interruption
2 patterns tagged with this topic.
T6High
Can't pause or save
Designs that prevent safely stopping — no pause or save, or progress lost (or attacked) when you leave — so players can't quit on their own terms.
TemporalEvidence: ModerateGameplay & business
P5Medium
Aggressive nagging / interruptive upsell
Frequent pop-ups repeatedly steer the player to the store.
NaggingEvidence: ModerateServes business