dialogue is happening in the background, I am still able to play the game. If I happen to make a mistake and die in the level before the dialogue completes, the game resets the level and dialogue to an appropriate point so that you don't miss anything.
Respawn items at check points: breaks a game balance

A check point is an important place in games. However, in some games, the items which players have got before can be respawned in the check points. This bad design makes games without any challenging.

**Example: Resident Evil 5**

In Resident Evil 5, some items can repeatedly be got when players leave their game at a checkpoint. Players just leave their game, login in the game again.  When the items respawn, players can get the items again and sell for money.