Explanation as to why a game choice is effective or ineffective |
Dramatic “worst-case-scenario” effects of ineffective strategies |
Effective alternative strategies accompanying constructive feedback |
Open-ended or rhetorical questions |
Correct grammar |
Colloquialisms or idioms |
Self-affirming language such as “good job” and “excellent” |
Language that blames the player |
Words of possibility such as “may” and “could” |
Words of inevitability such as “will” and “must” |
Concise, clear wording |
Vague, unquantifiable terms like “too” and “some” |
Universal language that matches advice for all game actions in its category |
Specifics that do not match the game choice for which it is prompted |