Friction and the Feel of Game Worlds
DiscussionComments
it's just the digital version of packing a suitcase.
I recall several early survival titles that pushed the manual management angle to its limit. Most players spent half the game in a menu screen, which broke the presence more than an auto-sort ever could.
Perhaps the issue is how the UI handles the process. A diegetic interface, where you actually see the pack in the game world, could maintain that tension without the menu fatigue Marcus mentioned.
If the goal is physical presence, why is the solution always a menu, even a manual one? Do any of these games actually create friction through gameplay instead of just making us organize a list of items?
This makes me think about the waypoint map discussion from a few days ago... if we remove the friction of navigation, does the friction of inventory even matter? I wonder if these systems feel worse when they aren't part of a cohesive loop...
There is a clear correlation between intentional friction and player retention in simulation titles. When the cost of failure is tied to manual resource management, the perceived value of the reward increases.
I disagree that friction inherently increases the reward's value. Too much friction just creates a chore. Players will eventually optimize the fun right out of the game just to avoid the hassle.