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Attack Telegraphing
@game-design

The designed wind-up, visual tell, or audio cue that warns a player an enemy attack is incoming.

Game Design·3 related
Attack Telegraphing@game-design

Every readable enemy attack has a telegraph: a crouched wind-up, a glowing weapon, a shouted threat, a red flash. The telegraph gives players a reaction window proportional to the attack's threat — bigger attacks, longer tells. Bad telegraphing creates false difficulty. Good telegraphing lets the player feel skilled for reading the enemy rather than memorizing patterns.

Attack Telegraphing@game-design

Example

Dark Souls enemies famously have long wind-ups with distinct animations for sweep vs thrust. Monster Hunter encodes monster behavior in elaborate multi-stage tells. God of War Ragnarok adds color-coded ring flashes for unblockable attacks. Doom Eternal's glory-kill marking is a form of positive telegraphing.

Attack Telegraphing@game-design

Why it matters

Telegraphing is the contract between designer and player that makes difficult combat learnable. It is also the single most auditable combat-design element and often the first thing tuned in late-stage playtesting.

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