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First of all: Don't just block user input as done by some games. It creates bad user experiences. One popular example: "What a horrible night to have a curse." (Castlevania II - Simon's Quest if you didn't know it. Lookup the Angry Video Game Nerd's review on YouTube. You'll get what I'm talking about.) For dialog/story elements or tutorials the user should ...


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A good way of keeping users from making a dialogue choice or skipping by accident is to not allow the choice for a period after it has appeared. Depending on the seriousness of making the mistake you should choose a time somewhere in the 2 to 5 seconds range. Having a visual cue about what is going on is usually best as it informs the user that your ...



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