Telegraphing is a design technique where a game signals upcoming events before they happen — using visual, audio, animation, or haptic cues. It gives players time to prepare, react, and express skill, turning surprise into intentional challenge.
It’s the game saying: “Something’s coming. Can you handle it?”
1️⃣ Definition
Telegraphing is the deliberate use of pre-action signals to communicate that an enemy, system, or environment is about to change state — often in a dangerous or high-impact way. It transforms chaos into clarity and fairness.
📍If a player fails but felt it coming — it still feels fair. If they fail with no warning — they blame the game.
2️⃣ Why It Matters
Design Function | Player Benefit |
Fairness | Gives a chance to dodge, counter, or prepare |
Skill expression | Rewards timing, awareness, mastery |
System clarity | Communicates threat level and system behavior |
Pacing control | Creates rhythm in action or puzzle systems |
Immersion | Makes AI, world, or logic feel “alive” and intentional |
📍Telegraphing isn’t just a signal — it’s a conversation between game and player.
3️⃣ Types of Telegraphing
Type | Description | Example |
Visual | Color shift, glow, pose, outline | Boss glows red before area slam |
Audio | Charge-up SFX, beep, scream | Siren before turret activation |
Animation | Anticipation frames, wind-up | Enemy rears back arm before strike |
UI | Icon flash, progress bar, ping | Reload bar highlights perfect timing window |
Haptics | Vibration feedback | Controller rumbles before shockwave hitbox triggers |
📍Use multiple channels (e.g. animation + sound + UI) for max readability under pressure.
4️⃣ Use Cases
Context | Telegraph |
Enemy attacks | Wind-up animation before strike |
Environmental hazards | Floor glows before explosion |
Combo chains | Each hit has a beat or cue before the next |
Puzzle timing | Light pulses before a platform moves |
Boss phases | Roar + screen shake = phase transition warning |
5️⃣ Game Examples
Game | Telegraphing Style |
Dark Souls | Slow, readable animations teach timing mastery |
Hades | Red floor markers + rhythmic attack pacing |
Monster Hunter | Body language and sound indicate monster behavior |
God of War (2018) | Colored rings signal parryable vs unblockable hits |
Cuphead | Visual exaggeration + rhythmic loops = readable chaos |
📍Don’t just copy telegraphs — match them to your game’s speed, tone, and fantasy.
✅ Telegraphing Design Checklist
📍Telegraphing should scale with player skill: clear early on, tighter at mastery level.
6️⃣ Pitfalls to Avoid
Problem | Result |
Too subtle | Player can’t react — feels unfair |
Too long | Removes tension, feels robotic |
No variation | Pattern becomes predictable, loses excitement |
Too much info at once | Sensory overload or signal noise |
No link to feedback | Player sees a signal, but nothing happens — breaks trust |
📍A bad telegraph feels random. A good one makes you say: “I knew that was coming — my fault.”
Summary
Term | Telegraphing |
What it is | The act of signaling an upcoming game action or state with clarity |
Why it matters | Builds fairness, readability, skill depth, and game feel |
Used in | Combat, puzzles, events, UI, systems, AI |
Design goal | Let players read the game, not guess it |
📍Telegraphing is the grammar of anticipation. When used well, it turns frustration into mastery — and noise into rhythm.