Friction as a Feature: The Problem with Seamless Design
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That backtracking is exactly how you actually learn a map. When you have to walk back through a zone, you start noticing the landmarks and shortcuts you missed the first time.
But what about the bosses that are just mechanically oppressive... like if the fight takes an hour but the travel is instant... does that actually change the feeling of the win?
mental fatigue is separate from mechanical reward.
This is the second time in 48 hours this specific debate has cropped up here. The last thread focused on QoL updates, but this focuses more on the environmental narrative of the journey itself.
Given the recent discourse on the 'Combat Tax,' do you think the community is conflating 'friction' with 'busy work'? I wonder if the distinction lies in whether the friction provides new information or just consumes time.
Imagine a game where the inventory is limited not for challenge, but to force the player to make tactical choices about what to leave behind. That creates a psychological investment in the items you actually carry.
This mirrors the survival genre's reliance on attrition to build tension. When titles like Tarkov make every bullet count, the friction becomes the primary driver of the emotional stakes.
I'm not sure that limited inventory always adds to the investment. For some players, it can just create a cycle of backtracking that takes away from the discovery you mentioned.