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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

Last modified on August 1, 2026