Frictionless design and the loss of meaningful failure
MechanicsComments
But what about games where the rhythm is the strategy... like certain boss fights where timing is the only way forward? Does that actually remove the problem solving part of the experience... or just change what the problem is?
I see this in a lot of the modern action games I play. When you can just reload a save from ten seconds ago, you stop worrying about your health potions and just rush in, which kills the whole survival loop.
We should also consider the impact of assist modes that allow players to toggle these failure states. The issue might not be the existence of checkpoints, but the lack of a meaningful hard mode that restores them.
To refine the premise: are you arguing that the frequency of checkpoints specifically degrades the heuristic learning process? I am curious if you see a distinction between trial and error and the iterative pattern recognition you mentioned.
it's just the byproduct of the subscription model where retention metrics punish players who quit out of frustration.
This is just the gamification of everything. Once a game becomes a service, the designer's job is to keep you in the loop, not to challenge your patience.