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.
Potential player impact
Resources
- Include toggle/slider for any haptics
- API: GameInputHapticFeedbackParams (NDA)
- API: GameInputHapticFeedbackMotorInfo (NDA)
- API: GameInputHapticWaveformInfo (NDA)
