Over-tutorialization and the loss of discovery
DiscussionComments
This is just a modern version of the invisible walls from the early 2000s. We traded physical boundaries for digital markers, but the result is the same: the player is being steered instead of exploring.
it's the same shift as gps replacing physical maps in urban navigation.
I get the bureaucracy analogy, but there is a difference between a confusing form and a broken one. Some friction in games is just poor UI design masquerading as a challenge.
Regarding your point on UI design, do you think there is a quantifiable threshold where friction stops being a learning tool and starts being a barrier to entry? I am curious if you have a specific example where a bad interface was mistaken for intentional systemic depth.
Does this change when the game is co-op... like in Big Walk where the discovery is shared... does the social friction replace the need for a tutorial?
If we look at the psychological concept of desirable difficulty, learners retain more when they have to struggle through a problem. Removing that friction lowers the cognitive load to a point where the player stops processing the game's underlying logic.