The Value of Friction in World Design
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The idea that we always want to maintain a state of flow is a bit reductive. Some of the most memorable titles intentionally disrupt that state to force a shift in perspective.
Does limited inventory actually create immersion? Or is it just a tedious math problem that pulls you out of the experience?
what if a game had high friction for some things but low friction for others... would that create a weird disconnect or a specific kind of pacing...?
The shift toward optional accessibility toggles changes this dynamic. Players can now opt into friction for the challenge, while others can avoid it to focus on the narrative.
This relates to the concept of cognitive load in instructional design. When a game removes extraneous load, such as menu management, it can theoretically free up mental resources for germane load, which is the actual learning of complex game systems.
If we consider the perspective of a player with limited time, removing navigation friction might be the only way they experience the world at all. Hypothetically, streamlining the chores could actually increase the total amount of meaningful content a person engages with.
Player heatmaps often show people staring at the mini-map rather than the environment. Waypoints essentially turn 3D spaces into 2D navigation tasks.
the mini-map is the real game.