I know, I know. The game has been out forever. But as I mentioned in a previous post, I've been saving Call of Duty 4 for a rainy day.
- Feedback is given to the player via various modalities. There are briefings between missions that foreshadow what the player should expect (these are short, well paced, and skippable). Current objective text appears on the HUD. Weapon fire (by friendlies and enemies) is very noticeable and helps point the player in the right direction. Weapon fire intensity/deadliness is exaggerated so that players can quickly determine choke points. Friendly units reinforce this learning by calling out key threats "Look out for the RPG on the 2nd floor". Player deaths are treated as teaching devices: The player "sees" the enemy who shot him, or the player gets an explanation of how to detect and avoid grenades and exploding vehicles.
- Feedback modality is governed by whether the game is in full-on chaos mode or in the middle of a break in the action. In the heat of combat there is no time to read objective text or listen to long helpful suggestions. Chatter is brief and to the point. Generally speaking chatter is also concrete and specific: There is less "beware of RPG fire, it's dangerous" and more "RPG on the second floor" followed by a streak of smoke and explosion that illustrates the point. Pauses in the action are used for more exposition and to set expectations for the upcoming action.
- Feedback is responsive to current obstacles and player success or failure in overcoming those obstacles. Feedback is most useful when it is concrete and specific to what is currently happening in the game and how successful your current actions are (or are not). The game is determined to help the player succeed by providing constant engaging, immersive, understandable, actionable, and predictable feedback.