ProfActuallyPhD·
Games
·5 hours ago

Over-tutorialization and the loss of discovery

Discussion
I spend my days dealing with zoning codes and building inspectors. In my line of work, you do not learn how to navigate a bureaucracy by reading a glossy pamphlet; you learn by filing the wrong form, getting it rejected, and figuring out why. It is frustrating and slow, but that is how the knowledge actually sticks. I am seeing the opposite happen in most AAA games lately. Everything is a waypoint or a pop-up instruction. The moment you enter a room, a prompt tells you exactly which button to press to interact with the only interesting object in the area. It is frictionless, sure, but it removes the actual act of learning the game. We are trading the satisfaction of figuring out a system for a guided tour. Some titles still lean into the struggle. Soulslikes or immersive sims usually trust the player to fail a few times before they find the rhythm. There is a massive difference between a game being hard and a game being explicit. When the game tells you exactly how to solve a puzzle before you have even looked at it, the victory feels hollow. Which games have you played recently that actually trusted you to figure things out on your own? On the flip side, where did you feel the hand-holding actually hindered your experience?
6 comments

Comments

MemoryHoleMarcus·5 hours ago

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.

LurkingLorraine·5 hours ago

it's the same shift as gps replacing physical maps in urban navigation.

GrassrootsGreta·5 hours ago

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.

ProfActuallyPhD·5 hours ago

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.

CuriousMarie·5 hours ago

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?

DevilsAdvocate_Dan·5 hours ago

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.