- "Violence is not the only way!" Letting player take the pacifist route.
- 1. Adding a completely different mechanic to an established franchise could drive away existing players
- AI Automation - Can Make the Player Feel Redundant
- AI helps the player to get to know the game
- AI that has been Done Right
- A Random Threat Adds Urgency To Player Actions
- A Simple Mechanic Used Multiple Ways - Creates An Enjoyable Atmosphere For The Player
- A ludonarrative dissonance can pull a player out of the game
- Account for audience with special needs
- Achievement system
- Achievements with untraceable progress
- Adding Multiplayer Which Can Only Aid The Player Can Lead to a Better Player Experience
- Adding Multiple Endings to a Game Incentivizes the Player To Revisit It
- Adding VR Integration to a Game Not Designed For It Can Lead to a Negative Player Experience
- Adding a completely different mechanic to an established franchise could drive away existing players
- Adding different modes on top of an existing game mechanic increases player engagement
- Adding feature to reduce time for generation of items to avoid player frustration
- Adding rare items to game to attract extreme collector
- Advertisement Helps People Get to Know about the Game
- Advertising popping out in the wrong time, place or amount.
- Aim for a Tight "Game Feel," for the Player's Enjoyment
- Alerting The Player Without Disruption
- All Player Interactions with the game are rewarded.
- All bugs are not bad, they can make for unique features
- Allow Choice in Exploration
- Allow Players to Customize Difficulty
- Allow and welcome players design mods to improve gameplay
- Allow for a modding community to contribute to your game.
- Allow players to choose their level of social involvement.
- Allow players to customize combat actions
- Allow players to customize they own save points to practice
- Allow the Player to Fail!
- Allowing One Player to Steal Another Player’s Reward in Competitive Multiplayer Environments - Creates Disillusionment in the Hardworking Players
- Allowing Players to Customize their Character but not Choose their Gender can Alienate Half the Audience
- Allowing Players to Play Optional ‘In-World’ Mini-games helps with Immersion
- Allowing Players to See Friends’ Scores - Creates Competition in Social Circles
- Allowing the Player to Correct Their Own Mistakes
- Allowing the player to choose between Linear Storytelling and Open World Content can keep a player happy and interested
- Alowing the user to record small segments during the gameplay.
- Altering the play about progress without disrupting game play.
- Alternate game experience - Keep player away from being bored by giving them different game experience (Good Snack)
- Ambiguous Item Functionality Confuses and Frustrates Players
- An Overabundance of the Same Side-Quest Type Makes the World Seem Artificial.
- An Overwhelmingly Attractive Cast of Characters - Constrains the Design of those Characters
- An intuitively designed heads-up-display saves the player from hunting for information
- Annoying side quest pop ups
- Appeal to Niche Groups if Possible
- Art That Blends Into The Background Confuses The Player
- Art style informs gameplay
- Asking Players to Solve Puzzles by Knowledge Not Attained in the Game can Alienate Players
- Automatically logging into to Play Services or Gamecenter to save player progress and score.
- Autosave at a proper frequency
- Avoid meaningless player scoring - enhance player experience
- Avoid redundancy in abilities and controls to keep the play style unique and streamlined
- Backtracking
- Bad "Netcode" Ruins a Multiplayer Experience
- Bad Camera Controls
- Bad Controls in Games
- Bad Flirting - Makes Players Hate Their Own Character
- Bad Game Snack-Open world mission based progression deteriorates narrative design
- Bad Game Snack -Obvious puzzle intergration into narrative focused level or enviroment design.
- Bad Gamepad-to-Mouse/Keyboard Conversions (and vice versa)
- Bad Platform to Mobile Ports
- Bad Snacks
- Bad control scheme/port
- Bad game covers can spoil the game's reach
- Bad matchmaking in some multiplayer games cause players to loose interest.
- Bad side quest design...Compromises the player experience
- Bad stories
- Balance Between Predictable and Unpredictable
- Balancing Difficulty And Fun - Keeps The Player Coming Back For More
- Basing a Game Around Choice (When it Doesn't Matter) Disillusions the Player
- Being able to witness characters' growth in sequels of a game - Adds to player's emotional experience
- Bind on Pickup System: players take more time for the game.
- Bland main menus - hurt the aesthetic of the overall product.
- Blatant copy-pasting - bores the player and breaks immersion
- Blatantly Favoring One Play Style Over Another - Leaves Frustration in Some Players
- Blend of right technology captivates the game audience
- Blocking in-game advertisement repel the players
- Blocks of Text to Convey Important Information - The Player Likely Won’t Read
- Bonus stages in game- Makes interesting game play
- Borrow from Tabletop – Using Tabletop Mechanics and Rules Can Create Interesting Digital Ideation
- Boss fights with interesting and complex behaviour, giving the player a more dynamic experience
- Break the Feeling of Progression in Game
- Broken level up/promotion system – Causes frustration within competitive communities
- Build-your-own game - Highly flexible gameplay attracts players spend more time on game
- Bullet Sponges
- Bump color art style
- Business models are important for the success of a game
- Campaign allows easy way past difficult situations.
