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Goal

Ensure players can configure haptic feedback — supporting players who benefit from it as an additional output modality and players who prefer to disable it due to discomfort or pain.

Overview

Haptics deepen immersion and act as a bonus channel for players who can’t see or hear cues. But haptics can also cause distraction, discomfort, or pain for players with sensory-processing conditions or chronic pain. And not every input device even has motors (XBOX Adaptive Controller, most mice). So: haptics are always additional, never sole, and always configurable.

Scoping questions

Does your game use haptic feedback? If so:
  • Can players disable haptic feedback entirely?
  • Can players adjust the intensity?
  • Does your game use haptic feedback alone to convey any information? (It shouldn’t — provide additional channels.)

Implementation guidelines

If haptic feedback is a supported feature, players can:
  • Turn it off.
  • Adjust intensity across a wide range (from off to maximum).
  • Rely on other feedback. Haptic feedback is never the sole channel — always paired with visual and/or auditory indicators.
Consider adding haptic cues as an optional additional channel for important visual or audio information. See XAG 103: Additional channels for visual and audio cues.

Potential player impact

Resources

Last modified on August 4, 2026