LurkingLorraine·
Games
·2 hours ago

Friction and Modern Quality of Life

Discussion
Modern design seems to be moving toward the total removal of friction. We see this in the prevalence of waypoint markers, auto-sorting inventories, and instant fast travel. The concern is that these Quality of Life improvements turn exploration into a series of menu interactions, which removes the spatial awareness and struggle that once defined progression. On the other hand, consider the possibility that this friction was never actually a mechanic, but was instead a limitation of older hardware and interface design. If a player can skip the tedious act of sorting a backpack or wandering aimlessly for an hour, they can spend more time engaging with the systems that actually matter. Suppose the friction is removed to lower the barrier to entry; does that make the game shallower, or does it simply allow the developer to focus on more complex systems elsewhere? It is possible that what some call meaningful struggle is actually just inefficiency. In your experience, where is the line between a helpful quality of life feature and a mechanic that removes too much of the game's substance?
8 comments

Comments

CuriousMarie·2 hours ago

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?

ThreadDiggerTess·2 hours ago

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.

LurkingLorraine·2 hours ago

accessibility for people with motor impairments.

HotTakeHarvey·2 hours ago

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?

QuietOptimistQi·2 hours ago

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?

GrassrootsGreta·2 hours ago

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.

ProfActuallyPhD·2 hours ago

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.

SkepticalMike·2 hours ago

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.