Provide Both Visual and Audio Feedback for Any Critical Information​

Some players may depend on a specific output channel—whether visual, auditory, or haptic—to receive important feedback about in-game events. For instance, players with visual impairments may heavily rely on auditory and haptic cues, while players who must mute game audio to avoid disturbing those nearby may rely exclusively on visual feedback. Although any type of feedback can be beneficial, not all players are willing or able to receive every form of it, whether temporarily or permanently. Some players may prefer to keep multiple types of feedback enabled simultaneously, but they may also wish to configure them according to their individual needs. Therefore, it is essential to allow players to customize the feedback output system.

If you are seeking examples of information that should be communicated through multiple output channels, consider the following:

  • Objectives.

In Rogue Legacy 2, a sound effect is played alongside a visual indicator whenever players receive a new objective.

Credit: Cellar Door Games. Footage captured by the author. 

  • Spoken Word.

In Tacoma, all spoken dialogue is supported by closed captions.

Credit: The Fullbright Company. Screenshot captured by the author.

  • Success.

In Rogue Legacy 2, players receive both visual and auditory feedback when unlocking a new skill from the skill tree.

Credit: Cellar Door Games. Footage captured by the author. 

  • Failure.

In Jotun, the player character emits a distinct sound upon death. Immediately afterward, a message appears informing players that they failed in their objective—to impress the gods. This message is also accompanied by a brief piece of music.

Credit: Thunder Lotus. Footage captured by the author.

In Rogue Legacy 2, when players are defeated, a message is displayed indicating which enemy delivered the final blow, accompanied by a relevant sound effect.

Credit: Cellar Door Games. Footage captured by the author. 

In Tacoma, an error message is shown when players input an incorrect password, and a specific sound effect is played to reinforce the failure.

Credit: The Fullbright Company. Footage captured by the author.

  • Danger.

In Evil Genius 2: World Domination, players receive both visual and auditory alerts when minions are paid or when the base experiences a power shortage.

Credit: Rebellion Developments. Footage captured by the author.

In Frostpunk, players receive visual and auditory feedback regarding two significant events: “The generator steam level 1 SET” and “No roof over our heads.”

Credit: 11 bit studios S.A.. Footage captured by the author.

In Sniper Elite 4, visual alerts are supported by a sound effect when the player is spotted by enemies or when a new tutorial becomes available.

Credit: Rebellion Developments. Footage captured by the author.

  • Limitations.

  • Events That Delay Game-Over.

To ensure that players do not miss critical feedback, you should test your game under different sensory conditions:

  1. Disable auditory feedback (including sounds and music) and observe the screen. Your goal should be to identify which sounds would help clarify what is happening during gameplay.

  2. Disable visual feedback (including the entire GUI) and rely solely on auditory cues. Your goal should be to determine which visual indicators would enhance understanding of in-game events.

  3. Consider which types of feedback—visual or auditory—could also be enhanced through haptic feedback, and imagine how tactile responses might improve the player’s awareness of important moments.

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