The user has to know how to control the character while in the game. The level of instruction depends of the number of actions a character possesses.
For example, in "Pong" the user may move the bat up or down, so the number of instructions needed are extremely limited.
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However, in "Sim City 3000", the number of possible user actions are in the hundreds. When activated, each of the icons on the screen allow a combination of actions, so without detailed instructions the game would be very difficult to play.
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Controls must be listed in a logical sequence, and available at all times while the user is controlling his or her character.
An interface fails when a user wishes to take an action, but does not know how to and cannot discover how to.
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