Goal
Ensure players have adequate time to read, interpret, and interact with all UI in the game.Overview
A time limit requires the player to perceive the warning (visually or via narration), read/interpret it, decide what to do, and physically complete the action — all within the allotted time. Players who are younger and can’t read, blind, low vision, have dexterity impairments, or cognitive limitations may need much more time. Consequences of missing a limit can include lost progress, unintentional sign-out, or unusable games. These guidelines apply only to interactions that are not core gameplay mechanics. A three-minute lap timer in a racing game isn’t in scope; a “you’ll be signed out in 20 seconds” prompt is.Scoping questions
Does your game include time limits outside core gameplay? Examples:- The player is signed out after idle time if they don’t select “stay signed in.”
- The player’s character dies, and they have 30 seconds to press A to respawn or lose recent progress.
- On-screen tutorials, notifications, or chat windows disappear after an allotted time.
Implementation guidelines
Time limits on UI interactions (not core mechanics)
- Use time limits only when essential and unavoidable.
- Inform the player, in multiple ways, when a time limit is about to happen.
- Provide a method to modify the time limit. Players should be able to:
- Request a longer session time limit or no time limit before it begins.
- Adjust the time limit before encountering it, up to at least 10x the default.
- Be warned before time expires and be given at least 20 seconds to extend with a simple action (“press A”), and be able to extend at least 10 times.
- Turn off the time limit.
- Example: Halo Infinite lets players set text chat display time up to 120 seconds.
Duration limits on on-screen elements
For elements like tutorial text windows, speaker dialogue, or speech-to-text communication windows:- Allow the player to adjust the number of seconds these elements appear (in settings), up to at least 10x the default. Examples: Gears 5 text chat duration slider (up to 60 seconds); The Outer Worlds notification duration slider.
- Or, allow the player to disable duration limits entirely so elements can be dismissed or advanced on input.
- Example: Ori and the Will of the Wisps keeps NPC dialogue on screen until the player presses A.
- Example: Dragon Quest XI S lets players toggle Autoplay Cutscenes so recently spoken dialogue stays until they advance manually.
Exceptions
A time limit imposed by the content is exempt if at least one is true:- The time limit is a required part of a real-time event (auction) with no possible alternative.
- The time limit is essential to the task (e.g., HyperDot’s core-gameplay countdown).
- The default time limit exceeds 20 hours.
Real-time multiplayer events like matchmaking-lobby countdowns aren’t required to allow extension/adjustment because doing so would affect other players in the session.
Potential player impact
Resources
- Avoid repeated inputs (button-mashing/quick time events)
- Allow players to progress through text prompts at their own pace
- Offer a means to bypass gameplay elements that aren’t part of the core mechanic
- Include a cool-down period of 0.5 seconds between inputs
- Don’t make precise timing essential to gameplay
