Hello adventurer! In today’s quest, we’re going to explore some more reasons why players might quit playing a game. Make sure you read the previous list posted here.

Did you miss Part 1? Read it here:

(MORE) REASONS WHY PLAYERS QUIT GAMES

6. Friction That Doesn’t Add Value

What’s happening:
Long load times, repeated confirmations, difficult-to-use menus, slow animations, or unnecessary steps.

Why it kills games:
Players tolerate friction only when it adds tension or clarity.

Design better:
List every action required to perform a common task.
Ask: “Does each step add understanding, emotion, or challenge?”
If not, it’s removable friction.

7. Controls Feel Bad or Unreliable

What’s happening:
Input (from a Controller or Keyboard and Mouse) feels delayed, inconsistent, or unintuitive.

Why it kills games:
Players blame themselves at first; but quit when trust breaks.

Design better:
Ask yourself or players:
- “Does the game do what you expect when you press a button?”
- “Do you miss-click or forget what to press?“
- “Do you ever hesitate before acting?”
Hesitation often signals control friction.

8. No Early Emotional Hook

What’s happening:
The game starts mechanically but lacks intrigue, a mystery to unravel, or emotional context.

Why it kills games:
Players need a reason to push through learning friction.

9. Repetition Without Variation

What’s happening:
The core loop reveals itself too early and never evolves. Meaning there is no depth in skills, alternative playstyles or meaningful choices.

Why it kills games:
Once players predict everything and see no more progression, motivation collapses.

10. Mismatch Between Expectation and Reality

What’s happening:
Marketing, genre signals, or the onboarding promise one type of experience, but the game delivers another.

Why it kills games:
Players don’t adapt, they disengage and quit. There are many other games they can play instead, so why stick around playing something they don’t want to play.

SUMMARY

Players don’t quit because games are difficult.
They quit because they don’t care, or enough friction takes them out of the experience.

Great UX doesn’t remove challenge: it makes the experience deeper. When players clearly understand the game, they are emotionally hooked, and they feel a great connection through the controls; they’re far more willing to struggle, fail, and try again.

Thank you for reading!

What did you think about this lesson? Please also give me any questions you want me to answer in upcoming posts through this link:

Check out the Website learngameuxdesign.com for more Game UX updates.

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