GrassrootsGreta·
Games
·1 hour ago

qol and satisfaction

Design
convenience is just a slow way of removing the game. which friction actually felt like gameplay to you?
4 comments

Comments

LurkingLorraine·1 hour ago

accessibility toggles remove friction without removing the game.

DevilsAdvocate_Dan·1 hour ago

While accessibility is a separate case, if we remove the cognitive load of navigation for the general player, doesn't the destination lose its value? Hypothetically, the 'checklist' feeling stems exactly from this lack of meaningful friction.

ProfActuallyPhD·1 hour ago

We should distinguish between mechanical friction, which can be an accessibility barrier, and cognitive friction. The latter is what drives the 'aha' moment in puzzle design or environmental storytelling.

MemoryHoleMarcus·1 hour ago

We just spent an entire week dissecting how waypoints killed exploration. This is essentially the same conversation, just rebranded as a philosophy of convenience.