UX design for connect/disconnect events
During the gameplay, players can connect, disconnect or reconnect to the games. As our catalog contains numerous multiplayer games and AirConsole has a focus around this, it's very important that each game is able to handle these players the best way possible. For that reason, we have ranked on the following list where we included the 5 levels, going from the best to the worst, of how a game can handle players connecting and disconnecting to the games:
Level 1:
Game allows players to seamlessly drop in & drop out with no effect on players or gameplay.
Game examples: PinWorld, RopeRaid, Trivia Crack.
Level 2:
AI replaces dropped players or new players replace AI players.
Game examples: GoKartGo, Ludo.
Level 3:
Game prompt asking how to manage a connect/disconnect issue (wait for reconnect, continue game, go back to main menu), adding bots if needed.
Game examples: Starlit Kart Racing, Overcooked.
Level 4:
No game prompt & game continues; disconnected player has a ‘wait’ message on controller device.
Game examples: 8bit Fiesta.
Level 5:
No game prompt & game goes back to the main menu for all players.
Game examples: Snowboard Buddies, Smoots Summer Games.
Additional notes:
If the game is full, the player above the maximum should has a message indicating it.
If players disconnect from the session then a player that was ‘’waiting to connect’’ should automatically be placed in the lobby.