One of the more common features in video games today is the inclusion of ‘quick time events.’ These events are often timed obstacles that the gamer must use sequences or combinations of buttons to pass in order to advance.

The Auto-pass feature is a failsafe against frustrating gamers to the point of abandoning the game. A built-in system can recognize when a gamer fails to do a specific event certain number of times in a row, and offers a simple dialog the player to skip the event. This can be as simple as asking, “Would you like to skip this?”

There are also lighter versions of the same idea for various types of games. In a puzzle game, if someone fails to make a move, or makes the move incorrectly three times the game can offer a clue, and if they fail three more times it can offer to show the solution.

In a mandatory fight in a story-driven game, if the user fails multiple times in a row, the enemy could be weakened after each subsequent fail until the person is able to defeat the obstacle.

These types of features are failsafes that are triggered automatically by the AI when the computer notices a gamer is having difficulty. This is commonly called ‘rubber band AI,’ where the game will automatically increase or decrease the level of difficulty based on the gamers performance.