> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XAG 116: Time limits

> Give players adequate time — or the ability to adjust, extend, or disable time limits — for any UI interaction that isn't a core gameplay mechanic.

## 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.

<Note>
  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.
</Note>

## Potential player impact

| Player                                                      | Impacted |
| :---------------------------------------------------------- | :------: |
| Players without vision                                      |     ✓    |
| Players with low vision                                     |     ✓    |
| Players without hearing                                     |     ✓    |
| Players with limited hearing                                |     ✓    |
| Players with cognitive or learning disabilities             |     ✓    |
| Players with limited reach and strength                     |     ✓    |
| Players with limited manual dexterity                       |     ✓    |
| Players with prosthetic devices                             |     ✓    |
| Players with limited ability to use time-dependent controls |     ✓    |
| Casual players, younger players, those new to gaming        |     ✓    |

## Resources

* [Avoid repeated inputs (button-mashing/quick time events)](http://gameaccessibilityguidelines.com/avoid-repeated-inputs-button-mashingquick-time-events)
* [Allow players to progress through text prompts at their own pace](http://gameaccessibilityguidelines.com/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](http://gameaccessibilityguidelines.com/offer-a-means-to-bypass-gameplay-elements-that-arent-part-of-the-core-mechanic-via-settings-or-in-game-skip-option)
* [Include a cool-down period of 0.5 seconds between inputs](http://gameaccessibilityguidelines.com/include-a-cool-down-period-post-acceptance-delay-of-0-5-seconds-between-inputs)
* [Don't make precise timing essential to gameplay](http://gameaccessibilityguidelines.com/do-not-make-precise-timing-essential-to-gameplay-offer-alternatives-actions-that-can-be-carried-out-while-paused-or-a-skip-mechanism)


## Related topics

- [XAG 123: Mental health best practices](/build/game-principles/accessibility/xag-deep-dives/xag-123-mental-health-best-practices.md)
- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [XAG 120: Communication experiences](/build/game-principles/accessibility/xag-deep-dives/xag-120-communication-experiences.md)
- [XAG 114: UI context](/build/game-principles/accessibility/xag-deep-dives/xag-114-ui-context.md)
- [Accessibility metadata](/publishing/game-publishing/concepts/metadata-accessibility.md)
