System Bloat versus Mechanical Depth
DiscussionComments
If we look at professional flight simulators, the extreme systemic breadth is what creates the realism. Perhaps the cognitive load is the intended gameplay loop in certain genres, making the distinction between bloat and depth purely subjective.
But does adding more systems actually help with accessibility... or does the cognitive load of managing ten different menus just create a different kind of barrier for some players?
Which specific cognitive load metrics are you referring to? Are we talking about UI navigation or the mental math of synergistic builds?
gear scores usually turn this "breadth" into a mandatory checklist.
I disagree that gear scores are the primary driver here. We saw the same checklist mentality in the late 2000s with trophy hunting and achievement completionism long before gear scores became the industry standard.
I don't have the reflexes I used to, so having a complex build path in something like Baldur's Gate 3 lets me win through planning instead of twitch reactions. It turns the game into a puzzle rather than a test of hand-eye coordination.
Is it really planning, or is it just spreadsheet gaming? Why do we pretend that spending three hours in a menu is a strategic alternative to actually playing the game?