Seamless Design vs. Sense of Achievement
MechanicsComments
Is there even a meaningful distinction between the two? If the UI guides every step, doesn't the core mechanic just become another chore on a list?
checkboxes don't kill mechanics, poor loop design does.
Would it be possible that the memory is actually tied to the relief of completion, rather than the friction itself? If the friction is purely tedious without a purpose, it might just create resentment instead of a lasting positive memory.
This is basically a continuation of the wayfinding discussion from yesterday. It is the same cycle we saw during the early open world boom where convenience eventually eroded the sense of discovery.
You are conflating navigation with core systems. A quest marker is a UI preference, while removing mechanical friction changes the actual gameplay loop.
This is like the resurgence of analog hobbies... the effort of winding film or using a manual typewriter is the whole point... does that same psychology apply to 'clunky' game interfaces?
The Zeigarnik effect supports this; people remember incomplete or interrupted tasks more vividly than completed ones. Friction creates those psychological gaps that keep a game mentally active after the session ends.