Let's say the game we're talking about is some kind of platformer. With all the puzzles, mini-challenges and mechanics aspects it is very, very important to have good control over the character. A single mistake can lead to character death or some other unwanted result.
In some scenes complete control is the key to the victory. Quickly the player becomes involved in the process and every lag or mistake in input processing brings negative experience.
But what if loss of control is needed as a 'feature', it is intended? How can I prevent the players from raging about 'broken gamepad' or 'stupid buggy game'? I want the player to not only understand that it's intended, but also be somewhat happy with it, but can't find a way to show it the right way.
In other games I've seen two types of control loss so far:
- Character is unable to do anything, unless animation sequence ends
- Character executes some moves without player intervention (like cutscenes or end of stage, when character goes out the screen and you can't stop this).