The game features three meters for each character, for health, ammo, and a special attack. Health and ammo are red and blue bars, respectively. The special attack uses special iconography with runes that work their way around the perimeter of the health and ammo bars. Each rune slowly fades in and glows as you collect kills and items, and the last "rune" you happen to be on is orange, as opposed to yellow runes you've completely filled. When all the runes are full, all the runes glow, and you can use a special ability. The visuals confused her.
"Why do you have 3 runes and I have 2?"The conversation was more complicated and involved than this, with a lot of back and forth to convey what was going on, and figuring out how to slot inventory items was equally difficult. I'm disappointed whenever I notice advantages I have for playing so many games, and how much designers assume a certain familiarity with convention, most likely without realizing it, and often without caring.
"They just represent your progress to use a special ability."
"When all your runes fill up, you can use a special ability."
"How do you know that?"
"The game told us about it awhile back."
"But why do you have 3 and I have 2?"
While pointing to difficult to see blacked-out runes, "This is a meter, just like health and ammo. Just pretend your runes show how full the meter is."
"Why do I have 1 yellow one and one orange one, but you have 2 yellows and 1 orange?"
"It's just how they wanted it to look. It doesn't mean anything"
"Oh, maybe the orange is just the latest one, and yellow is the rest."
"They should have just made it a meter like health and ammo. :("