- "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
- Draw on the screen to perform skills .. Sometimes destroy/compromise the game experience just for a new 'feature'
- Drawn out progression
- Dropping previous items in an attempt of picking essential ones.
- Dynamic Difficulty - Balances the Game to the Player's Skill Level
- Dynamic Game Difficulty Adjustment..Takes away the player abilities to adjust frustration level and player's accumulated advantege
- Dynamic interactions with the environment and player avatar.
- Easy tutorial AI fails to train the players
- Effect Boosters help players earn reward faster
- Effective recall improves player engagement
- Effectively control bad player conduct.
- Effectively mix several sub-genres to create a more advanced gameplay
- Emphasizing Player Use of a Useless or Detrimental Mechanic
- Encouraging social interactions during the gameplay, makes the play memorable.
- Encouraging the Player to Play Outside of the Game Rules
- Enemy Damage Feedback and Reaction Leads to Player Strategy
- Enforced Group Content
- Engage your players through social media and email to keep them up to date.
- Epic Cutscenes! That's it.
- Erroneous player controls, cause disconnect from gameplay
- Escort Missions - Please Act Like a Human!
- Excessive Use of Barriers in Level Design Can Close the Player Off From the Game World
- Excessive Use of Tutorials and Explanation of Goals Ruins Experience for Long Time Fans
- Excessively Large Levels can lead to Inconsistent Pacing
- Excessively detailed quest instructions in multiplayer games - Leads to repetitive gameplay and boredom
- Excluding Dialogue: Can encourage player to focus on other communication queues within the game world.
- Expensive Items In Store
- Experience Sharing System allows players to level up (items) in various ways
- Explicit Tutorial Levels Unnecessarily Delay The Fun.
- Extending the boundaries of the computer game into the physical world
- Extreme Difficulty Advancing Brackets in PvP - Dissuades Players From Playing
- Extremely complex mechanics in multiplayer games makes it hard to get your friends involved.
- Fast travel option in games save time and many players love it.
- Festival and Seasonal Content Updates
- Floaty Platforming Mechanics Leads to Frustration and Imprecision
- Fluid Combat Systems - Keep Combat Fresh and the Player Engaged
- Fluid menu system - Navigating the menu becomes a pleasant experience
- Force Players to go Online
- Forced Platforming in Non-Platforming Games
- Forcefully pursuing existing game genre limits innovation
- Forcing a gadget or a mechanic on the players can be really frustrating
- Forcing the Player to Complete Side Missions to See the End of the Game Leads to Players Missing the Ending of the Game
- Forcing the Player to Follow a Single Pattern When Solving Puzzles Can Lead to Frustration
- Forcing the player to complete a minigame leads to frustration, boredom and bad pacing
- Foreshadowing Allows Players to get a Hint of What to Expect
- Freedom to play outside of the the main storyline
- Full Simulation in a Game – makes the game more realistic
- Gachapon Design Can Add Suspense to Unknown Outcomes
- Gain Experiences only from A Way
- Game Adopts Culture of its Audience to Bring a Sense of Familiarity
- Game Design Snacks Wikia
- Game Platform Gives Players Different Player Experience
- Game Releases Through Episodes: Gives the player something to look forward to
- Game designs that force the player to think strategically
- Game does not save players choices of UI or game-elements
- Game gives wrong instructions to the player
- Game mechanics/modes constantly changes.
- Game objects doesn't make the player believe in the game's environment
- Games Can Always be Educational - Players collect a bonus of knowledge
- Games can be engaging and educational
- Games that starts off too hard
- Generosity in an Unkind Genre - Clicker Design
- Getting stuck with no possible way of getting out
- Give Player Options for Multiple Play-Styles in Open World Games to Make Game More Consistent and Accessible
- Give player a verb that don’t interact with others: make part of the game feel independent from others
- Give the player a choice helps to create immersion!
- Giving Players Time to Think and Plan
- Giving the Player Multiple Options for the Exchange of Resources - Creates Interest in the Resource Management System
- Giving the player choices in a character backstory or narrative introduction makes the player connect with the story or character immediately
- Giving too many combat/fighting options to player.
- Glitchy Gameplay - Distracts from the Game and Can Ruin the Game
- Global Leaderboards - Creates Competition and Gives Players Incentive to Keep Playing
- God-like Player Characters Reduce uncertainty and player interest
- Good Game Snack-Character Design "Wholeness"
- Good Game Snack - Player involvement is always better than time walls
- Good Job Crafting that Rusty Dagger
- Good Level Design should tell the player what to do, but not how to do.
- Good Post-Apocalypse Game Environment Design
- Good Snack
- Good Snacks
- Good Word of Mouth Brings More Players
- Good stories
- Good story can’t save a player from the boredom of a repetitive mechanic.
- Graphical Glitches ruin Game play.
