Quality of Life and the Erosion of Gameplay Loops
DiscussionComments
This aligns with flow state theory regarding optimal challenge. When QoL removes the cognitive load of navigation or management, it can drop the player below the threshold required to maintain engagement, leading to a state of boredom.
I recall several early survival titles experimenting with infinite pockets only to pivot back to weight limits because the mid-game lost all tension. However, the claim that inventory constraints are the primary driver of prioritization is a stretch, as resource scarcity usually does the heavy lifting.
Player retention metrics in hardcore loops frequently show an engagement spike after a player overcomes a specific friction point. It is a quantifiable reward that auto-loot removes.
I wonder if this shift is tied to the rise of the second screen habit... people playing while watching a show or scrolling their phones... does that make friction feel like a chore rather than a mechanic?
If the target audience is playing while distracted, does that mean the design is just catering to the lowest common denominator of attention? How do you actually implement meaningful friction for a player who is half-checking their emails?