- Careful font design adds to thematic cohesion and gameplay
- Challenge Players To Master Timing
- Changing Character Perspective - Allows the Player to Explore a Different Side to the Story
- Changing the controls for the sequel takes away a piece of the game that brought players back for more.
- Changing things in sequels without need - Ruins the original feel of the game
- Chaotic Gamplay can be Effective for certain types of Games
- Character Customization, class and Skill set up for character continuing in new versions or sequels
- Character Development for Better Player Engagement
- Character alignments can be useful for extending scope of the game
- Character outfits
- Characters that Die - Creates Suspense and Raises the Stakes
- Characters’ relationship developed by players continuing in next parts or versions or Sequels
- Checkpoints Throughout the Game Alleviate Frustration When The Player Fails
- Choices about randomization, allow for players to choose preferred play styles.
- Choices shape the personality of the avatar
- Choke points in Real Time Strategy games – Helps balance gameplay
- Choosing a cartoon style design illustrates what kind of game genre a player may expect
- Cinematic Intrusions - Interrupting the Gameplay Loop
- Clean in-game color scheme: help players play the game
- Clear and organized feedback
- Clear visual cues nearby enemies - Give player time to avoid impending doom
- Clippy the Narrator
- Clunky Climbing Mechanics frustrate players
- Clunky controls ruin your gameplay experience
- Clutter Matters: Don’t Create Duplicate Scenes, Create Stories with the Environment
- Co-op campaigns for players
- Combining different modes of controls ineffectively distracts/confuses the gameplay.
- Combo system gives a sense of satisfaction.
- Communication Channels Among Players Across the Game
- Competitive Games without a non-competitive mode may cause players to not play as often
- Complex key combinations - Frustrates user while executing the comand
- Connecting Game Music and Player Location - Creates a Deeper Understanding of the Environment
- Consistent Framerate – Makes for a More Consistent Experience
- Constant Change of Visual Language Hinders Strategy
- Constant player hint popups – help remind player of character ability
- Constant repetition of obvious information can cause player frustration
- Constrain Player Movement or Power to Reinforce Moments of Weakness
- Content Bloat Overwhelms and Frustrates the Player
- Content Locked Behind Grind-based Activities
- Continuous Action Without Choice - Makes a Game Stale for Players
- Continuous Player Movement - Makes for a Much Smoother Platforming Level
- Control over A.I. allies lets the player feel more in control
- Controlling Multiple Units (RTS Drag Box)
- Cooldowns can be used to balance games
- Counterintuitive Movement Path Hinders Player Progress
- Craft Systems
- Crafting a Unique Gameplay Experience through an Unexpected Higher Difficulty
- Create Multiple Pathways: Gives player's choice and increases replayability value
- Create a Flow of Gameplay That Appropriately Balances Periods of Tension & Relief
- Creating a Rich Audio Environment
- Creative Audience Engagement Makes for More Inclusive Play
- Creative Use of Load Times
- Cultural Preference
- Cumbersome UI Design - Significantly lowers user experience quality
- Customisation as a part to engage the player
- Customizable Controls - Makes Games More Accessible
- Customizable Keys and Macro Support
- Customizable User Interface - gives players freedom on visual alignment
- DLC that splits up multiplayer groups leaves player feeling left out
- Day and Night Cycles
- Delayed Movement Response to Cater to Smoother Animations: Causes reaction issues when necessary for players
- Designing Breaks in Gameplay Which Limit Player Mechanics To Create Tension
- Designing a Game Around Multiple Different Types of Controllers – Has Many Benefits for the Consumer
- Designing weapons to do more than one thing - Makes game play more varied and interesting
- Destructible Environment System
- Detailed and creative combat .... Might drive away some players but really make others addictive
- Developing mechanics over narrative can create unique storylines
- Dialogue Trees to Nowhere - Distracts from the Story
- Diegetic Interfaces for Immersive Experiences
- Diegetic Storytelling Allows the Players to Choose How Involved They Want to Be
- Difference in Level Length - Allows player to break up play times
- Different approaches in completing a level invokes player's curiosity.
- Different choices of players could lead the story to different ends
- Difficult to quit games - frustrate player after game experience
- Disconnection between core mechanics and visual feedback can cause loss of immersion and dissatisfaction
- Disjointed Game Events Cause Players to Lose Interest
- Disjointed Motion Controls Lead to Player Confusion
- Distracting or Cluttered UI - Leads to Player Frustration and Creates Barriers that Keep Players From Enjoying the Game
- Diverse game play experiences lead to replay-ability.
- Don’t make games open world if the main story line is just a series of linear points of interest as it can undercut player story experience
- Downloading additional content once the game has been downloaded
- Downtime in games - drives players elsewhere
Advertisement
662
pages
Local Sitemap
Advertisement