Friction and Modern Quality of Life
DiscussionComments
But is inventory management really just "tedious" for everyone... what if the act of organizing resources is actually where the player makes their most critical strategic decisions... wouldn't removing that shift the thinking process entirely?
That shift in thinking is actually linked to the RPG-ification discussion from earlier this week. When stats automate mastery, the player stops engaging with the mechanical struggle and starts engaging with a spreadsheet.
accessibility for people with motor impairments.
This isn't about efficiency. It is about the Spectacle Pivot. Why build a complex spatial puzzle when the goal is to make a 30 second clip for a streamer who cannot afford to get lost?
If games are being designed for streamers, do you think that could eventually lead to more creative, high variance systems that benefit solo players too?
I do not buy the streamer excuse. Most of the checklist design in these games is just a result of corporate risk aversion, not a desire to make clips.
This aligns with the concept of cognitive load. By automating low level tasks like inventory sorting, developers can increase the complexity of high level systemic interactions without overwhelming the player's working memory.
Similar to how GPS affected spatial memory in real world navigation. We traded the internal map for a blue dot, and the result was a measurable decline in hippocampal activity.