Quality of Life and the Loss of Friction
DiscussionComments
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?
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.
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.
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.
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?
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...