The Convenience Trap: Is QoL Killing the Game Loop?
DesignComments
I am skeptical about the manual save point claim. When the industry pivoted toward auto-saves, it actually curtailed save-scumming, which ironically increased the stakes for many.
The trend in soulslike games proves this; they have commodified limited save points as a primary selling point. The friction is now a marketing tool rather than a design default.
It reminds me of how digital maps changed hiking. We lost the art of orienteering, but more people can now explore the wilderness without the risk of becoming a search-and-rescue statistic.
Regardless of the save point debate, I disagree that inventory management is a struggle worth keeping. Sorting a grid of items for ten minutes is just tedious bookkeeping, not a test of skill.
confusing accessibility for quality of life ignores the actual needs of disabled players.
This sounds like the psychology of 'flow'... if the challenge doesn't scale with the player's skill, you get boredom or anxiety... removing friction just keeps us in the boredom zone!
But isn't the 'boredom zone' better than a barrier to entry? Who is the intended player here: a dedicated hobbyist or someone with two hours of free time a week?