W8.07.4Comfort options must be discoverabledesign

Comfort options must be discoverable by default, not buried

Aliases: options discoverability · comfort options discovery · first-run accessibility · settings visibility

What it is

Comfort options' entire value is conditional on "the player who needs them finds and uses them." Mitigation options buried three layers deep in settings fail the player who comes searching after symptoms appear: they navigate menus while symptomatic (the navigation itself worsens discomfort), adjust, and continue or quit carrying the already-formed association "this game makes me sick." Discoverability design—a first-launch question, timely in-game prompts, prominent entry points—moves comfort options' exposure from "after symptoms" to "before symptoms," which is the condition for mitigation to actually work.

Why it happens

The discoverability problem is a mismatch between need timing and search timing. Mitigation options' users are motion-sensitive players (a real share of any population), whose need activates at first contact with intense-motion scenes (they discover their sensitivity where the sickness starts)—and that state (nausea, dizziness) is precisely the worst for executing "dig through settings" exploration: discomfort drains cognitive resources, making search effortful. Every link of the discovery chain leaks: knowing settings exist (many players never learn comfort options exist) → finding the entry (deep-menu navigation cost) → understanding what the option means (technical names like "FOV narrowing" don't explain the effect) → adjusting and verifying (often requiring exiting the scene and retrying). A break anywhere makes the option nonexistent for that person. A first-launch question ("Do you get motion sick in 3D games? We can adjust") moves discovery before need activates, and an in-game prompt at first entry to an intense-motion scene ("Feeling unwell? Adjust field of view and movement in settings") covers players who skipped the launch question.

Where it stops holding

Discoverability does not mean forced interruption: the launch question must be skippable and not repeat (never ask the answered again), and in-game prompts need conditional triggers (once at first intense-motion scene, not every time). Wording shapes response rates: "Do you get motion sick?" carries low stigma (sickness is physiology, not deficiency), and listing concrete symptoms ("nausea or dizziness in first-person games?") self-identifies better than abstract labels. Cost allocation across discoverability design also matters: stuffing every accessibility option into the launch flow makes it endless (dozens of settings), so the question should focus on high-impact items (sickness, subtitles, colour vision) while the full set lives tiered in settings. Players already symptomatic need a "rapid relief path"—a one-press route from the pause menu straight to comfort settings (adjust view and movement mid-game)—minimising every navigation step while unwell.

Applying it

  • Include a comfort question in the first-launch flow (motion sickness, subtitles, colour vision), skippable, with answers directly configuring the corresponding option groups.
  • Show a one-time prompt with a settings shortcut on first entry to intense-motion scenes, and pin a "comfort settings" shortcut in the pause menu straight to sickness-related options.
  • Verification: track the comfort question's answer rate, the options' adjustment rate, and first-prompt click-through; then measure average time from need arising to adjustment completed—anything over a minute means the path is still too deep.

Related

  • Same group: W8.07.1 Narrowing the field of view reduces movement-induced sickness · W8.07.2 Disabling camera shake and motion blur is standard relief · W8.07.3 Teleport locomotion offers a path for highly sensitive players
  • Nearby: W8.08 Accessibility settings' discoverability · J1.01 Accessibility design principles · W8.07 Comfort options
  • Search terms: comfort options discovery · first run experience · accessibility onboarding · settings discoverability

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https://hci.top/en/handbook/W8.07.4