Goal
Separate reaction accuracy, rule comprehension and accessible controls.
Scenario and materials
The player signals ships passing a lighthouse. Acting within a short timing window earns a bonus. Design a standard mode and one with a wider window, keeping the same goal and event sequence.
Paper scenario or simple prototype
Constraints
- Use one main input and no complicated button combinations.
- Give clear feedback for early and late actions.
- Colour must not be the only way to understand a signal.
Steps
- Draw a timeline showing the successful window and feedback.
- Set parameters for both modes.
- Check the sequence in a simple prototype or act it out as a scenario. State separately that reaction quality has not been tested without a working timer.
Deliverable
Two timelines, timing-window parameters and a list of feedback signals.
Check your work
- The player understands why an action counts or fails.
- The wider window preserves a meaningful action.
- Distinguish control difficulty from decision difficulty.
Reflect
Which part of the challenge does a wider window change? Which part does it preserve?
Sources and further reading
Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.