A1. Provide Feedback

"When I perform an action in the game, I know that the game is reacting to me."

When a player interacts with the environment, immediate feedback (audio or visual) helps them understand how they affect the game world. This is also true for players interacting with game mechanics and movements (such as jumping, throwing items, or running). Immediate feedback helps players understand whether they are correctly or incorrectly completing an action.

Immediacy of feedback allows users to understand that they are (1) affecting the game world in some way, (2) completing the correct actions (such as pushing a button on the controller to achieve a goal), and (3) allowing players to feel in control of their experience by having the game react to the player's input. If visual, the feedback is within the player’s field of view so they do not miss it.

Examples (adhered):

  • Chronos: As the players approach an object with which they can interact, an icon appears (gear symbol). When the player presses the button to open an elevator, the character puts away his sword. Presses the button (in game), the elevator dings - letting the player know that the player input was received, and the character enters the evaluators.
  • John Wick Chronicles: The player brings an earpiece to his ear and immediately understands that his character put the earpiece on because he can hear (from one ear - the ear he put it on) a startup noise and a voice telling him that the earpiece was activated. While the player cannot see the earpiece while it is on (no visual feedback besides the earpiece disappearing from his hand), the audible feedback is long enough to make it clear that he effectively put it on his character’s ear.
  • Up We Go!: The camera is oriented around the player's hands (in game) so that they are always in line of sight. The stamina gauge (like a health bar) is attached to the hands so players always know their stats.

Examples (violated):

  • Chronos: The game does not provide player with enemy or player health bar and stats so the user is confused about how much damage he is taking/dealing, if any.
  • Batman Arkham VR: Players are visually shown how to grab and put on the Batsuit. Players know that they grabbed the suit because they can see the suit while they are grabbing it. However, even though they hear a sound when they put it on, they cannot see themselves, so they do not know if they have actually put the suit on until a minute later, when they can see themselves.