Slow

| April 22, 2011

Slow Eelke Folmer The player needs to successfully perform a series of actions in a short period of time, which is difficult if the player suffers from a physical, cognitive or visual disability since they need more time to respond to multiple events at the same time. Players have to wait for something to complete [...]

Auto Save

| April 22, 2011

Auto Save Eelke Folmer The player wants to restart the game from a certain point in the game but there is no save game at or close to that point. Avoid Errors Games that allow storing game progress, such as role playing games, first person shooters, adventure games etc. The player wants to replay the [...]

Pause

| April 22, 2011

Pause Eelke Folmer The player needs to interrupt the game quickly because of an external event and wants to continue it later. Avoid Errors Players don’t want to have to play part of the game over and over again when they die. Players do not want their game to be interrupted. Players may want to [...]

Slow Mode

| April 22, 2011

Aliases bullettime Problem The player needs to successfully perform a series of actions in a short period of time. Use when This is common to action games such as first person shooters or platform games. achieving a certain goal (such as finishing a level, going through a door) depends on successfully performing a series of [...]

Skippable Cutscenes

| April 22, 2011

usability problem – The player has to watch a cutscene or replay which –in the case of the cutscene– it has already seen or the player or is impatient and just doest not want to see the cutscene or replay. use when – When playing a game players want as much control as possible. Putting [...]

Dynamic Difficulty Adjustment

| April 22, 2011

usability problem – Player gets killed or injured repeatedly because the game is too hard to play for the player on the current difficulty setting. Player gets bored because the game is too easy to play for the player on the current difficulty setting. accessibility problem – A disability prevents a player to respond precisely [...]

Seamless GameWorld

| April 22, 2004

Seamless Gameworld Eelke Folmer The player has to wait before entering a (new) part of the game. Match between system and the real world Players are impatient and do not want to wait. Players do not want their game to be interrupted. Loading levels while playing may significantly burden the system. Typical to “open ended [...]