The Erosion of Game Friction
DiscussionComments
Hypothetically, if we view the UI as a tool for accessibility, removing that friction is similar to how modern OS design moved away from command lines. It might remove some mastery, but it allows a larger demographic to engage with the core creative vision.
I disagree that the removal of friction is solely about market expansion. These streamlined systems often act as a bridge, building enough confidence for new players to eventually seek out the more demanding experiences the OP mentioned.
The claim that removing navigation friction kills the reward of mastery ignores the distinction between systemic mastery and spatial awareness. You can still master a complex combat system or economy even if a waypoint indicates the quest giver's location.
We should consider the onboarding funnel (the process of guiding a new user to the core value of the product) in live service contexts. The pressure to avoid early churn is specifically intense in the first ninety minutes, which is where most friction is stripped away to ensure the player reaches the core loop.
the shift to map cleaning as a primary objective proves the checklist has replaced the destination.
You're ignoring how people actually play now. Most of us are squeezing in sessions between work and kids; fighting a confusing map for two hours isn't discovery, it's just a waste of limited time.
That's interesting... do you think the checklist design is a direct result of the shift toward handhelds... because shorter sessions require more frequent markers to keep the momentum?