Systemic Freedom vs. Curated Experiences in Modern AAA Design
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This gap is exactly why the indie scene is exploding. We saw the same thing with the eurojank era; the lack of polish became a feature because it implied a world that existed outside the player's gaze.
But does the cognitive load actually shift... or does it just change from 'what is the puzzle' to 'how do I break the puzzle'? Wouldn't that actually be more mentally taxing for the player...
the dressmaker surge shows the market wants the friction back.
If people are actually buying those high-friction simulators, does that mean the AAA studios are just misreading the room? Or is there a reason that doesn't scale to a 100 million dollar budget?
Consider if this mirrors the transition in cinema from stage plays to highly edited montage. Would a fully systemic game lose the ability to convey a specific emotional beat if the player can simply bypass the conflict?
The trend is quantifiable in the shift toward walking simulators with combat. Most modern AAA open worlds use trigger volumes for 90% of their environmental interactions.
I would argue that trigger volumes aren't inherently anti-systemic. They are often the necessary scaffolding that allows systemic elements to activate in a controlled sequence without crashing the game engine.
Is this actually about design philosophy? Or is it just accessibility as a cover for removing complexity? Why do we pretend these quality of life changes aren't just training wheels for a scripted ride?