- Great Background Music - Significantly enhance player's emotional experience
- Haptic feedback increases player immersion
- Have a games emotional theme run through every element of the game in order to completely immerse the player
- Having Anti-Cheat system in games.
- Having Multiple Solutions to Game Objectives
- Having companions throughout the gameplay adds more dynamic experience
- Having human opponents in a game adds more dynamism than an AI
- Having in-game mysteries help the game by arousing player's interest in it
- Having memorable cutscenes increases the aesthetic value of the game
- Having pets in games - helps with player immersion
- Having to explain how to play the game
- Hidden, Overlapping Knowledge Among Multiple Players Generates Interest
- Hidden Story
- High quality music composition heightens the immersive experience for the player
- High stakes = more meaningful
- Highlighting Interactable Objects Helps the Player Recognize them in a Busy Space
- Hindrance of Attack Ability to Serve the Theme
- Hotkeys
- How the uncanny valley can destroy amazing graphics
- How unbalanced design choices make for some of the best multiplayer
- Iconic Landmarks in the Game World
- Ignoring The Narrative - Takes The Player Out Of Immersion
- Immediately Feedback of Previous Verbs
- Importing the avatar from a prequel with all its abilities, adds to the experience of the game.
- In-Game Costumes - Can add personality to Gameplay Systems
- In-game Markets Provide Motivation For The Player
- In-game messages can demoralizes player.
- In Fighting Games, when sequel do not iterate and offer improvements, players feel “bored”.
- In Game Events Based On Real World Holidays
- In a complex UI system when there are not tutorial videos or on screen callouts to direct the player on what to do next.
- In game menu shortcuts need to be fluid to prevent immersion disconnect
- Inability to Change Default Options
- Inaccurate Info given to Player
- Inaccurate marked zone for the mission
- Incomplete game / money grab DLC
- Inconsistent AI difficulty - Either leads player to frustration or boredom
- Inconsistent Access to Parts of A Multiplayer Arena Frustrates The Player
- Inconsistent Art Style Makes Games Visually Confusing
- Incorporating Music Rhythm in Player Movement Increases Immersion
- Increasing upgrade time for building creates a dull player experience.
- Indicating the route to the mission area in RPGs helps players save a lot of time
- Individual Character Setting Customization in Class Based FPS’s
- Influencing a Game through External Factors Generates Unique Outcomes
- Ingame Manual Archive - Replacing the old paper booklets
- Instant Death Traps - Can Make the Player Feel Cheated
- Insulting Your Players Will Frustrate and Alienate Them
- Integrating a chance mechanic brings beneficial game elements
- Intelligent AI makes for a more realistic game experience
- Interacting with the environment- using one action button to interact with several objects
- Interactive turn-based battles make for an engaging experience
- Interconnected story-line in a franchise
- Interesting perspective
- Interface: NOT designing for the Platform
- Interrupting Tutorials/Messages
- Introducing Rule of Third to create Game Play Bites
- Introducing randomness into mechanics to level the playing field while still giving the illusion of skill as a final say in outcome.
- Intuitive chat channel for multiplayer games helps improve player experience - mainly in MOBA's/MMO's
- Inventory Pool on Death
- Invert game loops to maintain freshness
- Invisible Barriers - Leads To Player Confusion and Frustration
- Inviting players to design levels via an in-game editor offers multiple benefits
- It takes too much time to finish one game in board game
- Item-Gated – Frustrating to the Player
- Item wheels – Lets the player choose quickly
- Keep The Main Character's Appearance Ambiguous - Players Can Project Themselves Onto The Character, Creating A Deeper Connection With The Game
- Keeping Control Schemes Similar to Others in Genre - Prevents Confusion in New Players
- Know when to stop, where to stop...Good design of safe house with supplies
- Lack of Avatar Increases Empathy
- Lack of Cross Platform Support Reduces the Size of the Target Audience
- Lack of Localization
- Lack of objective
- Latency issues due to bad server maintenance.
- Lazy difficulty scaling can lead to a tedious experience for players
- Leaving audio clue: help player understand the background story without break play experience
- Leitmotifs add depth through music
- Less Instructions and Hints illustrated than required to clear the Level
- Letting Players Switch Perspectives Allows for More Precise Actions and Comfortable Gameplay
- Level Design and Playstyle – Design scenes to be approached by different playstyle and mechanics to craft unique experiences
- Level Editor Lets User Extend the Game with Their Creativity
- Level Editors Add Gameplay Depth for 'Explorer' Player Types
- Level Specific Challenges
- Leverage Nostalgia To Connect With An Audience
- Limited Party Size Affects Game Experience
- Limited access(often no access) to gameplay elements
- Limited updates and features in new update or sequels of game
- Limiting Replayability with Old Saves
- Loading Screen Minigames
- Loading time is too long - Keep players waiting
- Lock On
- Locked levels gets the player curious and pushes him to play the game and unlock them.
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