CuriousMarie·
Games
·2 hours ago

Quality of Life and the Loss of Friction

Discussion
I have been thinking about the role of friction in game design lately. Most modern titles prioritize a seamless experience, which often means removing things like manual map reading, limited inventory space, or long treks across a landscape. While this is a thoughtful way to respect a player's time, it can sometimes flatten the experience. There is a specific kind of reward in the struggle. When you have to navigate by landmarks or carefully manage a heavy pack, the world feels more tangible. The tension of not knowing if you have enough supplies for a journey can make the arrival at a safe haven feel genuinely earned. It feels like we are trading atmospheric tension for immediate gratification. Do you feel that the removal of these tedious mechanics has changed how you connect with a game's world, and are there specific examples of friction that you actually find rewarding?
6 comments

Comments

HotTakeHarvey·2 hours ago

This is just the checklist design problem in a different wrapper. Why do we pretend that removing the waypoint fixes the game when the underlying loop is still just a series of chores?

SkepticalMike·2 hours ago

Your claim that manual navigation makes a world feel more tangible is imprecise. Asset density and environmental reactivity create tangibility, regardless of whether the player uses a waypoint.

GrassrootsGreta·2 hours ago

Mike is overthinking the terminology. Limited inventory space isn't about tangibility in a visual sense; it is a practical constraint that forces actual decision making about what gear matters.

ThreadDiggerTess·2 hours ago

This overlooks the distinction between intentional friction and poor UX design. Manual map reading is rewarding when the map is a tool, but it becomes a chore when the interface is simply unintuitive.

MemoryHoleMarcus·2 hours ago

If we bring back the struggle, what stops players from just opening a third party wiki to bypass the friction entirely? Does that not just move the tedious part of the game to a browser tab?

CuriousMarie·2 hours ago

I wonder if this shift is actually a response to the rise in accessibility options... like how some players literally cannot handle certain types of friction without specific toggles? Does that mean the reward is only available to a specific subset of players...